In the Gwenith Glide, if your boat is hit by Resonance Crystals while you’re off the Helm, you can now get back on it shortly after breaking the crystal, instead of being locked out.
Rune and Dragon Helms now have increased Resonance Crystal resistance, meaning fewer clicks for removing crystals at higher tiers.
In the Gwenith Glide, the speed boost now fully resets when a trial starts, so the speed boost from removing the crystals from the Crystal Helm can no longer be carried over to the next trial.
Fixed an issue in the Gwenith Glide where leaving the crystal’s teleport area just before the teleport occured could sometimes stop you from using your next teleport.
Your boat can no longer get stuck on the Scoreboard buoy during Barracuda Trial 1.
Barracuda Trials now finish when you sail away, meaning you can only start a trial when close by.
The Shellbane Gryphon now respawns every 12 seconds instead of every 18 seconds.
The Shellbane Gryphon Collection Log now lists the pet first, inline with other Collection Logs.
Added a new right-click option to the ledger tables as "Take-any-cargo", allowing you to quick-take a random cargo without bringing up the choice menu.
You’ll no longer run into issues taking a second Port task because it uses the same type of crate as your previous accepted task. Note that some crates or tasks may be cleared on login as part of the change.
Reduced the number of sharks around Mermaid locations, including in multi-combat zones like North of Crash Island. This should make Mermaid tasks clearer and less disruptive, giving you more breathing room to spot hints and respond.
If your helm's covered in crystals when you order your crew to operate it, the game will now recognise immediately that they can't do it, instead of waiting until the crew reaches the helm before giving the feedback.
On Mos Le'Harmless, Patchy's menu has had a quick spruce-up:
Fixed the problem where it had extra 'Buy' options that didn't work.
The menu can now be viewed by players who aren't already carrying a suitable pair of items, making it easier for new arrivals to learn about Patchy's options.
His bandana eyepatch combo items now have their colours written into the item names to help distinguish between them.
The Jar of Feathers can now be stored in the Achievement Gallery display of a player-owned house.
The Gull’s (aka Scrongly’s) idle animation has had a tidy-up, with the tail now looping seamlessly.
In the skill guide, checking materials for the Eternal Brazier now correctly mentions the 6 Runite bars required.
You can no longer receive double Wind or Gale Catcher charges at once when multiple players trim sails on the same tick.
Coral patches have had a buff this week:
Firstly, all three variants have a reduced chance of disease.
Secondly, the harvest yields have increased - for patches that grow after this update. Moving forward, the minimum yield for each variant should be 4 at all Farming levels, increasing as your level improves until you have a decent chance of receiving over 16 at level 99. The magic secateurs still improve your chances of a higher yield, as they did before.
Fixed an issue where boats could be summoned without a Teleport Focus if one had previously been built on the boat.
Fixed an issue where boats could get stuck in certain positions near the Brimhaven Port.
Rum-dashed Ralph now refers to the correct helm material in his tips.
Drinking Lunarshine no longer causes the player character's jaw to disappear.
The correct player's RSN is now shown on all messaging boxes of the Navigation Permissions, including the cargo hold access message.
Updated the model of dog castaways in the Castaway Sailing random event.
The camera starts now panning without delay when using the telescope at Piscarilius food hall.
The pirates of the wandering Pirate NPC boat have come to their senses! The boat no longer crashes into the rocks and gets stuck.
An Opinion Poll for Sailing will be live in-game later today! Have your say on important topics such as Ship Combat, Quality of Life Changes, 2026 Sailing content, UIM-specific concerns and more!
Interface Uplift Round 3
Added a toggle for Rune Pouch loadout name tags in the Settings menu which you can toggle off to fit more loadouts on screen at once, for a more condensed view.
Added a whole heap of Rune Pouch loadout names based on your feedback and suggestions. The full list is available further down.
Shades of Mort'ton Coffin Improvements:
You can now withdraw Shade remains into your inventory from the right-click menu, without needing to open the 'Configure' dialogue.
When withdrawing Shade remains from the coffin, it will now withdraw as many as possible into the inventory.
If you have multiple types of Shade remains in your coffin, the highest-tier remains will be withdrawn first, similar to how the Herb Sack functions.
The option to open and close the coffin is now available in the Configure menu as well.
Added a toggle to give the Teleport Destinations interface a more modern look so that mobile users have a little more space and fewer misclicks.
The Coal Bag, Gem Bag, Herb Sack, Plank Sack, Bottomless Compost Bucket and Essence Pouches now all share a consistent order for their right-click options, which is mirroring the existing order for the Coal Bag.
Adjusted world-map icons to make clear which Agility short-cuts are one-way only and which are two-way (meaning they can be used from either side). One-way shortcuts now use reversed colours, with a white arrow on a green base, and are labelled as “one-way” in the mouse-over text.
The Home Teleport icon and the 'Teleport' button in the Grouping interface will now appear grey if these particular teleports are on cooldown.
Added right-click/long-press options to sidestones, so that you can quickly navigate anywhere you'd like in the menus. E.g. right-clicking on the Character Summary stone to instantly navigate to the Quests, Achievement Diaries or Character Summary tab.
Bosses who have their kill times tracked have had a 'Personal Best' section added at the top of their respective Collection Log entry.
You can now right-click on Stony Basalt to teleport directly to the either the roof or entrance of Troll Stronghold, depending on your preference. Likewise, you can also toggle whether left-clicking Stony Basalt takes you to the Troll stonghold roof or entrance by default.
QoL Improvements
If you're carrying an active Escape Crystal, it will now auto-teleport you out during phase 3 of Tumeken's and Elidinis' Wardens if you appear AFK when the red skulls explode.
The STASH unit at the Lava Maze now allow you to deposit equipped items that are required for its clue step.
Updated the message shown when activated Viggora’s or Ursine chainmaces run out of charge, reminding you to uncharge them to continue using them.
You'll now get a warning that you won't get the Demon Tears back when dismantling the Avernic Treads.
When transferring from Seasonal to Permanent DMM, you'll now be able to unlock all music tracks that failed to be unlocked before because of auto-completed quests. These tracks are tied to quests like the Fremennik series, Recipe for Disaster, Lunar Diplomacy, Dragon Slayer I & II, Monkey Madness II, A Taste of Hope, and more.
Updated the gap-crossing animation on the Agility Pyramid to play the arm movements of the player character.
The message that appears when attempting to create a Dragon Platebody now correctly says "You need a dragon metal shard, a dragon metal lump and a dragon chainbody."
Other Changes
We had a word with King Roald on where the tax money's been going... As a result, the waters of the Varrock Fountain are fixed and all blue once again. Nice.
Fixed a Z-buffer issue that caused the player character’s feet to clip into the ground while holding the Christmas Dinner reward.
Resolved a graphical issue with the Jad jumper reward from this year's Christmas event.
Small Key (Ynsdail) is now correctly called Small Key (Ynysdail).
A hotfix that was rolled out early this week:
You can no longer rest at Forester's Campfires where PvP is enabled, to prevent some unintended abuse cases.
PvP Rota
Over the Christmas period, all worlds will be open, regardless of the region. The PvP rota will begin again next year on January 7th!
The PvP Arena will be using '1 Def Pure' loadouts in Ranked Duels and Tournaments this week, starting today. The following weeks will rotate automatically, with Max/Med' loadouts on December 17th, 'Zerker' loadouts on December 24th and '1 Def Pure' loadouts again on December 31st.
Sailing Improvements & Fixes
As your adventure on the vast oceans of Gielinor continues, so does improving Old School's new skill! We've been keeping a close eye on your feedback on Sailing, and we've got some fixes and changes to smooth out the experience for you.
Barracuda Trials Tweaks
In the Gwenith Glide, if your boat is hit by Resonance Crystals while you’re off the Helm, you can now get back on it shortly after breaking the crystal, instead of being locked out.
Rune and Dragon Helms now have increased Resonance Crystal resistance, meaning fewer clicks for removing crystals at higher tiers.
In the Gwenith Glide, the speed boost now fully resets when a trial starts, so the speed boost from removing the crystals from the Crystal Helm can no longer be carried over to the next trial.
Fixed an issue in the Gwenith Glide where leaving the crystal’s teleport area just before the teleport occured could sometimes stop you from using your next teleport.
Your boat can no longer get stuck on the Scoreboard buoy during Barracuda Trial 1.
Barracuda Trials now finish when you sail away, meaning you can only start a trial when close by.
Added a new right-click option to the ledger tables as "Take-any-cargo", allowing you to quick-take a random cargo without bringing up the choice menu.
You’ll no longer run into issues taking a second Port task because it uses the same type of crate as your previous accepted task. Note that some crates or tasks may be cleared on login as part of the change.
Miscellaneous Tweaks
Reduced the number of sharks around Mermaid locations, including in multi-combat zones like North of Crash Island. This should make Mermaid tasks clearer and less disruptive, giving you more breathing room to spot hints and respond.
If your helm's covered in crystals when you order your crew to operate it, the game will now recognise immediately that they can't do it, instead of waiting until the crew reaches the helm before giving the feedback.
On Mos Le'Harmless, Patchy's menu has had a quick spruce-up:
Fixed the problem where it had extra 'Buy' options that didn't work.
The menu can now be viewed by players who aren't already carrying a suitable pair of items, making it easier for new arrivals to learn about Patchy's options.
His bandana eyepatch combo items now have their colours written into the item names to help distinguish between them.
The Jar of Feathers can now be stored in the Achievement Gallery display of a player-owned house.
The Gull’s (aka Scrongly’s) idle animation has had a tidy-up, with the tail now looping seamlessly.
In the skill guide, checking materials for the Eternal Brazier now correctly mentions the 6 Runite bars required.
You can no longer receive double Wind or Gale Catcher charges at once when multiple players trim sails on the same tick.
Coral patches have had a buff this week:
Firstly, all three variants have a reduced chance of disease.
Secondly, the harvest yields have increased - for patches that grow after this update. Moving forward, the minimum yield for each variant should be 4 at all Farming levels, increasing as your level improves until you have a decent chance of receiving over 16 at level 99. The magic secateurs still improve your chances of a higher yield, as they did before.
Fixed an issue where boats could be summoned without a Teleport Focus if one had previously been built on the boat.
Fixed an issue where boats could get stuck in certain positions near the Brimhaven Port.
Rum-dashed Ralph now refers to the correct helm material in his tips.
Drinking Lunarshine no longer causes the player character's jaw to disappear.
The correct player's RSN is now shown on all messaging boxes of the Navigation Permissions, including the cargo hold access message.
Updated the model of dog castaways in the Castaway Sailing random event.
The camera starts now panning without delay when using the telescope at Piscarilius food hall.
The pirates of the wandering Pirate NPC boat have come to their senses! The boat no longer crashes into the rocks and gets stuck.
Sailing Opinion Poll
Later today, at around 2:30pm, we'll be launching an Opinion Poll focused on Sailing, and we'd love to hear what you think.
The poll will cover a range of key topics, including Ship Combat, Quality of Life improvements, and our current plans for Sailing content arriving in 2026. Your feedback will help shape where Sailing goes next!
The poll will be available to all players with Level 2 Sailing or higher. Some questions will be tailored toward specific groups (such as Ultimate Ironmen or those with higher Sailing levels), allowing us to gather more precise insights from different corners of the community.
We've ran tons of surveys in the past, however, this in-game one is our next big step towards getting accurate insights from everyone, regardless of which social platform you're on. The data we get from you will be invaluable in helping us decide what to prioritise next. By running this in-game, we're getting broader, more accurate insights from our community on how you feel about Sailing. With better data, this can create real changes in the way we do things.
The results of this Poll are hidden, but we'll be back with our learnings as soon as we've processed everything. You won't be voting on what does or doesn't get added to the game, but that doesn't make it any less important. This is a new way for you to have your say. The feedback shared in this poll will have a direct impact on how we develop Sailing.... All we need now is you!
Make sure to cast your votes and share your thoughts! This poll will remain open until 5th January.
Non-Sailing Pet Drop Rates from the New Resources
Last week, you've made us know that you'd like to see the drop rates for non-Sailing pets from new Sailing resources. Without further ado, let's dive into the numbers!
From our Interface Uplift blog, we've already released two batches of updates, which you can find here and here. Today, we're continuing with some of the remaining changes, along with some feedback-driven tweaks to the Rune Pouch UI.
Rune Pouch UI Changes
To start with, we’ve added a toggle for loadout name tags in the Settings menu. If you prefer a more compact view, you can toggle this setting off to fit more loadouts on screen at once. This change means a more condensed view for those of you who don't need any of the named presets and would prefer to have more information displayed without needing to scroll.
Rune Pouch Loadout Interface side by side comparison, with the loadout name tags toggled on and off. If you can’t see the image above, click here!
You can find this option under Interface settings. If you can’t see the image above, click here!
For those of you who do enjoy having name tags visible, we had many requests for a wider variety of loadout names. While we aren’t able to support custom loadout names natively, we’ve kept a close eye on your most frequently requested suggestions. Based on that feedback, we’ve added the following options:
If you have any other loadout names that you think would be really useful, then let us know and we may be able to add more to the above list!
Shades of Mort'ton Coffin Improvements
Players who frequent the Shades of Mort'ton minigame have been asking for improvements for some time now, and this week we've got some quick and simple tweaks that should help.
Updated the right-click options for the Coffins available as a reward from the Shades of Mort'ton minigame: You can now withdraw Shade remains into your inventory from the right-click menu, without needing to open the 'Configure' dialogue.
When withdrawing Shade remains from the coffin, it will now withdraw as many as possible into the inventory.
If you have multiple types of Shade remains in your coffin, the highest-tier remains will be withdrawn first, similar to how the Herb Sack functions.
The option to open and close the coffin is now available in the Configure menu as well.
Those of you who've ever teleported anywhere must have run into the teleport menu interface, with a list of destinations on a scroll background. On Mobile though, you may have ended up teleporting to the wrong place all due to the location texts packed tightly together. Justice for the thumb!
To rectify this, we're giving this a more modern look so that mobile users have a little more space and fewer misclicks, while making sure the design still feels Old School.
We know that the scroll interface is iconic, so we're making this a toggle in case you prefer the current look. The new design will be the default for brand new players, but we won't be changing this setting ourselves for established characters. If you'd like to try this updated design for yourself, head to the Settings menu and toggle on Modern menu interfaces.
You can find this under the Interface settings or by searching "modern menu". If you can’t see the image above, click here!
Consistent Options for Storage Containers
Old School's full of nifty, space-saving unlocks. However, even though many of these are functionally identical, the right-click menus of these unlocks have different and inconsistent orders.
We're smoothing this out by making the Coal Bag, Gem Bag, Herb Sack, Plank Sack, Bottomless Compost Bucket and Essence Pouches all share a consistent order for their right-click options, which is mirroring the existing order for the Coal Bag. Note that the Runecraft pouches should still prioritise their 'empty when full' and 'fill when empty' options to keep the interaction mobile-friendly.
Adjusted world-map icons to make clear which Agility short-cuts are one-way only and which are two-way (meaning they can be used from either side). One-way shortcuts now use reversed colours, with a white arrow on a green base, and are labelled as “one-way” in the mouse-over text.
The Home Teleport icon and the 'Teleport' button in the Grouping interface will now appear grey if these particular teleports are on cooldown.
Added right-click/long-press options to sidestones, so that you can quickly navigate anywhere you'd like in the menus. E.g. right-clicking on the Character Summary stone to instantly navigate to the Quests, Achievement Diaries or Character Summary tab.
Bosses who have their kill times tracked have had a 'Personal Best' section added at the top of their respective Collection Log entry.
You can now right-click on Stony Basalt to teleport directly to the either the roof or entrance of Troll Stronghold, depending on your preference. Likewise, you can also toggle whether left-clicking Stony Basalt takes you to the Troll stonghold roof or entrance by default. Note that you will still need to have completed the Hard Fremennik diary and have 73 Agility to be allowed to teleport directly to the roof. In addition, using the 'toggle' feature on Stony Basalt as an item will also apply the same 'default' location to the POH portals and Nexus teleports made using Stony Basalt.
That’s it for the Interface Uplift changes for now. We’ve held back the Slayer and Looting Bag interface updates due to the holiday season, as these would require coldfixes if further tweaks are needed, meaning it's safer for us to release them in the new year when the full team is back and available. We’ll also be adding a toggle for Mobile players, allowing them to choose whether or not the keyboard opens automatically when using the Fairy Ring search function - this change is planned for the next Game Update on January 7th.
QoL Improvements
On top of all the above changes, we've also got some shiny QoL improvements this week:
If you're carrying an active Escape Crystal, it will now auto-teleport you out during phase 3 of Tumeken's and Elidinis' Wardens if you appear AFK when the red skulls explode.
The STASH unit at the Lava Maze now allow you to deposit equipped items that are required for its clue step.
Updated the message shown when activated Viggora’s or Ursine chainmaces run out of charge, reminding you to uncharge them to continue using them.
You'll now get a warning that you won't get the Demon Tears back when dismantling the Avernic Treads.
When transferring from Seasonal to Permanent DMM, you'll now be able to unlock all music tracks that failed to be unlocked before because of auto-completed quests. These tracks are tied to quests like the Fremennik series, Recipe for Disaster, Lunar Diplomacy, Dragon Slayer I & II, Monkey Madness II, A Taste of Hope, and more.
Updated the gap-crossing animation on the Agility Pyramid to play the arm movements of the player character.
The message that appears when attempting to create a Dragon Platebody now lists the correct materials.
Other Changes
We had a word with King Roald on where the tax money's been going... As a result, the waters of the Varrock Fountain are fixed and all blue once again. Nice.
Fixed a Z-buffer issue that caused the player character’s feet to clip into the ground while holding the Christmas Dinner reward.
Upon getting the Dom drop, the messaging in the clan loot broadcast now correctly mentions Doom of Mokhaiotl as the source.
Resolved a graphical issue with the Jad jumper reward from this year's Christmas event.
Small Key (Ynsdail) is now correctly called Small Key (Ynysdail).
In case you missed it, we also rolled out a hotfix early this week:
You can no longer rest at Forester's Campfires where PvP is enabled, to prevent some unintended abuse cases.
PvP World Rota
Over the Christmas period, all worlds will be open, regardless of the region. The PvP rota will begin again next year on January 7th!
The PvP Arena will be using '1 Def Pure' loadouts in Ranked Duels and Tournaments this week, starting today. The following weeks will rotate automatically, with Max/Med' loadouts on December 17th, 'Zerker' loadouts on December 24th and '1 Def Pure' loadouts again on December 31st. You can also discuss this update on the 2007Scape subreddit, the Steam forums, or the community-led OSRS Discord in the #gameupdate channel. For more info on the above content, check out the official Old School Wiki.
It's the most wonderful time of the year! Gielinor has gone all festive for the Christmas 2025 Event!
Changelog - December 10th
[expand type=details expanded=false]
Christmas Event 2025
The 2025 Christmas Event is here! Speak to the Cook at Blue Moon Inn in Varrock to start the event.
Added festive rewards for completing the event, including a community-designed Christmas Jumper!
Sailing Fixes & Tweaks
Group Irons can now use facilities on their group members' ships regardless of whether or not they've built that facility themselves, so long as they have the Sailing level required.
The Bonecrusher and Bonecrusher Necklace now work for any Sailing creatures who drop bones.
Resetting the Gwenith Glide trial while going through a teleport portal will no longer break the trial.
When quick-transporting your boat - for example by recovering via a shipwright or using a boat spell - players will now only lose Port Task cargo, Bounty items, salvage and fish from their Cargo Hold. Anything else will be kept and accessible once your ship is recovered.
The Cargo Hold will no longer delete your diving apparatus or crowbar until you have the requirements to retrieve the item again.
Cargo crates are now confiscated immediately when you teleport while carrying them.
The Collection Log now updates correctly when receiving Dragon Cannonballs from sorting Opulent Salvage.
The "Start the boat when setting a heading" option now works more reliably for players whose crewmates were already controlling the helm when they boarded the boat.
Gull and Soup will no longer consume entire stacks of Karambwanji when fed. Their hunger is sated, for now...
Added an option to disable teleport warnings while on a boat: If you attempt to teleport while you're on a boat, you'll be given options to cancel it, proceed with it or proceed with it and not ask again. If you choose the latter, you'll no longer receive teleport warning while on a boat.
If you wish to, you can re-enable this via the Settings Menu, which you can find under Warnings → Sailing Warnings.
Fixed an animation glitch that occurs when metamorphing Gull or Gulliver during the emote.
Non-alchable items can no longer be fed to the Giant Clam.
The following Sailing activities can now be boosted:
All sea charting types
Generic charting activities
Current duck
Drink crates
Mermaid dives
Spyglass - including speaking with Chartin' Charles McAtless
Weather trolls
Both building and using cannons on a boat
Updated the requirement met filter in the Sea Charting interface to include quest requirements.
The Blast Furnace no longer allows players to fill it completely with nickel ore, as smelting requires space to add copper ore as well. If you've already got this problem, select the 'Check' option on the Blast Furnace's melting pot. This will allow you to empty the furnace.
When Sailing launched, we enabled you to dismantle the combined versions of the max cape. Now, Mac can do this too. For example, if you sell an Infernal Max Cape back to Mac, you'll now receive your Infernal Cape as well as the coins.
Added swamp tar to Pygmy Krakens' drop table.
The correct icon is now displayed upon showing a Holy Sheet to the High Priest.
Testing the currents south of the pest-filled island near the Void Knight's Outpost is now correctly listed under The Simian Sea.
Fixed a spade-related typo on the Port Task board.
The NPC Ros now refers to a Mithril helm, rather than a Mahogany one, when she gives tips about the Jubbly Jive.
Other Changes
Fixed the issue causing player character's feet to clip into terrain due to our switch to Z-buffer rendering.
Fairy Rings scroll bar now works correctly when using the search function. Likewise, when using the Fairy Rings search function and pressing Enter, you can now view the results list as intended.
In addition, when you interact with a Fairy Ring, the search box will now automatically open letting you type immediately.
Juna's chathead no longer appears in place of yours when you tell her stories of certain adventures.
PvP Rota and World Changes
The PvP rota has moved to Period A:
539 - (US) - PvP World
318 - (UK) - Bounty Hunter World
548 - (Germany) - High-Risk PvP World
577 - (US) - Free-to-Play PvP World
559 - (UK) - LMS Competitive
World 390 (AUS) for LMS Competitive has been activated with this rota.
World 569 (AUS) for Bounty Hunter has been activated with this rota.
The PvP Arena is using 'Zerker' loadouts in Ranked Duels and Tournaments this week.
Additionally, with the Launch of sailing we opened up a few extra temporary worlds to deal with the influx of players expected from such a launch.
Now everything has settled, we'll be removing the following worlds post update:
UK - 661,662,663,664,665,666,667
EU - 677,678,679,680,681
USW - 650,651,652,653,654
AUS - 687,688,689
On top of this we would like to direct those hungry for salvage onto our 2 Salvaging activity worlds. 596 and 597 have been specifically prepared and we would like players to try and fill them up whilst salvaging to give them a bit of a stress test.
Christmas Event 2025
It’s officially festive season in Gielinor! Varrock’s been wrapped in a fluffy white blanket, and the Blue Moon Inn is buzzing for the Christmas Dinner orders. Fancy helping the Cook with handling all the orders and whipping up some wintry delights?
To start the quest, head to Blue Moon Inn at Varrock and talk to the Cook.
You'll find the Cook in the kitchen at the back of the bar. If you can’t see the image above, click here!
It isn't only Varrock that got that a winter makeover... As tradition goes, some familiar faces, beloved companions and even a few bosses got a festive touch as well. You’ll just have to discover them as you adventure across Gielinor!
OSRS Christmas rewards always bring a festive flair, and this time also a bit of extra… belly. Here's the full list of fashionscape up for grabs once you've completed the quest:
Beer Belly Sweater to flex that belly after having nommed your Christmas dinner and drinks.
Lovely Jubbly Bib - need we say more?
Main-hand Christmas dinner platter and off-hand novelty Christmas mug.
Jad Christmas Jumper
Back in early November, we kicked off a competition for a player-designed and OSRS-inspired Christmas jumper across our social channels. The winning design would inspire a reward from this Christmas Event - and here it is! Massive GZs to u/PokemonReb on Reddit for winning the competition and seeing their creation come to life in-game! And of course, huge thanks to everyone who entered the competition. There were so many mind-blowing submissions and your designs absolutely sleighed!
Above is the winning entry from the community-designed Christmas Jumper Competition. If you can’t see the image above, click here!
And here's how it looks in-game! If you can’t see the image above, click here!
We love the irony of Gielinor's angriest guy getting all festive, and it seems like you do too! Plus, this jumper pairs perfectly with the Jad Slippers and Jad plush.
As we wrap up, don’t forget - you can claim rewards from previous Christmas events by speaking with Diango in Draynor – although you’ll need to complete this year’s event first!
Tomorrow, December 11th 4pm UTC, we'll be hosting a Christmas Livestream on our Twitch channel consisting of:
Festive Pub Crawl for the jolly vibes!
A Festive Parade from Blue Moon Inn to Rusty Anchor Inn in Port Sarim
Festive Sailing from Port Sarim to Brimhaven, visiting more pubs along the way
And some surprises!
Meet us at Blue Moon Inn on World 520 on 4pm UTC!
Make sure to put on your most Christmas inspired fashionscape, bonus points if you mix in some pirate or sailor flair! We can't wait to see what combinations you come up it, and it will be a blast to see 'Scapers in festive fits on their boats, sailing across Gielinor!
Sailing Fixes & Tweaks
Last week, we heard your feedback loud and clear on the Sailing XP review and salvaging changes. After thoroughly reviewing your feedback, we rolled out a batch of hotfixes last Friday, which you can read in detail here. Before diving into today’s update, we want to quickly recap what’s already been adjusted for those who missed it:
We've increased the number of 'active' shipwrecks at each salvaging hotspot. This means every hotspot should have two inactive shipwrecks (rather than three or more), which will increase uptime for players salvaging.
We've restored XP from sorting salvage to its pre-adjustment levels:
Barracuda salvage from 13 XP to 15.5 XP.
Large salvage from 20 XP to 24 XP.
Pirate salvage from 26 XP to 31.5 XP.
Mercenary salvage from 30 XP to 63.5 XP.
Fremennik salvage from 32 XP to 75 XP.
Merchant salvage from 34 XP to 95 XP.
We've improved the player's salvaging speed from 5 ticks (3 seconds) to 4 ticks (2.4 seconds).
We've reduced the XP modifier for crewmates pulling up salvage, to shift a little more focus onto Salvaging for yourself.
Level 4 Deckhandiness XP modifier reduced from 70% to 40%.
Level 3 Deckhandiness XP modifier reduced from 60% to 30%.
We've added +1,250 XP to completion of the Marlin Gwenith Glide, meaning you'll receive 16,050 XP for a completion. Keep in mind that this number is now affected by the Horizon's Lure, which would put the new boosted completion XP at 16,451.
Now on to what's changed today...
Group Irons can now use facilities on their group members' ships regardless of whether or not they've built that facility themselves, so long as they have the Sailing level required.
The Bonecrusher and Bonecrusher Necklace now work for any Sailing creatures who drop bones.
Resetting the Gwenith Glide trial while going through a teleport portal will no longer break the trial.
When quick-transporting your boat - for example by recovering via a shipwright or using a boat spell - players will now only lose Port Task cargo, Bounty items, salvage and fish from their Cargo Hold. Anything else will be kept and accessible once your ship is recovered.
The Cargo Hold will no longer delete your diving apparatus or crowbar until you have the requirements to retrieve the item again.
Cargo crates are now confiscated immediately when you teleport while carrying them.
The Collection Log now updates correctly when receiving Dragon Cannonballs from sorting Opulent Salvage.
The "Start the boat when setting a heading" option now works more reliably for players whose crewmates were already controlling the helm when they boarded the boat.
Gull and Soup will no longer consume entire stacks of Karambwanji when fed. Their hunger is sated, for now...
Fixed an animation glitch that occurs when metamorphing Gull or Gulliver during the emote.
Non-alchable items can no longer be fed to the Giant Clam.
The following Sailing activities can now be boosted:
All sea charting types
Generic charting activities
Current duck
Drink crates
Mermaid dives
Spyglass - including speaking with Chartin' Charles McAtless
Weather trolls
Both building and using cannons on a boat
Updated the requirement met filter in the Sea Charting interface to include quest requirements.
The Blast Furnace no longer allows players to fill it completely with nickel ore, as smelting requires space to add copper ore as well. If you've already got this problem, select the 'Check' option on the Blast Furnace's melting pot. This will allow you to empty the furnace.
When Sailing launched, we enabled you to dismantle the combined versions of the max cape. Now, Mac can do this too. For example, if you sell an Infernal Max Cape back to Mac, you'll now receive your Infernal Cape as well as the coins.
Added swamp tar to Pygmy Krakens' drop table.
The correct icon is now displayed upon showing a Holy Sheet to the High Priest.
Testing the currents south of the pest-filled island near the Void Knight's Outpost is now correctly listed under The Simian Sea.
Fixed a spade-related typo on the Port Task board.
The NPC Ros now refers to a Mithril helm, rather than a Mahogany one, when she gives tips about the Jubbly Jive.
Added an option to disable teleport warnings while on a boat: If you attempt to teleport while you're on a boat, you'll be given options to cancel it, proceed with it or proceed with it and not ask again. If you choose the latter, you'll no longer receive teleport warning while on a boat.
If you wish to, you can re-enable this via the Settings Menu, which you can find under Warnings → Sailings Warnings.
Some additional hotfixes we rolled out last week, in case you missed it:
Lava Strykewyrms and Frost Dragons now correctly drop Dragon Sheets with the boosted on task rates while on a Slayer task, as intended.
Cargo crates are now confiscated immediately when you teleport while carrying them.
Fixed an issue where Tears of Guthix was calculating the XP to award you based off of the wrong skill.
An Update on Jagex Launcher
Heads up, 'Scapers! Later today, installing the Jagex Launcher on PC will no longer require admin permissions. This should make it easier to install the Launcher on shared or restricted devices, though note that some systems may still have local restrictions in place.
We are aware that the Official Client still requires admin permissions to install - in these instances you can continue to use RuneLite.
Mass Chambers with the JMods
Join Mods Rach, Elena, Manked, Midnight, Jelly and Civ for another Chambers mass madness in the official OSRS Discord!
Ready to get flattened by Olm? Or maybe (just maybe) show him who’s boss? Either way, grab your Twisted bows, your brews, and your highly questionable raid knowledge and join us for a Chambers Mass Event!
Date: Friday, December 12th
World: 522
Mass-up: 15:45 UTC - 10:45 ET / 07:45 PT / 02:45 AET / 15:45 GMT
Raiding Time: 16:00 UTC - 11:00 ET / 8:00 PT / 3:00 AET / 16:00 GMT
Beautiful chaos. Piles of deaths, Olm’s head almost certainly deciding to laser the entire raid at once, a few heroic clutches, and a tragically low number of purples.
However, you can also expect plenty of laughs, some excellent stories, and that unique brand of mass-event madness that makes it all worth it. We’re here for the fun - not the points (definitely not the points). Whether we walk away with loot (cuz remember, scuffed = stuff) or just tales of chaos, we’ll have a laugh together.
Not keen to be burned alive by your entire team? No worries! You can still join in by spectating - Mods will be streaming their POV so you can enjoy the carnage from the safety of your bank tab.
Requirements & Rules?
Nothing but a bit of Chambers' knowledge, a pulse, and a willingness to die with grace would be beneficial.
The Raid Rules:
No alts please - each raid is capped at 100 players, and we want as many people to be able to join in as possible.
Do not come in just to afk for the diary - have fun and help out!
Prep for others - when prepping for Olm, please make a few extras. We won't start Olm until sufficient prep is complete.
No entering Olm early - Please do not enter Olm until everyone has potted and your Friends Chat leader has gone in, else you may be kicked from the raid.
Dying in Olm? If you have died in Olm twice and are still learning, consider staying out and watching/learning from others after the second death. Go back in only if you are feeling confident.
Choose kindness - these raids are just for the community chaos and fun of a mass, please don't expect to see many points or purples!
We'll be in the #Server-events Discord Channel when it opens 15 minutes before the start time!
So polish your pickaxes, forget your Anti-venom, and let’s give Olm a show we won't forget! Other Changes
Fixed the issue causing player character's feet to clip into terrain due to our switch to Z-buffer rendering.
Fairy Rings scroll bar now works correctly when using the search function. Likewise, when using the Fairy Rings search function and pressing Enter, you can now view the results list as intended.
In addition, when you interact with a Fairy Ring, the search box will now automatically open letting you type immediately.
Juna's chathead no longer appears in place of yours when you tell her stories of certain adventures.
PvP World Rota and World Changes
The PvP rota has moved to Period A:
539 - (US) - PvP World
318 - (UK) - Bounty Hunter World
548 - (Germany) - High-Risk PvP World
577 - (US) - Free-to-Play PvP World
559 - (UK) - LMS Competitive
World 390 (AUS) for LMS Competitive has been activated with this rota.
World 569 (AUS) for Bounty Hunter has been activated with this rota.
The PvP Arena is using 'Zerker' loadouts in Ranked Duels and Tournaments this week.
Additionally, with the Launch of sailing we opened up a few extra temporary worlds to deal with the influx of players expected from such a launch.
Now everything has settled, we'll be removing the following worlds post update:
UK - 661,662,663,664,665,666,667
EU - 677,678,679,680,681
USW - 650,651,652,653,654
AUS - 687,688,689
On top of this we would like to direct those hungry for salvage onto our 2 Salvaging activity worlds. 596 and 597 have been specifically prepared and we would like players to try and fill them up whilst salvaging to give them a bit of a stress test. You can also discuss this update on the 2007Scape subreddit, the Steam forums, or the community-led OSRS Discord in the #gameupdate channel. For more info on the above content, check out the official Old School Wiki.
[p] [img src="https://clan.akamai.steamstatic.com/images/39707052/a8805ebb9a0aac2e9e8614557725111b9a145c73.png"]Pull up a chair and hold on to your Crystal Extractors because this week's update features a whole host of Sailing tweaks and improvements, alongside some hefty XP balancing changes.
[/p]
Changelog - December 3rd
[p] \[expand type=details expanded=false]
Sailing XP Changes [/p]
[p]Made a variety of balancing focused tweaks to Sailing XP. Please see the full blog for more info and full context.[/p]
[p] Other Sailing Changes[/p]
[p]XP Rewards like XP Lamps or the Tears of Guthix are now able to be used on Sailing![/p]
[p]We've improved the hitbox of Lost Supplies to better match their model and make them more intuitive to collect. We're almost certain we've got it right this time![/p]
[p]The size of the Cargo Hold's model and clickbox has been slightly increased to make it easier to click on.[/p]
[p]Players should no longer find themselves logging in at the last port that they visited if they logged out with their boat docked at an island's mooring point.[/p]
[p]Shipwrights can now repair your boat for 50 GP per Hitpoint restored.[/p]
[p]Boats will now heal to full whenever their keel or hull is upgraded.[/p]
[p]Cargo crates from Courier tasks no longer count towards the Cargo Hold storage cap for UIM players. Note that this is a temporary fix until we work with UIM players to settle on a better long-term solution for UIM gripes with Port Tasks.[/p]
[p]Removed some invisible walls in the Fremensund near Meaty Aura Logist.[/p]
[p]Chum Stations now require the same Sailing level to use as is required to build them. Meaning if you can build one, you can use one![/p]
[p]Default settings have been adjusted so that using the 'Check Materials' button on boat upgrades will display a message in chat by default.[/p]
[p]Diving gear is no longer deleted when deposited into the Cargo Hold.[/p]
[p]A helmet-related Mermaid riddle solution has been updated to incorporate another correct solution.[/p]
[p]We've fixed a bug where players sorting Merchant Salvage were being told that they did not have the Sailing level requirement to sort through it in some scenarios.[/p]
[p]Players can no longer walk onto 'sailable' tiles in Varlamore and Laguna Aurorae and teleport themselves to Port Sarim.[/p]
[p]Planks from the Plank Sack are now useable when building facilities on a boat.[/p]
[p]The Captain's Log no longer suggests that there is any evidence of the Sharhai to the west of Vatrachos Island, because the evidence is actually to the east. Our bad on this one, but well done to any explorer spirits who went out of their way to find this evidence regardless![/p]
[p]Frost Dragons have had their respawn timer made faster. They'll now respawn every 15 ticks (9 seconds) down from 60 ticks (36 seconds).[/p]
[p] Z-buffer Graphical Fixes[/p]
[p]Player-owned house constructions and decorations now display correctly, with all textures and details appearing as intended. [/p]
[p]Updated the Shilo Village gem mine entrance so it displays as open rather than blocked when viewed.[/p]
[p]The fireplace on a wall near Orthus Farm no longer clips with the building.[/p]
[p]Fixed the Ancient Mushroom reflection at Fossil Island and the wall near the Fortis Colosseum so they now display correctly without flickering or visual glitches.[/p]
[p]Quetzal tails no longer clip through hay piles. [/p]
[p]The Seed Vault shadow now displays correctly without flickering or overlapping with the floor.[/p]
[p]Ritual circles from the Enchantment of Forestry event now sit correctly on the ground, preventing them from clipping on uneven terrain.[/p]
[p] Other Changes[/p]
[p]Fixed a bug where players received their guaranteed Mimic on the 26th casket (or 11th Master) instead of the intended 25th Elite or 10th Master.[/p]
[p]With the exception of PvP and Deadman worlds, players who start to harvest an allotment and in the same tick use the same produce on a compost bin, will once again continue harvesting and composting automatically until the patch empties or the compost bin fills.[/p]
[p]This had stopped working because the code for using items on scenery was breaking binding effects such as the Ice spells. As those effects tend to matter most in PvP, we've restored the ability to use compost bins in that way, but only on non-PvP worlds (also excluding Deadman).[/p]
[p]Corrected interface positioning to remove the gap at the top of the screen when moving the World Map on desktop.[/p]
[p]The water pump site on Vatrachos Island now updates its appearance correctly when you build the pump.[/p]
[p]A trollface has been removed from the Thieving skill guide.[/p]
[p] PvP Rota
The PvP rota has moved to Period B:[/p]
[p]560 - (UK) - PvP World[/p]
[p]319 - (US) - Bounty Hunter World[/p]
[p]579 - (US) - High-Risk PvP World[/p]
[p]561 - (UK) - Free-to-Play PvP World[/p]
[p]580 - (US) - LMS Competitive[/p]
[p]World 390 (AUS) for LMS Competitive has been de-activated with this rota.
World 569 (AUS) for Bounty Hunter has been de-activated with this rota.
The PvP Arena is using 'Max/Med' loadouts in Ranked Duels and Tournaments this week. \[TAG-200]
[/p]
Sailing XP Changes
[p] You've read the newspost's title, you've seen the panicked memes about the Crystal Extractor being thrown overboard, and you've undoubtedly got thoughts of your own regarding Sailing's XP balancing. We've been reading all over, watching your journeys, and working with our Data Analysts to get a real sense of how players are progressing through Sailing, where the common pain points are and areas that might harm our ability to expand the skill with further training methods. With all of that combined, we feel like we're ready to make some tweaks to Sailing XP.
As you might expect, balancing an entire skill (especially one as broad as Sailing) is complex, and we were under no illusions that we'd get it absolutely perfect right out of the gate. That means that while there are some buffs in today's update, there are also a handful of nerfs. We need Sailing to make sense long-term, it's not an update for everybody to blitz through in a week or two and never touch again. Over the course of years it's important that Sailing remains relevant, interweaves properly with Old School's complex web of progression, and has space for additions to the skill at all level ranges. So while we appreciate that nobody likes a nerf, we hope that you're able to meet us halfway and appreciate that we need to finetune things with longevity in mind, rather than a rush to the finish line.
It's also important to make clear that we're likely not going to get it perfect with these changes either - Sailing has a lot of room to grow and evolve, and balancing changes are something that we'll keep iterating on by working with the community's feedback, pairing it up with our own analytics and trying to get things just right.
We know that there's a lot we still need to polish up with Sailing, so before the end of the year we'll be putting together an in-game Opinion Survey (using our fancy new polling system) to gather your thoughts on a whole host of hot topics. While we're doing our best to prioritise working on what's important to ensure smooth seas for our new sailors, we know that there's a lot of feedback out there from all of you and more changes that you'd like to see, so we'd like to really drill down into the details and fully develop our understanding of your feedback so that we can make sure we deliver. This list isn't exhaustive, but you can expect to see questions on things like:[/p]
[p]Ship Combat - What are the biggest pain points? Are there quick wins and small fixes that would improve the feel alongside more long-term adjustments? How do resource availability and unique drop rates (more on those below) factor in to your overall enjoyment here?[/p]
[p]Deep Sea Trawling - Is it appropriately rewarding for the effort required? Is the fish output in a good spot? Is the XP output in a good spot?[/p]
[p]XP rates - How is the balance of the skill sitting overall? How do today's changes impact your view of the skill's balance and progression?[/p]
[p]Drop rates - How does the 'time to complete' or 'time to obtain' for various resources feel? How would adjustments to ship combat shift perspectives here?[/p]
[p]Pain Point Prioritisation - Which of the 'tougher' things for us to fix should we get to first? [/p]
[p]Iron/Ultimate Iron concerns - What unique challenges do players of these account types face? What changes could we make to reduce frustration while still respecting the spirit of these game modes?[/p]
[p]And loads more![/p]
[p]With all of that feedback to look forward to in the near future, let's bring your attention back to now. Before we dive into specifics on the changes we're looking to make today, we've got a quick refresher on where we expect each different Sailing activity to sit alongside each other with regards to XP/Hr and viability as training methods.[/p]
[p]Barracuda trials are the most intensive and skill-based training method and should remain at the top so long as you're at an appropriate level (meaning the Tempor Tantrum shouldn't still be dominating your training if you're already level 50 Sailing, for example). Their downside is that the XP gained is fairly static and only really scales up with boat speed and player skill, so it plateaus with player skill and incrementally with boat upgrades. This allows training methods unlocked at later levels to eventually surpass them. You can see this effect across the entire skill where once a new trial is reached every other method starts gaining higher XP to try and keep up.[/p]
[p]Courier Port Tasks are the bread and butter baseline for all Sailing XP and should be relevant for most of the Sailing journey. They are not likely to be the highest XP earners for most level brackets but may have their time to shine in level brackets between trial unlocks.[/p]
[p]Salvaging is primarily an AFK method allowing players to earn loot while gaining XP, it's aimed to be very second monitor friendly with the option to participate in tick manipulation methods for those inclined for even greater returns in XP. Tick manipulation salvaging without sorting the salvage should be a reasonably competitive option, below Marlin rank barracuda trials for those who prefer this method of training, though we'll never balance this method specifically around tick manipulation since we understand it has a reasonably niche appeal.[/p]
[p]Bounty Port Tasks are a way to train Sailing via combat but are intentionally not trying to be a competitive XP provider as we'd like to keep Sailing focused around non-combat training instead of making it a combat skill. These provide a reasonable option for those who wish to seek out rare sea creature drops while gaining some Sailing XP on the side.[/p]
[p]Deep Sea Trawling is a Fishing and Sailing hybrid training method primarily focused around obtaining valuable fish which you cannot get anywhere else in the game. This is not a significant XP driver in order to keep the price of the fish high and should instead be considered as a reasonable way for high level fishers and sailors to earn money as a reward for training their skills.[/p]
[p]Finally, with the core Sailing training methods, we have a philosophy that "Level is king". As a rule of thumb, higher level unlocks should always try to award more XP than lower level unlocks as a baseline before then considering the intensity of the method.[/p]
[p] Time for some specifics! Drop anchor and take a seat, there's a lot to cover...
[/p]
Crystal Extractor
[p] [img src="https://clan.akamai.steamstatic.com/images/39707052/d9cd7477651018f4f9be85d59e9e1484392de39f.png"]If you can’t see the image above, click here!
We'll start with arguably the most contentious part of Sailing's XP balancing: the Crystal Extractor. This innocuous unlock has sparked a lot of conversation and has - in a sense - warped the majority of Sailing's progression around it.
For those not in the know, the Crystal Extractor is a boat facility that you can build at 73 Sailing. For your troubles (and roughly two million GP), you gain a facility which generates a wind mote every 60 seconds, granting 600 Sailing XP when harvested. It takes three ticks (1.8 seconds) to harvest - or four ticks if you count the time it takes to interact with the extractor - meaning that for the time you're actually interacting with the extractor, your effective XP per hour (XP/hr) is around 1,200,000. In effect, the single most valuable thing that you could possibly be doing if there's a mote ready to be harvested, is clicking on your Crystal Extractor, which adds up to an additional ~34,000 XP/hr for players paying enough attention to click once per minute.
Our initial expectations for the Extractor were for it to close the gap between lower intensity activities such as Port Tasks or Shipwreck Salvaging and higher intensity activities like the Barracuda Trials. Earlier in development, the interaction time on the Extractor was longer than it is now and it had to be placed further away from the helm, so we'd balanced it expecting that players would be less willing to pull away from the helm in order to harvest wind motes. As you might have guessed from the sheer volume of posts around the Crystal Extractor throughout the community, this isn't quite the case, so we feel changes are needed.
Having said all that, we appreciate that many sailors are enjoying keeping on top of their extractor and weaving their harvests in between actions, so we're not looking to completely gut it or remove emergence from you all.
We'll be reducing the XP per harvest from 600 XP to 250 XP. This means that you can earn roughly 14,000 XP/hr from your Crystal Extractor, rather than ~34,000. This is a sizeable nerf but one that we think is necessary and one that we'd like to compensate with XP boosts at certain points throughout progression (more on that later). We think this still makes harvesting from the extractor worthwhile (with an effective 500,000 XP/hr while interacting with it) but means we have more freedom to balance other activities appropriately since we're not having to account for a flat 34,000 XP per hour on top of everything, which makes scaling things up or down a little tougher.
Alongside this change, we're making an improvement to the Crystal Extractor which will allow it to generate charges even while you're at a port, until you've been disembarked (meaning running around on land) for around 10 seconds or so. This means that if you're quick, you can pick up or deposit cargo and make it back in time to keep the XP flowing without interruption!
Before we dive into specific activities, we'll say that we're not planning on any XP changes to Barracuda Trials since they're already taking a hit as a result of the Crystal Extractor changes. We're happy with where the XP from trials will sit alongside other options without any further adjustments and we're constantly seeing players push the limits here, exploring options like allowing for 'natural' trimming moments and new more optimal routes are always being discovered to push XP even further.
[/p]
Port Tasks
[p] [img src="https://clan.akamai.steamstatic.com/images/39707052/d3db9eee25dff09533ae8dcb1645b5799a033fed.png"]If you can’t see the image above, click here!
Everybody's favourite delivery driver simulator!
Port Tasks are supposed to be a medium-intensity method that sits between Shipwreck Salvaging and the Barracuda Trials, offering a comfortable mid-point in XP/hr. While we expect there are still discoveries to be made in order to maximise the efficiency of tasks like this (particularly with so-called A-B-A tasks, which you can learn more about in these videos from Westham and Kriibus), we think there are some points in progression where Courier Tasks in particular could use a little boost to make them a more appealing option.
We'll be increasing the completion XP offered by all Courier tasks from level 40 and above by ~15%. This should help them shine a little brighter in the level ranges between Barracuda Trials where one starts to fall off and you want to progress to the next, particularly at levels 40 to 55 and 60 to 70, as well as make them a more appealing laid-back option for players in the 90s and beyond 99 sporting rosewood upgrades to max out their boat speed.
At this stage we're not planning any changes to the XP offered by Bounty Tasks, for two main reasons! One being that Ship Combat isn't in the best state right now and we need to have a wider review on how best to improve combat before we push it any closer to being the meta at any stage, and the other being that these tasks are supposed to be a nice excuse for you to obtain the Bounty target's unique drops while still getting a little Sailing XP boost on the side. Deep Sea Trawling We've not got any specific changes that we're making here this week, but felt it important to at least mention that we're aware of the wider discussions that you're all having regarding Deep Sea Trawling.
Our intent for this method has always been for it to be a lower XP/hr activity with a solid resource output (fish!) so that trawling serves as a solid skilling moneymaker. Though that was our intent, we do understand where many of you are coming from with feelings that the XP offered isn't worth the intensity of the input, especially with the Sailing XP/hr being reduced as a result of the Crystal Extractor changes.
So no changes to trawling this week, but we'll be having conversations around the XP, the output and whether this is more of a Sailing or a Fishing activity, then see what changes we might be able to make that make it a more appealing method, but not making it so appealing that the economy absolutely floods with powerful new fish and Deep Sea Trawling ceases to be a worthwhile moneymaker. Watch this space!
[/p]
Shipwreck Salvaging
[p]Despite being the 'simple' AFK training method, there's a lot of complexity involved in balancing Shipwreck Salvaging because there are so many ways that players can approach it. Here's a quick rundown of all of the ways that you've been salvaging so far: [/p]
[p]Self Salvage, Self Sort, no crewmates.[/p]
[p]Self Salvage, drop, no crewmates.[/p]
[p]Self Salvage, Self Sort, assign crewmate to Salvage while Sorting.[/p]
[p]One Crewmate Salvage, Self Salvage, Self Sort, assign crewmate to Salvage while Sorting.[/p]
[p]Two Crewmates Salvage, Self Sort.[/p]
[p]One Crewmate Salvage, Self 2-tick Salvage, Self Sort, assign second crewmate to Salvage while Sorting.[/p]
[p]And more! All of these for every single type of Shipwreck too.[/p]
[p] Many of these are enabled by the Salvaging Station, which was an addition made late into Sailing's development, which has made "Two Crewmates Salvage, Self Sort" in particular a very strong AFK method that allows almost 30 minutes of downtime with solid XP rates (making it arguably the best AFK method in the game), especially when coupled with the additional XP/hr from the Crystal Extractor. This is compounded by a bug where crewmates are actually salvaging every three ticks, making them faster than players, who salvage every four ticks.
While we love AFK methods just as much as you, and we're no strangers to some second-screen salvaging while at work, we think that the XP/hr on offer from some of these is a little too good for the effort required, which weakens the appeal of Port Tasks and Barracuda Trials and makes it possible to reach 99 Sailing without moving your boat much at all.
We're looking to make some changes here that might not be easy to understand from the numbers, so we'll state our goals clearly:
[/p]
[p]Nerf AFK Salvaging across the board so that its top end is slightly above similar AFK methods like Redwood woodcutting. Our rough estimate here is that AFK salvaging methods could top out in the 80-90k XP/hr range.[/p]
[p]Ensure that moderately AFK methods where crewmates salvage and the player sorts still result in more XP than dropping salvage, but tone down the sorting XP so that it isn't significantly better than dropping.[/p]
[p]Reduce some common frustrations and pain points with Salvaging to improve QoL.[/p]
[p]Improve the output of high-intensity Salvaging so that players looking for high-intensity training methods have a viable alternative that competes with Barracuda Trials.[/p]
[p] Now let's dive in to how we're looking to realise those goals, starting with all of the ways we'd like to improve your quality of life when salvaging shipwrecks. [/p]
[p]Crewmates will now remember their assigned task over logout, meaning they'll get right back to Salvaging even if you hop worlds.[/p]
[p]Crewmates' 'Salvage range' will be calculated from the hook's position, rather than the boat's position - this should reduce scenarios where crewmates could salvage shipwrecks that you could not, and vice versa.[/p]
[p]Crewmates will now salvage at the same rate as players, rather than outperforming their captain.[/p]
[p]We'll be adding more 'double Salvage spots' to every shipwreck hotspot, while also making these double spots easier to access and orient yourself so that you're not getting stuck repeatedly.[/p]
[p]Jolly Jim's Deckhandiness has been increased to 4, meaning you'll have two crewmates able to use Dragon salvaging hooks.[/p]
[p] These tweaks should help improve the social aspect of Salvaging, cut down on annoyance when getting into the right spot or hopping at the same location, and improve the consistency with which crewmates do what you'd expect them to!
You might have noticed that the above list also states that players will salvage on a 5-tick cycle, rather than the current 4-tick cycle. This is slower than before, but we're buffing success chances at all tiers of shipwreck to compensate - this aims to keep the XP/hr of actually Salvaging at a similar or slightly lower level than before, but will also increase your AFK time when actively salvaging. Here's how success rates are changing to compensate for this adjusted speed: [/p]
[p]Small shipwrecks now have an 11% increased success chance[/p]
[p]Fisherman shipwrecks now have a 14% increased success chance [/p]
[p]Barracuda shipwrecks now have a 15% increased success chance [/p]
[p]Large shipwrecks now have a 16% increased success chance [/p]
[p]Pirate shipwrecks now have a 21% increased success chance[/p]
[p]Mercenary shipwrecks now have an 18% increased success chance [/p]
[p]Fremennik shipwrecks now have a 16-21% increased success chance [/p]
[p]Merchant shipwrecks now have a 16-22% increased success chance [/p]
[p] On top of this, we're buffing the XP that you get from actually pulling up Salvage for some of the higher-tier shipwrecks as follows: [/p]
[p]Pirate shipwrecks now give 76 XP instead of 63 XP[/p]
[p]Mercenary shipwrecks now give 138 XP instead of 127 XP [/p]
[p]Fremennik shipwrecks now give 162 XP instead of 150 XP [/p]
[p]Merchant shipwrecks now give 200 XP instead of 190 XP[/p]
[p] However, we're reducing the XP that you get from sorting Salvage to try and better emphasise getting involved on the hooks yourself and reducing some of the strength of the "Two Crewmates Salvage, Self Sort" method. We love an AFK method, but with Sorting XP being as good as it is, we think relying solely on Sorting and letting your crewmates do all of the Salvaging little too AFK to be healthy long-term. [/p]
[p]Barracuda salvage now gives 13 XP instead of 15.5 XP[/p]
[p]Large salvage now gives 20 XP instead of 24 XP[/p]
[p]Pirate salvage now gives 26 XP instead of 31.5 XP[/p]
[p]Mercenary salvage now gives 30 XP instead of 63.5 XP[/p]
[p]Fremennik salvage now gives 32 XP instead of 75 XP[/p]
[p]Merchant salvage now gives 34 XP instead of 95 XP[/p]
[p] It's hard to put all of this together and understand exactly how each of the approaches to Shipwreck Salvaging might be impacted, the oversimplified version is that we estimate these numbers to be a 20-30% nerf for AFK salvaging from level 35 shipwrecks and beyond, and around a 20% buff to more high intensity approaches to salvaging. It's worth noting that majority of the '20-30% nerf' here assumes that you're maintaining good uptime on your Crystal Extractor, so if you've been taking it easy and missing out on harvesting every minute then you'll likely see a smaller reduction in XP. Additionally, shifting more XP onto salvaging rather than sorting means you'll notice more of the benefits from upgrading your hook - the current paradigm with sorting doing so much lifting (coupled with the sheer volume of XP added by the Crystal Extractor) means upgrading your salvaging hook multiple tiers doesn't result in noticeable increases in XP/hr, but these increases should be more noticeable with today's update.
We believe these numbers should help bring them into a healthier spot so that they're still a solid social/AFK offering but not so solid that they lead to many players not engaging with other training methods whatsoever, coupled with a bunch of QoL improvements that should improve consistency (which will boost XP/hr slightly in a way that's tougher to model), and position high-intensity Salvaging methods as something that might be a competitive alternative to Barracuda Trials for endgame sailors looking for a change of pace.
Nobody likes nerfs, or feeling like they missed out on stronger early XP rates because of real life commitments, but we hope that you can appreciate our desire to better position Sailing's core training methods relative to each other now that we're equipped with more data and feedback than we could ever have gathered by ourselves. These changes also create more space for us to add new methods or activities in the gaps to flesh out a varied progression curve with a large breadth of gameplay for players to enjoy for years to come, so we can't wait to see what we come up with together as more and more suggestions for new activities flood in.
Oh and one last thing before we move on, we're fixing the Horizon's Lure so that it correctly applies its +2.5% XP boost to all activities in Sailing, meaning: [/p]
[p]Harvesting from the Crystal Extractor[/p]
[p]Sorting/Salvaging (on a boat)[/p]
[p]Or sorting at a dock with a boat spawned with the keg on[/p]
[p]Handing in Port Tasks[/p]
[p]If a boat is spawned with the keg on it[/p]
[p]Trimming the sails[/p]
[p]Collecting crates in a Barracuda Trial[/p]
[p]Completing a Barracuda Trial[/p]
[p] Remember what we said before, these changes aren't set in stone and unchanging forever - this balancing process will be iterative and take time to get right. Let us know your thoughts once you've gotten hands-on in-game and we'll take those on board to see how they might contextualise the data that we get to continue getting things into the right spot.
Thanks for bearing with us, now let's talk about booty! [/p]
Sailing Drop Rates & Mechanics
[p] Let's talk drop rates!
As always, the combined forces of the OSRS Wiki and RuneLite mean you should already have a rough idea of what the rates are for any items that you're chasing, but we commit to releasing drop rates in full within two weeks of an update so that you can know for sure and perhaps spot if anything seems awry. There are a lot of items added with Sailing, so we'll be putting them into an 'expand' section to avoid cluttering the blog if you're not interested.
[img src="https://clan.akamai.steamstatic.com/images/39707052/15d0f5a3439fa2b21e825d849cea3747e3f4c4b1.png"]If you can’t see the image above, click here!
You can find the drop rates below. \[expand type=details expanded=false]
Shellbane Gryphon [/p]
[p]Belle's folly - 1 in 400[/p]
[p]Gull pet - 1 in 3,000[/p]
[p]Jar of feathers - 1 in 2,000[/p]
[p]Elite clue 1 in 200[/p]
[p] Gryphon [/p]
[p]Horn of Plenty - 1 in 2,500 off-task; 1 in 1,000 on-task[/p]
[p] Aquanites [/p]
[p]Aquanite Tendon - 1 in 3,500 off-task; 1 in 750 on-task[/p]
[p] Boat Paints [/p]
[p]Barracuda - Only rolled when achieving the Marlin time for a Trial[/p]
[p]1 in 240 - Tempor Tantrum[/p]
[p]1 in 220 - Jubbly Jive[/p]
[p]1 in 400 - Gwenith Glide[/p]
[p]Shark[/p]
[p]1 in 36 from completing any Port Task[/p]
[p]Inky[/p]
[p]Pygmy kraken - 1 in 3,000[/p]
[p]Spined kraken - 1 in 2,500[/p]
[p]Armoured kraken - 1 in 2,000[/p]
[p]Vampyre kraken - 1 in 1,500[/p]
[p]Angler's[/p]
[p]Base rate - 1 in 18,000[/p]
[p]Shimmering shoal rate - 1 in 16,200[/p]
[p]Salvor's (Only obtained from martial salvage)[/p]
[p]1 in 24,000[/p]
[p] Dragon Sheet [/p]
[p]Strykewyrm off task - 1 in 400[/p]
[p]Strykewyrm on task - 1 in 100[/p]
[p]Frost dragons off task - 1 in 200[/p]
[p]Frost dragons on task - 1 in 55[/p]
[p]Great white shark and armoured kraken* - See below[/p]
[p] Dragon Nails [/p]
[p]Merchant shipwreck - 1 in 2,000[/p]
[p]Frost dragon - 1 in 65[/p]
[p]Narwhal - 1 in 1,024[/p]
[p] Dragon Cannonballs [/p]
[p]Pirate shipwreck - 1 in 3,000[/p]
[p]Mercenary shipwreck - 1 in 3,000[/p]
[p]Merchant shipwreck - 10 in 4,240[/p]
[p]Frost dragon - 2 in 130[/p]
[p]Great white shark - 2 in 100[/p]
[p]Vampyre kraken - 2 in 120[/p]
[p]Orca - 2 in 92[/p]
[p]Aquanite - 1 in 128[/p]
[p] Broken Dragon Hook [/p]
[p]Great White Shark - 1 in 1,024[/p]
[p] Great White Shark Drop Mechanics
Great White Sharks have a 1 in 1,024 chance to roll on their 'Dragon table'. Due to a nasty bug, these haven't been rolling as intended, but we're fixing that as part of today's update. Once rolled, Dragon items have the following weightings: [/p]
[p]Large dragon keel part - 1 in 6[/p]
[p]Dragon keel part - 1 in 6[/p]
[p]Dragon sheet - 4 in 6 (Drops between 1-2 sheets once rolled)[/p]
[p] Armoured Kraken Drop Mechanics
Armoured Kraken have a 1 in 256 chance to roll on their 'Dragon table'. Once rolled, Dragon items have the following weightings: [/p]
[p]Large dragon keel part - 1 in 5[/p]
[p]Dragon keel part - 1 in 5[/p]
[p]Dragon sheet - 3 in 5 (Drops between 1-2 sheets once rolled)[/p]
[p] Echo Pearl [/p]
[p]Orca - 1 in 512[/p]
[p]Dolphin - 1 in 10,000[/p]
[p] Swift Albatross Feather [/p]
[p]Albatross - 1 in 200[/p]
[p] Narwhal Horn [/p]
[p]Narwhal - 1 in 100[/p]
[p] Squid Beak [/p]
[p]Jumbo squid - 1 in 512[/p]
[p]Swordtip squid - 1 in 1,024[/p]
[p] Ray Barbs [/p]
[p]Eagle ray - 1 in 300[/p]
[p]Butterfly ray - 1 in 300[/p]
[p]Sting ray - 1 in 150[/p]
[p]Manta ray - 1 in 100[/p]
[p] Bottled Storm [/p]
[p]Armoured kraken - 1 in 1,024[/p]
[p]Vampyre kraken - 1 in 512[/p]
[p] Shipwreck Salvaging [/p]
[p]Dragon cannon barrel[/p]
[p]1 in 20,000 from Opulent salvage[/p]
[p]Boat bottle[/p]
[p]Small - 1 in 750[/p]
[p]Fisherman - 1 in 750[/p]
[p]Barracuda - 1 in 500[/p]
[p]Sailor's amulet (inert)[/p]
[p]Small shipwreck - 1 in 2,000[/p]
[p]Fisherman - 1 in 1,500[/p]
[p]Barracuda - 1 in 1,000[/p]
[p]Large - 1 in 500[/p]
[p]Pirate - 1 in 450[/p]
[p]Mercenary - 1 in 400[/p]
[p]Fremennik - 1 in 350[/p]
[p]Merchant - 1 in 300[/p]
[p]Salvaging uniques (rusty locket etc.)[/p]
[p]All are 1 in 3,000[/p]
[p]Clue Scrolls[/p]
[p] [/p]
[p]Small shipwreck - 1 in 300 for a Beginner Clue Scroll[/p]
[p] [/p]
[p]Fisherman shipwreck - 1 in 300 for an Easy Clue Scroll[/p]
[p] [/p]
[p]Barracuda shipwreck - 1 in 300 for a Medium Clue Scroll[/p]
[p] [/p]
[p]Mercenary shipwreck - 1 in 500 for a Hard Clue Scroll[/p]
[p] \\
Soup (the Sailing pet)
Soup is only obtainable on player rolls, meaning your crew do not roll pet chances for you. [/p]
[p]Barracuda trials[/p]
[p]Tempor Tantrum - 1 in 16,000[/p]
[p]Jubbly Jive - 1 in 11,500[/p]
[p]Gwenith Glide - 1 in 9,000[/p]
[p]Port tasks[/p]
[p]Scales on level required for the task[/p]
[p]Ranges from 1 in 6,000 at level 1 to 1 in 3,150 at 99[/p]
[p]Trimming the sails[/p]
[p]1 in 120,000[/p]
[p]Charting[/p]
[p]1 in 30,000 per chart[/p]
[p]Trawling[/p]
[p]1 in 360,000 per "fishing attempt", e.g. per sailing xp drop[/p]
[p]Salvaging[/p]
[p]Small - 1 in 800,000[/p]
[p]Fisherman - 1 in 500,000[/p]
[p]Barracuda - 1 in 300,000[/p]
[p]Large - 1 in 280,000[/p]
[p]Pirate - 1 in 275,000[/p]
[p]Mercenary - 1 in 260,000[/p]
[p]Fremennik - 1 in 230,000[/p]
[p]Merchant - 1 in 160,000[/p]
[p] Giant Fish [/p]
[p]Base rates from respective shoals:[/p]
[p]Giant blue krill - 1 in 2,000[/p]
[p]Golden haddock - 1 in 2,000[/p]
[p]Orangefin - 1 in 4,000[/p]
[p]Huge halibut - 1 in 4,000[/p]
[p]Purplefin - 1 in 6,000[/p]
[p]Swift marlin 1 in 6,000[/p]
[p]Shimmering shoal[/p]
[p]1 in 1,000 chance to roll rare fish[/p]
[p]Distribution chance:[/p]
[p]Krill - 45 in 100[/p]
[p]Haddock - 40 in 100[/p]
[p]Yellowfin - 10 in 100[/p]
[p]Halibut - 5 in 100[/p]
[p]Glistening shoal[/p]
[p]1 in 2,000 chance to roll rare fish[/p]
[p]Distribution chance:[/p]
[p]Yellowfin - 45 in 100[/p]
[p]Halibut - 40 in 100[/p]
[p]Bluefin - 10 in 100[/p]
[p]Marlin - 5 in 100[/p]
[p]Vibrant shoal[/p]
[p]1 in 3,000 chance to roll rare fish[/p]
[p]Distribution chance:[/p]
[p]Bluefin - 50 in 100[/p]
[p]Marlin - 50 in 100[/p]
[p] We think we've caught everything here, but let us know if we've missed any or there are other items that you're curious about! Good luck on those grinds! \ [/p]
Other Sailing Changes
[p] So far it's been a pretty information-dense post, full of numbers and balancing changes, but it's time to ease up a little and talk through all of our simple fixes and straightforward improvements this week! There's bound to be something in here that might win a nod of approval from you, so let's dive in: [/p]
[p]XP Rewards like XP Lamps or the Tears of Guthix are now able to be used on Sailing![/p]
[p]We've improved the hitbox of Lost Supplies to better match their model and make them more intuitive to collect. We're almost certain we've got it right this time![/p]
[p]The size of the Cargo Hold's model and clickbox has been slightly increased to make it easier to click on.[/p]
[p]Players should no longer find themselves logging in at the last port that they visited if they logged out with their boat docked at an island's mooring point.[/p]
[p]Shipwrights can now repair your boat for 50 GP per Hitpoint restored.[/p]
[p]Boats will now heal to full whenever their keel or hull is upgraded.[/p]
[p]Cargo crates from Courier tasks no longer count towards the Cargo Hold storage cap for UIM players. Note that this is a temporary fix until we work with UIM players to settle on a better long-term solution for UIM gripes with Port Tasks.[/p]
[p]Removed some invisible walls in the Fremensund near Meaty Aura Logist.[/p]
[p]Chum Stations now all have their Sailing requirement for use matching their Sailing requirement for building. Meaning if you can build one, you can use one![/p]
[p]Default settings have been adjusted so that using the 'Check Materials' button on boat upgrades will display a message in chat by default.[/p]
[p]Diving gear is no longer deleted when deposited into the Cargo Hold.[/p]
[p]A helmet-related Mermaid riddle solution has been updated to incorporate another correct solution.[/p]
[p]We've fixed a bug where players sorting Merchant Salvage were being told that they did not have the Sailing level requirement to sort through it in some scenarios.[/p]
[p]Players can no longer walk onto 'sailable' tiles in Varlamore and Laguna Aurorae and teleport themselves to Port Sarim.[/p]
[p]Planks from the Plank Sack are now useable when building facilities on a boat.[/p]
[p]The Captain's Log no longer suggests that there is any evidence of the Sharhai to the west of Vatrachos Island, because the evidence is actually to the east. Our bad on this one, but well done to any explorer spirits who went out of their way to find this evidence regardless![/p]
[p]Frost Dragons have had their respawn timer made faster. They'll now respawn every 15 ticks (9 seconds) down from 60 ticks (36 seconds).[/p]
[p] Just in case you missed it, we made a handful of hotfixes after last week's Game Update to fix some issues you might have encountered: [/p]
[p]The Crystal Extractor now resets its progress properly when a new Barracuda Trial is started.[/p]
[p]Fixed a bug where players were able to board other players' boats during the Gwenith Glide, which some players abused to set unbeatable World Record times. We also reset World Record times alongside any illegitimately obtained Personal Bests as a result.[/p]
Z-buffer Graphical Fixes
[p] Following our big leap into true 3D depth with our new Z-buffer system, we’ve been hard at work smoothing out some of the quirks you’ve spotted. Thanks to your reports, a batch of visual issues has been addressed.
Here’s what’s been tidied up this week: [/p]
[p]Player-owned house constructions and decorations now display correctly, with all textures and details appearing as intended. [/p]
[p]Updated the Shilo Village gem mine entrance so it displays as open rather than blocked when viewed.[/p]
[p]The fireplace on a wall near Orthus Farm no longer clips with the building.[/p]
[p]Fixed the Ancient Mushroom reflection at Fossil Island and the wall near the Fortis Colosseum so they now display correctly without flickering or visual glitches.[/p]
[p]Quetzal tails no longer clip through hay piles. [/p]
[p]The Seed Vault shadow now displays correctly without flickering or overlapping with the floor.[/p]
[p]Ritual circles from the Enchantment of Forestry event now sit correctly on the ground, preventing them from clipping on uneven terrain. [/p]
[p] As always, these fixes are part of our ongoing effort to polish the new depth system, so you may notice subtle improvements rolling out between updates. Keep an eye on the world, and keep sending us your feedback! You can keep track of known issues and updates in the official OSRS Discord’s #zbuffer-known-issues channel. [/p]
Merch Update
[p] [/p]
Merch Store – Xmas Lines!
[p] [img src="https://clan.akamai.steamstatic.com/images/39707052/f42f6126ff84404aa3c9025f5140352669a59895.jpg"][TAG-1406]If you can’t see the image above, click here!
Looking for something festive to collect? Check out this Xmas Pudding Capybara and Baby Mole with Santa Hat from AngelsScapes – cute!
The full range of AngelsScapes pins and keyrings are great gifts for any Scaper – tell your loved ones what you want now to ensure you find them in your stocking this year!
[img src="https://clan.akamai.steamstatic.com/images/39707052/df11e52fbb694f0600f8383bf33a7ad8c0cba666.jpg"]If you can’t see the image above, click here!
[/p]
Holiday Offers
[p]This holiday season, spend a minimum of £50/$55/E60 on the official merch store and receive 15% off your order.
[img src="https://clan.akamai.steamstatic.com/images/39707052/3415ea6ca389caf10f779181634730f2ebf9dafd.png"]If you can’t see the image above, click here!
Select lines are also discounted whilst stocks last.
Check out all the deals here or browse the full collection here.
[/p]
Latest Comic Releases this Week
[p] [img src="https://clan.akamai.steamstatic.com/images/39707052/556586d7ff7b38f0fbdf7909f1682c73c46d4dcc.jpg"]If you can’t see the image above, click here!
Issue #4 of the RuneScape: Untold Tales of the God Wars comic series releases 3rd of December globally. Get it from the official merch store, other online retailers or from your local comic store.
There are 3 different cover variants available to collect!
[/p]
Graphic Novel Coming 2026
[p] [img src="https://clan.akamai.steamstatic.com/images/39707052/e894b9a3b365126055a4e921538964a6e786e98c.jpg"][TAG-1450]If you can’t see the image above, click here!
If you missed the earlier comic issues, fret not – a graphic novel collecting together issues 1-4 of the comic series, plus the Free Comic Book Day 2023 Special releases end of March next year and is already on pre-order.
Untold Tales of the God Wars explore the lore behind the Temple of Lost Ancients, the 4 Generals, and the Godsword!
Delve into the Temple of Lost Ancients during the catastrophic and iconic God Wars, as four warring armies fight for control of the Godsword: the only weapon capable of killing a deity. Trapped in the centre of the conflict is the undead Maro, who dreams of breaking free of his master’s clutches. But escaping from the necromancer leads to a twisting, thrilling journey for Maro when he finds allies – and enemies – across the front lines. What was once myth becomes legend in this gripping series about gods and mortals.
Don’t forget the novels also available now from online and local bookstores, including the latest release, Shadows of Amascut. Available as digital books for your kindle, physical books and also out now or coming soon as audio books!
[img src="https://clan.akamai.steamstatic.com/images/39707052/e5291e5a86db737dbc0b6e089a52edae2d2fe2e7.png"][TAG-1460]If you can’t see the image above, click here! [/p]
Other Changes
[p]Fixed a bug where players received their guaranteed Mimic on the 26th casket (or 11th Master) instead of the intended 25th Elite or 10th Master.[/p]
[p]The Blue Moon Spear special attack how only unfreezes NPCs that are legitimately frozen or bound, working correctly on Yama while preventing unintended unfreezing of other bosses.[/p]
[p]With the exception of PvP and Deadman worlds, players who start to harvest an allotment and in the same tick use the same produce on a compost bin, will once again continue harvesting and composting automatically until the patch empties or the compost bin fills.[/p]
[p]This had stopped working because the code for using items on scenery was breaking binding effects such as the Ice spells. As those effects tend to matter most in PvP, we've restored the ability to use compost bins in that way, but only on non-PvP worlds (also excluding Deadman).[/p]
[p]Corrected interface positioning to remove the gap at the top of the screen when moving the map on desktop.[/p]
[p]The water pump site on Vatrachos Island now updates its appearance correctly when you build the pump.[/p]
[p]A trollface has been removed from the Thieving skill guide.[/p]
Community Event
[p] [/p]
Mass Chambers with the JMods
[p] Join us for another Chambers mass community event in the official OSRS Discord!
[img src="https://clan.akamai.steamstatic.com/images/39707052/dc5a6689eb36571958f82ef03ae0c66c282d5397.png"]If you can’t see the image above, click here!
Ready to get flattened by Olm? Or maybe (just maybe) show him who’s boss? Either way, grab your twisted bows, your brews, and your highly questionable raid knowledge and join us for a Chambers Mass Event! [/p]
[p]Date: Friday, December 12th[/p]
[p]World: 522[/p]
[p]Mass-up: 15:45 UCT - 10:45 ET / 07:45 PT / 02:45 AET / 15:45 GMT[/p]
[p]Raiding Time: 16:00 UTC - 11:00 ET / 8:00 PT / 3:00 AET / 16:00 GMT[/p]
[p] Beautiful chaos. Piles of deaths, Olm’s head almost certainly deciding to laser the entire raid at once, a few heroic clutches, and a tragically low number of purples. But you can also expect plenty of laughs, some excellent stories, and that unique brand of mass-event madness that makes it all worth it. We’re here for the fun - not the points (definitely not the points). Whether we walk away with loot (cuz remember, scuffed = stuff) or just tales of chaos, we’ll have a laugh together.
Not keen to be burned alive by your entire team? No worries! You can still join in by spectating - Mods will be streaming their POV so you can enjoy the carnage from the safety of your bank tab.
[/p]
Requirements & Rules?
[p] Nothing but a bit of Chambers' knowledge, a pulse, and a willingness to die with grace would be beneficial.
The Raid Rules: [/p]
[p]No alts please - each raid is capped at 100 players, and we want as many people to be able to join in as possible.[/p]
[p]Do not come in just to afk for the diary - have fun and help out![/p]
[p]Prep for others - when prepping for Olm, please make a few extras. We won't start Olm until sufficient prep is complete. [/p]
[p]No entering Olm early - Please do not enter Olm until everyone has potted and your Friends Chat leader has gone in, else you may be kicked from the raid. [/p]
[p]Dying in Olm? If you have died in Olm twice and are still learning, consider staying out and watching/learning from others after the second death. Go back in only if you are feeling confident. [/p]
[p]Choose kindness - these raids are just for the community chaos and fun of a mass, please don't expect to see many points or purples![/p]
[p] We'll be in the #Server-events Discord Channel when it opens 15 minutes before the start time!
So polish your pickaxes, forget your Anti-venom, and let’s give Olm a show we won't forget! [/p]
PvP World Rota
[p] The PvP rota has moved to Period B:
[/p]
[p]560 - (UK) - PvP World[/p]
[p]319 - (US) - Bounty Hunter World[/p]
[p]579 - (US) - High-Risk PvP World[/p]
[p]561 - (UK) - Free-to-Play PvP World[/p]
[p]580 - (US) - LMS Competitive[/p]
[p] World 390 (AUS) for LMS Competitive has been de-activated with this rota.
World 569 (AUS) for Bounty Hunter has been de-activated with this rota.
The PvP Arena is using 'Max/Med' loadouts in Ranked Duels and Tournaments this week. [/p][p]You can also discuss this update on the 2007Scape subreddit, the Steam forums, or the community-led OSRS Discord in the #gameupdate channel. For more info on the above content, check out the official Old School Wiki.
This week in Varlamore: fixes, improvements, and a bit of polish for The Doom.
Changelog July 30th
[expand type=show more]
Delve Boss Changes
The Purging Staff now benefits from reduced attack delay on demonic larvae, matching the behaviour of other Demonbane weapons.
Fixed a bug where loot from previous Delve boss waves wouldn’t always appear in the 'Investigate' interface immediately, requiring players to reopen it.
Fixed an issue where the clickbox for Volatile Earth nodes appeared before their spawn animation finished.
Resolved an issue where clan broadcasts were triggered for any completion time between waves 1-8, rather than only for a player’s personal best.
Reduced the size of the beam charge-up effect on the Delve boss to help prevent misclicks.
Varlamore Changes
Updated the Antler Guards' stats to reflect the correct values from the blog: -15 to all defences (instead of -25) and +5 Prayer (instead of +4).
Avernic Treads variants that contain a Primordial Boot can now be used in clue steps and stored in S.T.A.S.H. units as a substitute for Dragon Boots.
Increased the buy limit for fletched shields to 18,000 (to match bows) now that they can be used to decorate totems.
Fixed a bug where a certain tropical tree was missing its trunk in the Tlati Rainforest.
The knife in Janus' house can no longer be picked up through the wall.
Fixed an issue where players would see the Doom of Mokhaiotl pet in their POH menagerie, without it actually being there.
Other Changes
Restored a single pixel to the Rigour Prayer icon, bringing back the cheeky glint in its eye.
The chapel windows in the Civitas and Canifis styles now display as intended. Removing chapel windows will re-render your house again.
Fixed a visual bug with floating pillar shortcuts in the Revenant caves.
Fixed an issue where one food item appeared immediately on death to monsters in the Revenant Caves; all tradable drops now appear after the intended delay.
Fixed a dead pixel in the Giant's Foundry crucible.
Adjusted burn damage from the Arkan Blade on Deadman worlds. The burn now hits faster and harder, but for a shorter duration, to prevent it from being used to block escapes. This also applies to all burn damage against players in Deadman.
Fixed an issue where the Echo Venator Bow (ornamented) did not consume charges or display correct visuals in PvP. It now behaves as expected.
Restored spectate mode and telescope functionality in the PvP Arena. Players can now observe matches as intended.
Fixed an issue in the Fremennik Slayer Cave where items dropped on certain tiles near the stairs were impossible to pick back up again.
Fixed a mobile UI issue where chat filter icons would overlap boss health bars and other info panels when the chat was collapsed with ‘Always show chat filters’ enabled.
Castle Wars barricades now render over players if they're in the same tile, by default.
Demonic Gorillas will now no longer display the wrong overhead when attacked by thralls.
Master Farmers in Civitas Illa Fortis will no longer stand still indefinitely after being spoken to.
A new audience member has appeared near the stage in Rellekka's longhall to cheer on the bards, in memory of a member of Jagex's video team who recently passed away.
PvP Rota
The PvP rota has moved to Period B:
560 - (UK) - PvP World
319 - (US) - Bounty Hunter World
579 - (US) - High-Risk PvP World
561 - (UK) - Free-to-Play PvP World
580 - (US) - LMS Competitive
World 390 (AUS) for LMS Competitive has been de-activated with this rota.
World 569 (AUS) for Bounty Hunter has been de-activated with this rota.
The PvP Arena is using 'Zerker' loadouts in Ranked Duels and Tournaments this week.
Varlamore Changes
It’s been an absolute joy watching you all venture deeper into Varlamore: The Final Dawn. Whether you're sweating it out in Delve boss battles, chilling with the Ents in the scenic Auburn Valley, or dramatically sacrificing your Hardcore status to a crab whose deadliest attack is emotional damage - the region has been buzzing with action and unforgettable moments!
We’ve been closely tracking your feedback, making improvements, and squashing any bugs we spot:
Delve Boss Changes
The Purging Staff now benefits from reduced attack delay on demonic larvae, matching the behaviour of other Demonbane weapons.
Fixed a bug where loot from previous Delve boss waves wouldn’t always appear in the 'Investigate' interface immediately, requiring players to reopen it.
Fixed an issue where the clickbox for Volatile Earth nodes appeared before their spawn animation finished.
Resolved an issue where clan broadcasts were triggered for any completion time between waves 1-8, rather than only for a player’s personal best.
Reduced the size of the beam charge-up effect on the Delve boss to help prevent misclicks.
The Delve 'To Do' list:
We haven’t gotten to everything just yet, but your feedback has been loud and clear - and we’re listening.
While the list below highlights a few of the things we’re looking to address, it’s not exhaustive. We’re aiming to make more impactful gameplay changes in the next update, and we’ll share more details soon. For now, here’s what we’re planning:
We’re adding a raids-style reward chest to the lobby to hold any unclaimed loot - just like in the Colosseum, you’ll need to hit the "Claim and Leave" button before anything shows up back at the lobby.
For the Level 8 Orb Special, permanent rocks won’t drop on players inside the shield.
Elite Clue Scrolls are coming to the loot table.
We’re improving the Delve boss’s clickboxes to reduce accidental misclicks during the fight.
We're taking a look into player deaths caused by debris after the boss has died.
We’ll prevent cannon placements on all levels, not just the first.
Fixing the Eye of Ayak’s Special Attack, which currently creates a frustratingly large clickbox.
Making the Eye of Ayak function as a one-hit weapon against magic grubs.
Making the 1x1 center of shield orb clear acid as it paths.
Stopping special attack energy from regenerating between levels while players are looting or not in combat.
Swapping triple grub spawns for a single large, slow-moving grub to keep things manageable at higher delve levels.
Varlamore Tweaks and Fixes
Alongside the boss changes, we’ve given the wider Varlamore region a bit of polish - and yes, we gave that poor trunkless tree some time to grow.
Updated the Antler Guards' stats to reflect the correct values from the blog: -15 to all defences (instead of -25) and +5 Prayer (instead of +4).
Avernic Treads variants that contain a Primordial Boot can now be used in clue steps and stored in S.T.A.S.H. units as a substitute for Dragon Boots.
Increased the buy limit for fletched shields to 18,000 (to match bows) now that they can be used to decorate totems.
Fixed a bug where a certain tropical tree was missing its trunk in the Tlati Rainforest.
The knife in Janus' house can no longer be picked up through the wall.
Fixed an issue where players would see the Doom of Mokhaiotl pet in their POH menagerie, without it actually being there.
That’s a wrap on this round of Varlamore updates! Thank you for the reports, clips, and beautifully sarcastic Reddit threads that helped us track these down.
We’ll continue keeping a close eye on your adventures, so please keep the feedback coming - and if you're a hardcore, maybe don’t get too casual with the crab. It only hits 1, but apparently, that’s all it needs.
Bank Layout Feedback: We Need Your Thoughts!
A few weeks ago, we showed you a concept for a Bank interface update designed to tidy things up and make room for a convenient new feature: a single button to empty all your Fish Barrels, Herb Sacks, Looting Bags, and more, with just one click.
That design was missing one crucial element: Group Ironman (GIM) storage support.
So, we went back to the drawing board, and today, we’re ready to show you a revised version of the plan. This new layout not only makes space for GIM and Potion storage but also gives us flexibility to add even more specialised storage options in the future.
Here are two mock-ups showing what it might look like for a player with Potion storage, GIM storage, and Bank tabs enabled, one with the container closed, and one with it expanded:
If you’ve unlocked both Potion storage and GIM storage, your Bank interface will now show a new expandable button. Clicking it will open a compact container with buttons for all your external storage types. This container will render over your Bank tabs (in RuneLite), but you can collapse it at any time - and it’ll remember whether you left it open or closed the next time you access your Bank.
You'll also be able to right-click the popup for direct access to any of your external storage. That means you can use Menu Entry Swapper to make one of them your left-click default, if that’s your preference. If you only have one of these storage options unlocked, you’ll just see the button for that one. If you have neither, your interface won’t change at all.
That’s everything for now - but we really want to hear what you think.
Do you like the direction we’re heading in?
Is there anything you’d like to see done differently?
If feedback is generally positive, we’re aiming to release this update by the end of summer.
Let us know your thoughts on socials! Your feedback is key.
Merch
Guitar legend Cole Rolland and Jagex's own Mod Ash dropped an exciting music video last week for the RuneFest Medley (Deluxe Version).
Experience an electrifying take on nine iconic OSRS tracks, such as Scape Main, Harmony and Sea Shanty 2, re-imagined by guitarist Cole Rolland and featuring Mod Ash himself on the violin.
Can’t get enough of this banger? Don’t panic – it’s also out on all major digital music platforms, and you can add it to your playlist using the links on this page!
Other Changes
Restored a single pixel to the Rigour Prayer icon, bringing back the cheeky glint in its eye.
The chapel windows in the Civitas and Canifis styles now display as intended. Removing chapel windows will re-render your house again.
Fixed a visual bug with floating pillar shortcuts in the Revenant caves.
Fixed an issue where one food item appeared immediately on death to monsters in the Revenant Caves; all tradable drops now appear after the intended delay.
Fixed a dead pixel in the Giant's Foundry crucible.
Adjusted burn damage from the Arkan Blade on Deadman worlds. The burn now hits faster and harder, but for a shorter duration, to prevent it from being used to block escapes. This also applies to all burn damage against players in Deadman.
Fixed an issue where the Echo Venator Bow (ornamented) did not consume charges or display correct visuals in PvP. It now behaves as expected.
Restored spectate mode and telescope functionality in the PvP Arena. Players can now observe matches as intended.
Fixed an issue in the Fremennik Slayer Cave where items dropped on certain tiles near the stairs were impossible to pick back up again.
Fixed a mobile UI issue where chat filter icons would overlap boss health bars and other info panels when the chat was collapsed with ‘Always show chat filters’ enabled.
Castle Wars barricades now render over players if they're in the same tile, by default.
Demonic Gorillas will now no longer display the wrong overhead when attacked by thralls.
Master Farmers in Civitas Illa Fortis will no longer stand still indefinitely after being spoken to.
A new audience member has appeared near the stage in Rellekka's longhall to cheer on the bards, in memory of a member of Jagex's video team who recently passed away.
The Sailing Stress Test
We're delighted to announce that we'll be running a stress test for Sailing next week. The aim of this test is to see how our game worlds perform with lots of players Sailing at once! This will help our game engine team gather vital information about world stability, with the aim being to proactively tackle any infrastructural challenges ahead of Sailing's launch. Basically, we're trying to make sure that you all don't overload the game's servers when Sailing drops!
Next week, a single beta world will be accessible to players for 15 minutes at a time, four times over the course of one day. We'll confirm the exact date and time in next week's game update newspost.
We want as many players as possible to test our system to its absolute capacity so please do hop in if you’ve got time! When the test begins, we'll announce it via an in-game broadcast. There are no sign-ups or requirements – anyone can help out.
Although this test isn’t focused on Sailing content, it’s still really important for the skill. We’ve already run a few internal stress tests - but now it's time to see how worlds fare in a live environment.
During the stress test you’ll get to play a short minigame and (hopefully) meet some fellow sailors, including a few J-Mods! Once it's over, feel free to get back to your grind.
More specific details on date and time will be announced next week. We'll see you there!
PvP World Rota
The PvP rota has moved to Period B:
560 - (UK) - PvP World
319 - (US) - Bounty Hunter World
579 - (US) - High-Risk PvP World
561 - (UK) - Free-to-Play PvP World
580 - (US) - LMS Competitive
World 390 (AUS) for LMS Competitive has been de-activated with this rota.
World 569 (AUS) for Bounty Hunter has been de-activated with this rota.
The PvP Arena is using 'Zerker' loadouts in Ranked Duels and Tournaments this week. You can also discuss this update on the 2007Scape subreddit, the Steam forums, or the community-led OSRS Discord in the #gameupdate channel. For more info on the above content, check out the official Old School Wiki.
This week’s update unleashes Varlamore: The Final Dawn! A climactic Master Quest finale, a brand-new Delve boss, and a treasure trove of new activities to sink your teeth into!
Changelog - July 23rd
[expand type=show more]
The Final Dawn (Master Quest)
The grand finale to the Varlamore questline has arrived. Speak to Servius in the Sunrise Palace to get started.
The Doom of Mokhaiotl
Old School’s first-ever delve boss is here! Rewards include:
Confliction Gauntlets
Avernic Treads
The Eye of Ayak
The Auburnvale Fletching Activity
A new Fletching training method can be found in Auburnvale. Rewards include:
The Fletching Knife
Bow String Spool
Atlatl Dart crafting
Greenman Statue and Carving
Greenman Mask and Redwood Hiking Staff.
Custodia Pass Slayer Dungeon
Battle your way through three tiers of Custodia Stalkers and earn the Antler Guard.
The Gemstone Crab
This social PvM training method spawns at three random locations in the Tlati Rainforest.
New Nagua and Earthbound Tecpatl
A new nagua type unlocked by completing The Final Dawn will drop the Earthbound Tecpatl, a dual-hitting Stab weapon that completes the nagua set.
And More!
Added new areas to Varlamore packed with secrets to discover.
Other Changes
Krystlia's Slayer assignments now boost the Mossy Key drop rate only within the Wilderness.
Zaff's discount staff barrel can now trigger its daily reset without you having to log out and in again.
Armadylean Guards encountered on Treasure Trails are no longer vulnerable to melee attacks except via halberds, like other aviansie.
On Deadman worlds, the Volcanic Mine is closed, but Petrified Pete was cheekily taking players' numulites as an entrance fee before telling them! The Fossil Trade Constabulary has intervened to stop this, and Pete will now return his victims' numulites next time they try to enter the mine on a Deadman world.
Items like the Slayer Gem now give more appropriate messaging when you reach the cap for consecutive tasks.
Fixed an issue where the high priest of Entrana wouldn't tell you about the Firebird if you had completed Holy Grail.
PvP Rota
The PvP rota has moved to Period A:
539 - (US) - PvP World
318 - (UK) - Bounty Hunter World
548 - (Germany) - High-Risk PvP World
577 - (US) - Free-to-Play PvP World
559 - (UK) - LMS Competitive
World 390 (AUS) for LMS Competitive has been activated with this rota.
World 569 (AUS) for Bounty Hunter has been activated with this rota.
The PvP Arena is using 'Max/Med' loadouts in Ranked Duels and Tournaments this week.
The Final Dawn is upon us, and it brings with it the final part of the Varlamorian mainland. Before you get stuck in, take a tour with this video from community creator, Scritic!
https://www.youtube.com/watch?v=mZpChv1xRU8
The Final Dawn
This Master-tier quest marks the epic conclusion to the Varlamore storyline. In the last year or so you’ve uncovered ancient secrets, clashed with shady cults, and stared down the darkness at the heart of the Shining Kingdom. Now, it’s time to see it through.
This will reveal the truth behind the Old Ones, the fate of Varlamore, and even a few things you weren’t supposed to find...
Requirements:
Completion of The Heart of Darkness and Perilous Moons Quests
Level 66 Thieving
Level 52 Fletching
Level 52 Runecraft
Recommendations:
Combat Level 85
After completing the quest you’ll unlock the new delve boss, new nagua to fight, and an untradeable melee weapon that’s as red-hot as the quest you get it from.
Stat-wise, it’s comparable to a Dragon Scimitar and requires 60 Attack to wield, but the Special Attack is where it pops off:
30% Special Attack Cost.
+50% accuracy boost.
+50% damage boost on hit.
Burn effect that deals 10 damage over 24 seconds, and yes… it stacks.
If you lose it, you can reclaim it for 75,000 GP, which is what any PKer who kills you with it will take home, too.
The Final Dawn also brings the third expansion for Varlamore, including:
The Auburnvale Fletching Activity
The Custodia Pass Slayer Dungeon
The Gemstone Crab
The Doom of Mokhaiotl
The Delve Boss
You’ve braved the Colosseum. You’ve quelled the Hueycoatl. But deep beneath the roots of the Tlati Rainforest, something older and far more unholy stirs… and it’s hungry.
The Old Ones called it Osto-Ayak - the Under-Creature. Today, it’s referred to only as the Doom of Mokhaiotl.
This is not your average boss fight. This is the Delve system - Old School's first-ever enrage-style solo endgame PvM challenge. Eight escalating floors. One absolutely unhinged, sinister bug-god. No checkpoints. No mercy. No easy way out.
Delving deeper
The Doom of Mokhaiotl lurks deep within the Ruins of Mokhaiotl, unlocked after completing The Final Dawn.
Unlike traditional bosses, Osto-Ayak doesn’t die when you beat it. Instead, it digs deeper, dragging you into a new floor each time. You can chase it down through eight escalating difficulty tiers, but the floors keep going as long as you do. At the end of each floor, you'll face a choice: leave with the loot you've earned, or chase Osto-Ayak into the next Delve level, where the rewards are greater… and so are the risks.
Each run is a single session - if you leave, it’s back to floor one. If you die, you’ll lose all your loot.
This is PvM for the bold. The sweaty. The "one more floor won’t kill me" types - unless you like the look of your rewards, of course! This isn’t just about survival, it’s about risk, reward, and how quickly you reckon you can chug those Saradomin Brews.
Who's this for?
The early floors are about the level of Corrupted Gauntlet, with a bit of bite. If you want to reach the very bottom, you’ll need a good understanding of game mechanics, an Infernal Cape on your back, and the ability to stay cool when things get really, really tough.
We’re not completely evil, though. You’ll get a 75% reduced death cost on any floor where your personal best is under 20 attempts, floor-by-floor. That gives you room to learn without losing your Bank every wipe.
The HiScores will track your deepest completions, and any run past wave 8 or beyond will count towards the rankings.
Rewards
Each level you conquer increases your odds of scoring rare, powerful drops. Early floors offer a glimpse, but the real rewards are buried in the depths.
Whether you're here for the thrill, the glory, or the loot, there’s only one thing you need to ask yourself; how deep are you willing to go?
Let’s see what you might drag back from the dark...
The Eye of Ayak
This cursed, one-handed Magic weapon is infused with the raw fury of Osto-Ayak. This thing slaps - fast.
3-tick Attack Speed.
Power level: Between Tumeken’s Shadow and the Sanguinesti Staff.
Great for high-pressure spellcasting and clever spell-weaving.
Cannot be used in PvP.
Charging and Management
Can be charged with Runes or Demon Tears, not both.
When you uncharge it, you get back exactly what you put in.
Will charge a small amount passively if charged with Demon Tears while defeating Osto-Ayak.
Special Attack: Soul Rend
Reduces a target’s Magic Defence by the damage dealt.
Has doubled accuracy and a 30% higher max hit.
Won't reduce defence below zero.
Uses 50% Special Attack Energy.
Perfect for sustained encounters with magically tanky foes.
The Avernic Treads
These tribrid boots don’t just look good – they’re also best in slot, straight out of the box.
Using Demon Tears and boots from Cerberus, you can create upgraded variants:
Primordial Boots: +2 Melee Strength
Pegasian Boots: +1 Ranged Strength
Eternal Boots: +1% Magic Damage
Each upgrade costs 4,000 Demon Tears, and they do stack. Unlock all three, and you’ll forge the mighty Avernic Treads (Max) - the most powerful, versatile boots to ever stomp across Gielinor.
A few laces to tie up:
Each upgraded variant is untradeable but can be reverted to the base (tradeable) Treads - you just won’t get your Tears back.
You’ll need 80 Strength, Defence, Ranged, and Magic to wear them, and 80 Smithing (boostable) to craft.
Sorry, GIMs - no hand-me-downs allowed. If you want to slip into these shiny new stompers, you’ll need to beat the Doom of Mokhaiotl at least once on any floor. Unless your group is casual, unranked, or past the wealth-transfer cooldown, there’s no shortcut.
Whether you’re stabbing, blasting, or ranging your enemies from across the room, the Avernic Treads have you (and your little toesies) covered.
Confliction Gauntlets
Ever splash a spell so hard you felt it in your soul? Yep, been there. Introducing the Confliction Gauntlets – a best in slot Magic glove upgrade that hates whiffing as much as you do.
These gloves are forged from fury using three ingredients:
One Tormented Bracelet
A rare, untradeable Mokhaiotl Cloth, dropped by The Doom
10,000 Demon Tears
Crafting them takes 83 Crafting and 70 Smithing (both boostable) and must be done at a Bank, similar to the Rancour Amulet - no stalling here, please!
Once created, the Confliction Gauntlets are fully tradeable and come packing an extra 2% Magic Damage and Accuracy. They also have a deadly passive effect.
Second Chance Magic
Miss once, roll twice. That’s the magic here.
When wearing the Confliction Gauntlets, if your standard spell (of any spellbook or charged Staff) fails to hit, your next cast of the same spell on the same target will roll accuracy twice.
Perfect for PvM, ideal in PvP, and the antidote to every monster that heard about Magic Defence and decided to make it their whole personality.
A few things to note:
Works only with 1-handed or no weapons (sorry, Shadow).
No cooldown and no charges.
Only applies to the same spell and the same target - so no funny business!
Works in both PvM and PvP. Splash a freeze when trying to escape in the Wilderness? Try again, this time with feeling!
This isn’t a band-aid for bad RNG - it’s a subtle but powerful passive that keeps your DPS up, reduces the pain of missing those clutch hits, and helps maintain pressure in high-stakes situations. Whether you're freezing PKers or melting magic-defensive monsters, the Confliction Gauntlets let even the most chronic splasher cast with confidence.
Demon Tears
While you'll gain most of your Demon Tears from bullying the boss itself, the infested tree roots near the entrance of Mokhaiotl are another source for those of you with 80 Woodcutting or more. The rate is slower, but the vibes are much more chill.
The Auburnvale Fletching Activity
North of the Tlati Rainforest, nestled in the mountains, is the quiet village of Auburnvale. In this peaceful corner of the world the ents roam free, the logs are fancy, and your XP gains come with a side of serenity.
It’s a local tradition to leave Vale Totems inspired by the local wildlife for your peaceful ent neighbours and decorate them with all those leftover shields and bows you have in your Bank.
The totems come in six wood types, and your chosen decorations will need to match. Got an oak totem? Stick to oak bows, oak shields, and oak stocks.
Here’s what you can work with:
Oak: 20 Fletching
Willow: 35 Fletching
Maple: 50 Fletching
Yew: 65 Fletching
Magic: 80 Fletching
Redwood: 90 Fletching
Once you've built your totem, the local ent population will inspect it on their way through the woods. Impress them, and they’ll reward you with some delightful skilling goodies...
That's not a knife... THIS is a knife!
Say hello to the Fletching Knife - a slick new untradeable tool you’ll earn from this activity. It's just like your old knife, but with some clever upgrades.
What makes it special?
Shaves off 1 game tick from certain Fletching actions after the first item in a batch. This keeps tick manipulation in check and Reddit comments civil. It applies to:
Unstrung bows
Shields
Stocks
Arrow shafts
Atlatl dart shafts
Javelin shafts
Battlestaves
Hunter’s Spears
Vale Totems
Bruma roots (Wintertodt)
On top of all that, it still works as a regular knife. Slash webs. Cut fruit. Go full Gordon Ramsay on that leaping Salmon.
Equipped in your off-hand.
Left-click is "Use", so you don’t accidentally equip it mid-Fletch. You can still right-click "Wield" if you want.
It’s the perfect sidekick for long Fletching sessions. A minor time-saver with some major long-term gains!
The Bow String Spool
Tired of trudging back and forth to the Bank with a backpack full of Bow Strings? The Bow String Spool is here to help. This handy little gizmo stores between 250 and 100,000 Bow Strings in one slot.
The Spool starts with a base capacity of 250 Bow Strings, which can be increased by adding more Spools. At six Spools you’ll have the maximum capacity of 100,000 Bow Strings. Weird flax, but okay.
Automatically fills itself as you spin flax - just keep it in your Inventory and let it do its thing.
Or, manually fill it with bowstrings (even noted ones) by right-clicking near a Bank.
Withdrawing strings is flexible - take out any amount, unnoted, or noted as long as you’re near a Bank.
Acts just like your Inventory when stringing bows - use it on Unstrung Bows (or vice versa) to access the regular interface.
The Spool is untradeable and can be found in reward offerings during the minigame.
Death Mechanics:
Safe death (normal or PvP protected): You keep the Spool and all its strings.
PvP unprotected death: You lose the Spool and all stored strings as noted items.
Died above level 20 Wilderness? The Spool turns into coins, and the PKer still gets the strings.
The storage capacity you unlocked remains tied to your account. Once you reacquire a Bow String Spool, your storage unlocks immediately reflect your previous progress.
Player-Owned House Decorations
Bring a little woodland charm into your home with two new decorative pieces, inspired by the spirit of Auburnvale. Crafted using Ent Branches and the mystical Greenman Mask, these tradable pieces are perfect whether you're decking out your garden or adding some leafy flair to your throne room.
The Greenman Statue: A serene garden statue of the woodland spirit - perfect for any garden looking a little too civilised. Buildable in both large plant and centrepiece spots in the Garden and Formal Garden rooms.
The Greenman Carving: This wall-mounted carving will add a dash of wild mystique to your PoH interior. Buildable in wall decoration spots in the Combat room, Dining room, and Throne room.
Both rewards require a Construction level of 1 and will grant no XP when built - it's all about the style with these ones!
Research Points and Dry Protection
Each time you rummage through Ent offerings (the loot pile they leave behind), you’ll earn a Research Point. These can be traded in for the new rewards, including:
Fletching Knife
Mask
Spool
Ent Branches
If luck isn’t on your side, research points offer a guaranteed path to progression. Unwanted untradeables (or any item if you’re an Ironman) can also be converted into research points, making every offering count.
Atlatl Darts
A fresh way to craft Atlatl Darts has arrived - perfect for high-level Fletchers looking to take a more hands-on approach. While these darts have previously been obtainable through content like Perilous Moons, this update introduces the materials required for a fully craftable method, offering greater flexibility in how you stock up.
Unlocked at 74 Fletching, this new four-step process fits neatly into the existing arrow-making flow, but with a distinctly Varlamorean twist!
Let's take a look at how they’re made:
1) Atlatl Dart Shafts
Created by using a knife on Ent Branches (from the Fletching activity)
Yields 100 shafts per branch
Grants 30 XP
2) Atlatl Dart Tips
Made by using a chisel on Broken Antlers (dropped by Custodians)
Produces 100 tips per antler
Grants 10 XP
3) Headless Atlatl Darts
Add feathers to the shafts
Grants 1 XP per dart
Requires 74 Fletching
4) Atlatl Darts
Attach the tips to the headless darts
Grants 9.5 XP per dart
Also requires 74 Fletching
Both the Ent branches and Broken Antlers are tradeable, so whether you gather them yourself or grab them off the market, you’ve got options!
Greenman Mask
A whimsical, woodland-inspired cosmetic headpiece you can customise by offering 300 leaves of any one type (Oak, Willow, Maple, Yew, or Magic).
The base mask is tradeable.
Transmogged versions are not.
Unlock them once and swap freely via the "Change Style" interface.
Perfect for those who want to roleplay as a druid, tree-hugger, or accursed forest spirit!
The Redwood Hiking Staff
We've also included a new addition to your FashionScape kit: the Redwood Hiking Staff!
Made with jus 1 Redwood Log and 90 Fletching, this decorative staff gives you a fancy new FashionScape option and a practical totem decoration.
Tradeable and equipable as a weak crush weapon (on par with your earliest RuneScape memories).
Can be used as a decoration on Redwood Totems - much easier than making a shield, which needs 92 Fletching and two logs.
XP rates
Number time! These are rough estimates, and your results may vary depending on your route, Inventory management, and whether or not you brought your shiny new knife:
Oak: 20,000 - 25,000
Willow: 50,000 – 60,000
Maple: 80,000 – 95,000
Yew: 130,000 – 150,000
Magic: 245,000 – 285,000
Redwood: 300,000 – 350,000
There’s more detail in the full blog post, but the takeaway is simple: chill vibes, decent XP, cool rewards, and a lot of love for Fletching.
Custodia Pass Slayer Dungeon
Nestled along the treacherous Custodia Pass, where the rugged terrain of Varlamore meets the fringes of Kourend, lies the Custodia Pass Slayer Dungeon - a brutal new combat hotspot designed for hardened Slayer fans and bold adventurers alike.
To access the dungeon, you’ll need the following:
54 Slayer
45 Fishing
41 Construction
36 Hunter
Completion of Children of the Sun
This dungeon introduces an entirely new threat to the mainland in the form of the Custodian Stalkers.
You’ll encounter three varieties of these antlered horrors:
These foes sport low to mid defence, large health pools, and an elemental weakness - ideal for mages looking to melt their way through Tasks. We’ve seen some players question the Slayer level requirement here, and we get it - 54 might feel a little modest. However, these creatures are meant to support mid-level progression, offering a rewarding option before the high-tier nasties kick in. It’s a deliberate gap-filler, and one we think still holds plenty of value for the level. On that note, let's introduce...
The Antler Guard
These Stalkers aren’t just here to creep you out - they also drop the Antler Guard, a distinct new off-hand weapon that prioritises offensive and Prayer bonuses over Defence. Think of it as a stepping stone to the Dragon Defender - less tanky, but still no slouch when paired with your overhead Prayers! Here's a reminder of what it offers:
That +5 Prayer Bonus makes it a real treat for anyone rocking that Proselyte setup. The Antler Guard is tradeable, so even if RNG isn't your friend, the Grand Exchange might be!
While tackling these Stalkers, you may occasionally come across a curious new item: the Alchemist's Signet. These rare drops aren’t immediately useful, but those with an eye for experimentation may find a way to redeem them elsewhere in Varlamore…
The Gemstone Crab
Deep within the glittering greenery of the Tlati Rainforest scuttles a creature so fabulous, even a dragonstone would feel underdressed. Meet the Gemstone Crab - Old School’s sparkliest new boss. It rarely deals damage (and then only deals 1 damage at a time), so if your idea of PvM is relaxed combat XP with virtually no risk of getting KO’d by a crab, congratulations - you’ve found your new best mate.
The Gemstone Crab is the massive, gem-encrusted cousin of the humble Sand and Rock Crabs - except this one skipped leg day. It technically does fight back, but it mostly hits 0s, so the only real threat is forgetting your pickaxe.
Despite its (extremely polite) aggression, the crab doesn’t have traditional combat stats. Instead, it has a timer bar above its head - a visual representation of how long it’ll stick around before it gets sick of you whacking it.
It's group content for players who want something fun, social, and sparkly - or for anyone whose combat strategy mainly involves clicking once and scrolling social media for a bit.
How It Works
The crab spawns randomly across three potential multi-combat locations in the Tlati Rainforest, which means you’ll be doing a bit of cardio to track it down.
Once enough people have lovingly bonked it into submission for long enough, the crab reconsiders its life choices and burrows away, leaving behind a giant, mineable gem rock. Nature’s piñata.
Hit rock, get shiny things!
Only the top 16 players who deal the most damage get to mine the gem rock it leaves behind, and each player can mine a small number of gems.
Want to keep the bash-and-mine train rolling? Use the small cave nearby to crawl through the undergrowth and follow the crab to its next hiding spot.
New Nagua and the Earthbound Tecpatl
Once you’ve wrapped up The Final Dawn quest you’ll get access to the Ruins of Mokhaiotl. These ancient stones aren’t just home to the Delve boss, but also to a new nagua variant.
They drop the Earthbound Tecpatl - a two-handed twin Stab weapon that completes Sulphur Blades and Glacial Temotli trio. Each attack hits twice, splitting damage over two hitsplats. It requires 55 Attack to wield.
Here’s a closer look at what it has to offer:
And So Much More...
From hidden lore, vibrant scenery, and charming details, The Final Dawn is more than just its headline features.
Thank you for joining us on this journey through Varlamore. Whether you were here from the very beginning or are just now setting foot in the Shining Kingdom, we hope this final chapter offers a worthy challenge and a rewarding close to a year of unforgettable content.
Now, steel your mind, sharpen your weapons, and prepare for what lies ahead.
The Final Dawn is here.
Other Changes
Krystlia's Slayer assignments now boost the Mossy Key drop rate only within the Wilderness.
Zaff's discount staff barrel can now trigger its daily reset without you having to log out and in again.
Armadylean Guards encountered on Treasure Trails are no longer vulnerable to melee attacks except via halberds, like other aviansie.
On Deadman worlds, the Volcanic Mine is closed, but Petrified Pete was cheekily taking players' numulites as an entrance fee before telling them! The Fossil Trade Constabulary has intervened to stop this, and Pete will now return his victims' numulites next time they try to enter the mine on a Deadman world.
Items like the Slayer Gem now give more appropriate messaging when you reach the cap for consecutive tasks.
Champagne Problems
We’ve had an absolutely massive surge in players lately, and we couldn’t be more excited. Whether you’ve been grinding since 2007 or just started Cook's assistant - welcome to Gielinor!
Of course, with more players comes more... traffic. Some of you may have noticed full worlds and slower performance during peak times. To help ease the pressure and keep things running nicely, we’ve expanded our live infrastructure to better support the growing population.
We’ve added the following worlds:
4x US East - Worlds 402, 403, 404, 473
4x US West - Worlds 409, 541, 542, 543
2x UK - Worlds 562, 563
These should help spread things out more evenly across regions.
These are the kinds of problems we love to have, and we’re incredibly proud to see the community growing so rapidly. We’ll keep doing our part to ensure the game remains fun, stable, and welcoming for everyone - whether you’re chasing your next drop or taking your very first steps.
Thanks for being part of it all - and as always,
Happy Scaping!
Varlamore Merch
To celebrate the release of The Final Dawn, we've got a new range of Varlamore themed Angels Scapes pins and Keyrings - limited edition and available now on the merch store. Capybara, Water Capybara (Orange), Sol Heredit, and Renu, along with the cutest Ribbiting Frogs Mini Pin Set and Dizana's Max Cape Keyring.
Cole Rolland RuneFest Medley (Deluxe) & Mod Ash AMA
Celebrate the 21st Modiversary of Mod Ash with the Deluxe version of RuneFest Medley. He'll be hosting an exclusive AMA tomorrow at 5pm BST, 12pm EDT and 9am PDT.Go and ask him your questions here!
The track will be dropping on all major digital music platforms tomorrow, alongside a music video with Cole Rolland. You can add the tracks to your playlist now via this page!
Varlamore Q&A Livestream and In-Game March
Join us on Thursday 24th July from 4:00-5:00 PM BST for a special Varlamore Q&A livestream and in-game celebration!
We’ll be live on Twitch with a panel of J-Mods, including: Mods Kieren, Ed and Halo from the Development team, and Mods Skylark and West from the Art team. They’ll be answering your questions and giving behind-the-scenes insights into the creation of Varlamore - from lore and characters to environments and gameplay systems.
At the same time, Mods Manked and Rice will be leading an in-game March across the newly unveiled regions of Varlamore on World 522, and you're invited to join them!
We recommend bringing some food with you for the March, as some of the creatures in the Tlati Rainforest can be a little unfriendly - you’ll encounter aggressive level 60 monsters along the way, so come prepared!
Competition: A Postcard from Varlamore
July 24 - July 31
We're calling on all adventurers and meme lords to send us your very own "Postcard from Varlamore"! Submit a screenshot from anywhere in the Varlamore region - whether you're chilling in Civitas illa Fortis, fighting for your life in the Delve boss, or vibing with a Jewelled crab. Add a short caption or "story" (no more than 500 words) to go with it - dramatic, wholesome, or downright cursed, it's up to you. Where to submit? To the #postcard-from-varlamore channel in the official OSRS Discord, and the Reddit post on the r/2007scape Reddit page when they open!
We're aiming to give away some new Capybara and Sol Heredit pins to our top picks - and of course, the eternal glory of winning!
We'll be selecting 3 winners across both Discord and Reddit for the following categories:
Funniest Postcard
Most Creative Postcard
Most Varlamorian Postcard
Winners will be announced via Discord and Reddit in early August!
PvP World Rota
The PvP rota has moved to Period A:
539 - (US) - PvP World
318 - (UK) - Bounty Hunter World
548 - (Germany) - High-Risk PvP World
577 - (US) - Free-to-Play PvP World
559 - (UK) - LMS Competitive
World 390 (AUS) for LMS Competitive has been activated with this rota.
World 569 (AUS) for Bounty Hunter has been activated with this rota.
The PvP Arena is using 'Max/Med' loadouts in Ranked Duels and Tournaments this week. You can also discuss this update on the 2007Scape subreddit, the Steam forums, or the community-led OSRS Discord in the #gameupdate channel. For more info on the above content, check out the official Old School Wiki.
As the team is preparing to launch Varlamore: The Final Dawn, there will be no game update next week, although there will be the usual quick reboot to adjust the PvP World Rota.See you on July 23rd for the final instalment of the Shining Kingdom! A new renderer rises! Plus: stackable Clue tweaks, a new Revenant Ether source and more…
Changelog July 9th
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New Renderer
The new renderer beta for the Official Client will go live at 11:30am BST today!
When playing on the Official Client (desktop and mobile), find the new setting under the Experimental header in the display settings, or in the quick access settings tab.
You can force-disable the new renderer from the login page - this ignores your renderer setting in-game.
Check the newspost or the original blog for known issues.
Please note that using the new renderer at this early stage may be risky, so we recommend avoiding high-stakes gameplay.
Stackable Clues Tweaks
Added Mimic dry protection:
You’ll be guaranteed a Mimic encounter on either your 10th Master or 25th Elite clue.
If you’ve already passed this threshold for Elite or Master clues, but you haven't obtained one or unlocked the music track already, you’ll get a Mimic encounter on your next clue of that tier.
This guaranteed encounter is a one-time deal - so if you trigger it on your 25th Elite, you won’t get another on your 10th Master.
Completing X Marks the Spot quest now awards a Beginner Scroll Box rather than a Beginner Clue Scroll.
Fixed a bug where the Minor Scroll Case didn't show up in the Collection Log, even though its +1 cap was correctly applied after completing X Marks the Spot and unlocking the Major Scroll Case retroactively.
Chiselling for Ether
You can now use a chisel on Ancient Artefacts to break them into Revenant Ether, providing 1 Ether for every 500 GP.
Other Changes
You can now open the World Map by pressing Ctrl + M.
Obor and Bryophyta's chests now each drop a guaranteed Beginner Clue Scroll, provided you have space to receive it.
Yama's Elite Clue drop rate is now 1/30 instead of 1/66. We announced this change back in May, but some pesky backend gremlins got hold of the update. It’s all sorted now – apologies for the oopsie!
Fixed a bug where the "I Should See a Doctor" Combat Achievement couldn't be completed at Nex, due to the cough effects getting cleared upon reaching the final phase.
The 'Raffle' button no longer appears on Group Ironman Settings menus, as it's been nearly three years since the last Raffle and there are currently no plans to run another.
Plus, a hotfix we rolled out late last week:
In permanent Deadman, Scroll Boxes now work as expected with and without the Stockpiling charm.
PvP Rota
The PvP rota has moved to Period A:
539 - (US) - PvP World
318 - (UK) - Bounty Hunter World
548 - (Germany) - High-Risk PvP World
577 - (US) - Free-to-Play PvP World
559 - (UK) - LMS Competitive
World 390 (AUS) for LMS Competitive has been activated with this rota.
World 569 (AUS) for Bounty Hunter has been activated with this rota.
The PvP Arena is using 'Zerker' loadouts in Ranked Duels and Tournaments this week. [TAG-107]
New Renderer
The new renderer goes live in-game today!
You can read all about the new renderer in last week’s blog, here, but we’ll give you the lowdown here as well.
The renderer is the part of the game engine that draws each frame, working with your device’s hardware to turn data into images. The current renderer is based on the Java version of the game, with roots tracing back decades. The mission is to migrate our Official Client to a new renderer, with settings that maintain the current, classic look of the game. This is also the foundation of the upcoming HD mode, and once released, you'll be able to toggle between the OSRS classic graphics (SD) and HD whenever you fancy; all within the new renderer!
We’ve been testing the build internally across the range of devices we have, but this is a fraction of the desktop configurations and mobile devices out there. This means we need your help to catch any bugs we’ve missed! We've set up a new forum space in our Official Discord server for you to share any performance hiccups, visual oddities, or crashes you encounter when using the new renderer. It's really helpful if you can share your device type and settings, too!
Please note that using the new renderer at this stage may be risky, so we recommend avoiding high-stakes gameplay!
Getting In
Firstly, make sure you're playing on client 231.2, this might mean you need to update the app if on mobile.
You’ll find the new setting under the Experimental header in the display settings, or in the quick access settings tab.
We've also added a 'Force Disable New Renderer' button to the title screen. Clicking this will force the game to start with the original renderer, ignoring your selection in-game. This means that if you hit an issue while using the new renderer and find yourself unable to get back into the game because of it, you can easily swap back to the original and continue your grind.
This new renderer is launching as a beta, meaning there will definitely be bugs. We’ve already spotted a few of them and will be keeping an updated Known Issues list on this page and on the new renderer blog. This is because the beta is not time-limited, it'll continue to be available in Beta format until we're confident it's ready to be fully launched, at which point it'll replace the existing Official Client renderer. We went into a little more depth about some of these bugs in our earlier blog, but here we're just going to give you a real simple overview of those we know about.
Load times are slower than they should be.
There are still many areas, particularly the PoH and boss arenas, with visual issues including shimmering surfaces and missing detail.
Some holes in the ground, doorways and pathways to different levels will appear blocked or blank. Don't worry though, they’re still fully interactable.
Objects or effects with transparency, like crystals, smoke, and overlays are not rendering as intended.
Some clothing items (e.g. Skill Capes, amulets) may be missing pattern detail.
Sometimes, when toggling the new renderer, the ground may fail to load and will appear black. Toggling the renderer again should address it.
Sometimes, when toggling the new renderer, it may show a single frame from the previous time the new renderer was active. It looks like your character has randomly teleported for a split second - they haven't!
Some textures may appear incorrect, or squashed.
Draw distance currently does not work and is always set to max.
Changing the brightness currently results in a significant redraw.
Some avatars and NPCs may appear to be sinking into the ground.
Some NPCs may have animation issues where they appear to shrink for a few frames.
Some hitsplats and health bars may appear offset from where they should be.
Desktop only: opening the popout panel squishes the aspect ratio of the game panel.
Desktop only: in 'Fixed - Classic Layout', changing the window size squashes the aspect ratio of the game.
We’ll continue to fix these bugs while responding to your feedback. The aim is to reach a point where the new renderer becomes the default and we can retire the original, paving the way for future improvements and the much-anticipated HD mode!
FAQ
After last week’s blog you had some burning questions for us, so we thought we’d send over some answers!
Is this available on mobile?
It is! The new renderer beta is on both desktop and mobile when using the Official Client.
Here you go - a little side-by-side of a classic locale! Our aim is to be as faithful to the original as possible. At this early stage we know things aren't 100% correct yet. Please bear with us, and please report any errors you encounter.
Does it affect my experience on RuneLite?
The new renderer is part of the Official Client which is written in C++. RuneLite is based on the Java client and is not affected by this release.
Will the new renderer allow me to scale my UI?
We already have settings for this! You need to head to Interface then Interface scaling in your settings menu.
Last week saw the much-anticipated arrival of Stackable Clue Scrolls! Now that we’re into the second week of Stackable Clues, we’re looking at making the system that little bit smoother.
First up: securing a Mimic encounter. Since one way to increase your Clue Scroll capacity is by consuming a Mimic Scroll Case - earned from the Mimic boss - we’ve added Mimic dry protection to help keep your clue-hunting journey on track. Here's how it works:
You’ll be guaranteed a Mimic encounter on either your 10th Master or 25th Elite clue, if you have Mimic encounters enabled.
If you’ve already passed this threshold for Elite or Master clues, but you haven't obtained one or unlocked the music track already, you’ll get a Mimic encounter on your next clue of that tier.
This guaranteed encounter is a one-time deal - so if you trigger it on your 25th Elite, you won’t get another on your 10th Master.
Completing X Marks the Spot quest now awards a Beginner Scroll Box rather than a Beginner Clue Scroll.
Fixed a bug where the Minor Scroll Case didn't show up in the Collection Log, even though its +1 cap was correctly applied after completing X Marks the Spot and unlocking the Major Scroll Case retroactively.
Happy clue hunting, and may the RNG gods be with you!
Up next, we have an update from Poll 84. Those who were eagerly waiting for a new way to get Revenant Ether - today is your day!
Previously, charging a Revenant weapon required a hefty 1,000 Revenant Ether, making it tough for Iron players to use these powerful drops due to the upkeep cost. To ease that pain point, there’s now an alternative source of Ether in town: Ancient Artefacts, which can be broken down with a bog-standard Chisel.
Use your Chisel on Ancient Artefacts to break them into Revenant Ether and get 1 Ether for every 500 GP. This offers a solid and more flexible alternative to simply trading them in to the Emblem Trader – if you've already secured a Revenant weapon, this will be a new way to help sustain it.
Here’s how the breakdown looks:
Emblem: 500,000 GP or 1,000 Ether
Ancient Totem: 1,000,000 GP or 2,000 Ether
Ancient Artefacts: 2,000,000 GP or 4,000 Ether
Ancient Medallion: 4,000,000 GP or 8,000 Ether
Ancient Effigy: 8,000,000 GP or 16,000 Ether
Ancient Relic: 16,000,000 GP or 32,000 Ether
This is by no means a new money-making method. Rather, it gives players who have no need for extra GP a more impactful way to charge their Wilderness weapons. If you're someone who’s deep in the Wilderness grind, this should go a long way towards making Revenant weapons more viable long-term.
Varlamore: The Final Dawn is Two Weeks Away!
It's The Final Count-Dawn - the third and final instalment of the Varlamore trilogy will release in two weeks! Mark your calendars for Wednesday, July 23rd.
You’ve probably seen all the proposal blogs and polls for Varlamore: The Final Dawn by now. But with so much packed into the final chapter of Varlamore, it’s worth a quick refresher. You’ll find a full breakdown of the new content here, details on the Delve Boss rewards here, and everything you need to know about the new Fletching activity rewards here.
In just fourteen days, you’ll:
Embark on the epic finale of the Varlamore questline.
Face Old School’s first-ever Delve Boss: the fearsome Doom of Mokhaiotl.
Expand your Slayer grind with a new dungeon and deadly Custodia Stalkers.
Explore Auburnvale's autumn-hued forests and partake in a brand-new Fletching activity.
Challenge the Gemstone Crab and a new type of Nagua.
Whether you're a skiller, PvMer, or lore lover, Varlamore: The Final Dawn brings a fresh adventure for everyone.
Missed the trailer for the Doom of Mokhaiotl? Tune in below!
https://youtu.be/aKzgJ6yeoYs?si=0N0srtX03yyVQZIk
With the team hard at work preparing for this major release, there will be no game update next week. We will however reboot the game to adjust the PvP World Rota as we normally do. See you on the 23rd, for more shiny adventures in the Shining Kingdom!
On the topic of Varlamore...
Varlamore Community Spotlight
RAC Community Contest
One week before the launch of Varlamore: The Final Dawn, the one and only RuneScape Art Community is kicking off a Varlamore Art Challenge!
To take part, head over to the RuneScape Art Community Discord, find the #Varlamore-Art-Challenge channel (which will open on the first day of the event) and submit your artwork based on the week's theme. A new theme will be revealed each week over the course of four weeks - so get those creative juices flowing!
The Art Community team will reveal the new theme each week, but we can give you a little sneak peek at week one right now! Drawn Before the Dawn (begins July 14th): show us your artwork inspired by existing Varlamore content!
This four week long contest opens at 10:00 BST, July 14th 2025 and closes at 10:00 BST, August 11th 2025.
There will be four winners with a winner from each of the thematic weeks. Each winner will get to snag:
Sticking with our friends over on the RuneScape Art Community Discord where their annual Art Fight has been given a Varlamorian twist!
What is an Art Fight?
An Art Fight is a 'friendly' competition between two teams of artists in which they 'attack' one another using artwork of their opponent's character. The attacks are scored based on a variety of different criteria, and the team with the most points is declared the victor!
The RuneScape Art Community hosts an Art Fight every summer, and this year it's been Varlamored! Artists can couple up their art attacks with the Main Varlamore art challenge. Plus, they're going to reward extra points to the team for any attacks fitting the weekly prompt! So, artists can hit two quetzals with one stone.
There's no prize for this one, but we wanted to shout out this fun, arty challenge. We can't wait to see the artwork being shared!
OSRS Discord Banner Contest
We’ve also been running a Varlamore challenge on our official Discord server. Design a Varlamore: The Final Dawn inspired Discord banner for a chance to be featured on our Discord and win an Old School RuneScape Bond! The banner size needs to be 960x540 pixels with 16:9 aspect ratio.
To enter, find the Varlamore Discord Banner Competition thread under the #server-events channel and submit your art piece before the competition closes on Thursday, July 17th 2025 at 23:59 BST - there's only 9 days left to enter!
On that note, we'd like to shoutout our ever-growing Discord community: our official Discord server has just reached over 200,000 members! Our Discord is a space where you can get up to date with the latest news on Old School, chat with fellow 'Scapers, interact with J-Mods, join community and J-Mod run events, enter contests and more! If you’re yet to become a member, click here to join us!
Other Changes
Ever wanted to open the World Map with a hotkey instead of clicking the icon every single time? You're not alone! We’ve seen a growing number of players requesting this feature - especially fresh faces who have joined the game and 'Scapers who also echo this requests. As of this update, you can now press Ctrl + M to instantly open the Gielinor World Map pop up - this is of course a desktop-only feature. To turn it off, you can disable the World Map Hotkeys box under the Controls tab or just search for "World Map" in the Settings menu.
Obor and Bryophyta's chests now each drop a guaranteed Beginner Clue Scroll, provided you have space to receive it.
Yama's Elite Clue drop rate is now 1/30 instead of 1/66. We announced this change back in May, but some pesky backend gremlins got hold of the update. It’s all sorted now – apologies for the oopsie!
Fixed a bug where the "I Should See a Doctor" Combat Achievement couldn't be completed at Nex, due to the cough effects getting cleared upon reaching the final phase.
The 'Raffle' button no longer appears on Group Ironman Settings menus, as it's been nearly three years since the last Raffle and there are currently no plans to run another.
Plus, a hotfix we rolled out late last week:
In permanent Deadman, Scroll Boxes now work as expected with and without the Stockpiling charm.
PvP World Rota
The PvP rota has moved to Period A:
539 - (US) - PvP World
318 - (UK) - Bounty Hunter World
548 - (Germany) - High-Risk PvP World
577 - (US) - Free-to-Play PvP World
559 - (UK) - LMS Competitive
World 390 (AUS) for LMS Competitive has been activated with this rota.
World 569 (AUS) for Bounty Hunter has been activated with this rota.
The PvP Arena is using 'Zerker' loadouts in Ranked Duels and Tournaments this week. You can also discuss this update on the 2007Scape subreddit, the Steam forums, or the community-led OSRS Discord in the #gameupdate channel. For more info on the above content, check out the official Old School Wiki.
This week's update brings the long-awaited Stackable Clues!
Changelog - July 2nd
[expand type=show more]
Stackable Clue Scrolls and Scroll Boxes
After completing the quest X Marks the Spot, traditional Clue Scroll drops are replaced by stackable Scroll Boxes, allowing you to collect and store multiple clues of the same tier in a single stack.
Scroll Boxes and traditional Clue Scrolls share a stack limit, which starts at 2 per tier by default and can be increased up to a maximum of 5 per tier.
You can raise your stack limit in two ways:
Consuming a new item called a Scroll Case - each one increases your scroll capacity by 1. These come in two types:
Minor Scroll Cases: Earned after completing a set number of clues per tier.
Major Scroll Cases: Awarded at higher number of Clue Scroll completions per tier.
Defeating the Mimic boss (from Master caskets) grants a special Mimic Scroll Case, which increases your scroll capacity by 1 across all clue tiers.
Scroll Cases turn up in your Clue Scroll reward once you’ve completed the required number of clues for a given tier. To unlock the +1 capacity, simply click the Scroll Case and consume it.
If you've already hit the requirement, you’ll receive the +1 capacity on login, and the Scroll Cases will be added to your Collection Log.
If you misplace or Bank the Scroll Case before using it, it will reappear in your next Clue Scroll reward.
To help avoid wasting Impling jars, opening one while at your clue cap for a tier now triggers a cap warning.
Clue completions earned before this update count toward your Scroll Case unlocks.
Dropping Scroll Boxes on the floor will not bypass stack limits, though you can still juggle individual Clue Scrolls by dropping and picking them up as before.
If you've hit the stack limit and can't receive the Scroll Box, you'll see a warning letting you know what happened.
Free-to-play players can earn and use Beginner Scroll Cases; higher-tier Scroll Cases remain members-only content.
Watson’s Treasure Trails board has been updated and now tracks:
Your clue completion totals per tier
Your current Scroll capacity per tier
Other Changes
Rebalanced Soul Wars' Spoils of War loot table. Spoils of War now includes some Blighted supplies and the Castle Wars-specific ammo has been replaced with Pure Essence, but the overall GP value per crate has been significantly reduced.
The pet rate remains unchanged, so your time to obtain the Lil Creator is the same as it was before.
The Steel Ring now gives +24 Crush Defence bonus (up from +2) alongside +24 Stab and Slash Defence bonuses.
TzHaar now have a 40% weakness to water spells.
The Giant Roc and Black Demon in Nightmare Zone now have the same elemental weaknesses as their quest variants.
When spam-clicking to feed Duke Sucellus, you won't use more than two potions. No more deleting your stack while Duke's already waking up!
Speaking of stacks: Duke's potions and mushrooms are now stackable. Enjoy the Inventory space!
You can now left-click to feed Duke ground mushrooms.
Baboon shamans now have 40 Hitpoints and Cursed baboons now have 20 Hitpoints.
Thralls in the Kephri room no longer count towards the Arcane Scarab's hit count, causing it to move.
The Soulflame Horn can no longer be used to start a 3-tick skilling action.
The keys from Obor and Bryophyta are now more common, dropping at a rate of 1/16 instead of 1/32.
The newly-added cooldown for Bryophyta’s Growthling spawn should now be more consistent.
You can now one-shot Bryophyta's Growthlings if you have an axe or Magic Secateurs equipped.
Monster Inspect now requires 2 Body Runes and 2 Mind Runes to cast, instead of 2 Cosmic Runes and 2 Mind Runes.
Corrected grammar in The Gauntlet's lobby.
Removed a repeated message from Sir Tiffy's dialogue.
Fixed typos in the Black Knights’ Fortress quest journal.
Fixed typos regarding Snelms.
The 'Inspect' option on the Jewel of Amascut now shows a picture of the correct jewel.
We also rolled out a hotfix late last week:
Fixed a bug where Magic Special Attacks weren't working correctly against 'Flying' enemies.
PvP Rota
The PvP rota has moved to Period B:
560 - (UK) - PvP World
319 - (US) - Bounty Hunter World
579 - (US) - High-Risk PvP World
561 - (UK) - Free-to-Play PvP World
580 - (US) - LMS Competitive
World 390 (AUS) for LMS Competitive has been de-activated with this rota.
World 569 (AUS) for Bounty Hunter has been de-activated with this rota.
The PvP Arena is using 'Max/Med' loadouts in Ranked Duels and Tournaments this week.
Stackable Clues
They’re finally here. Stackable. Clue. Scrolls!
This long-awaited update gives all you clue-chasing adventurers more flexibility as you dig, scan, sprint, and puzzle your way across Gielinor.
Let’s walk through what’s new!
The Scroll Box
Anyone who’s completed the quest X Marks the Spot will no longer receive traditional Clue Scroll drops. Instead, you’ll get shiny new Scroll Boxes - functionally the same as Clue Scrolls, but with one game-changing twist: they stack.
No more choosing between slaying and finishing your Hard Clue. No more accidentally missing out on that Elite from TOB because some sneaky little blighter was hiding out back in the chaotic abyss of your Bank. With Scroll Boxes, you can collect now and clue later - as long as you haven’t hit your stack limit.
Each box holds a scroll of the same tier and can only be opened if you don’t already have an active clue of that tier sitting in your Inventory or Bank. If you do? The box won’t open.
If you haven't completed X Marks the Spot, you’ll still receive regular, non-stackable Clue Scrolls - so that classic Old School treasure hunting experience remains alive and well for new or lower-level players. This includes geodes from Mining, nests from Woodcutting, bottles from Fishing, etc. Those of you who’ve completed the quest will get shiny new Scroll Boxes from wherever you usually get your Clue Scrolls.
Stack Limits and "A Sneaking Suspicion..."
Scroll boxes are stackable, but there are still limits! Each clue tier has a cap on how many Boxes (or scrolls) you can hold at once. This cap starts at 2 per tier by default after X Marks the Spot, and then can be further increased to a maximum of 5 by consuming new items called Scroll Cases.
Scroll boxes and Clue Scrollsshare this cap. For example, if you’ve got two Easy scrolls in your Bank, and you roll a drop for a third, you’ll get the familiar message:
"You have a sneaking suspicion that you would have received a Scroll Box…"
However, it's still possible to receive multiple Scroll Boxes at once, so long as they’re from different tiers - for example, getting both an Easy and Medium Scroll Box while Fishing.
Additionally, if you're worried about wasting Impling Jars, fear not! If you're at your clue cap for a tier and you open a jar, you’ll now get a cap warning to help avoid wastage. Jar responsibly.
Scroll Cases turn up in your Clue Scroll reward once you’ve completed the required number of clues for a given tier. To unlock the extra clue capacity, simply click the Scroll Case to and consume it!
Already hit the required number of clues before this update? In that case, you’ll receive the +1 capacity on login, and the Scroll Cases will be added to your Collection Log.
From then on, if you receive a Scroll Case but misplace or Bank it before using it, don’t worry - it will reappear in your next Clue Scroll reward, ready to be consumed and boost your cap.
Besides earning Scroll Cases, the other way of increasing your stack limit is through beating the Mimic boss, which will earn you the Mimic Scroll Case, which bumps your Clue capacity across all tiers by 1.
A few extra things to note:
Clue completions from before this update count toward your Scroll Case unlocks.
You can’t cheese the Scroll Box cap by dropping Boxes on the floor.
You can still juggle Clue Scrolls by dropping them on the floor and picking up another Clue Scroll.
Free-to-play players can earn and use Beginner Scroll Cases, while higher-tier upgrades remain members-only content.
Watson's Board
With all these new Scroll caps, Boxes, and upgrades, you’re probably wondering: “How do I keep track of all this?!” Well, old reliable Watson is on the case!
If you’ve unlocked Scroll Boxes (from X Marks the Spot, remember?), the Treasure Trails board in his house now shows:
Your clue completion totals per tier.
Your current Scroll Box capacity per tier.
Whether or not you've obtained the Mimic Scroll Case.
If you haven’t unlocked the Scroll Box system yet, the board will just show completions like before.
That's a wrap on the Clue Scroll update! Stack your Scrolls, raise your caps, defeat the Mimic, and show those caskets who’s boss. May your puzzles be quick, your coordinates close, and your rewards finally full of that blasted Third Age piece.
Mobile Survey
Earlier this week we asked for your experience of OSRS on mobile. We want to know what content is your go-to on mobile, as well as which content you avoid and why. Plus, we're asking for your thoughts on some of the community’s most-requested updates or fixes. We want to stress here that we're doing this for research purposes, and the suggestions within the survey aren't necessarily things we can do, either now or in the future. It's good for us to understand what you guys are asking for!
Thanks so much! Remember, if you want to join in the mobile conversation you can head to the Mobile category in the Official Old School Discord server.
Other Changes
Earlier this spring, we rebalanced Castle Wars crates, because minigames where players can essentially set their own reward rates just can't be allowed to remain overly profitable. A similar adjustment was overdue for Soul Wars’ Spoils of War - that change is here at last. For this, we’ve taken a similar approach with the Castle Wars update: Spoils of War now includes some Blighted supplies and the Castle Wars-specific ammo has been replaced with Pure Essence, but the overall GP value per crate has been significantly reduced. Pet hunters, fear not; the pet rate remains unchanged, so your time to obtain Lil Creator will be the same as it always has been.
Other ‘Other Changes’ include:
The Steel Ring now gives +24 Crush Defence bonus (up from +2) alongside +24 Stab and Slash Defence bonuses.
TzHaar now have a 40% weakness to water spells.
The Giant Roc and Black Demon in Nightmare Zone now have the same elemental weaknesses as their quest variants.
When spam-clicking to feed Duke Sucellus, you won't use more than two potions. No more deleting your stack while Duke's already waking up!
Speaking of stacks: Duke's potions and mushrooms are now stackable. Enjoy the Inventory space!
You can now left-click to feed Duke ground mushrooms.
Baboon shamans now have 40 Hitpoints and Cursed baboons now have 20 Hitpoints.
Thralls in the Kephri room no longer count towards the Arcane Scarab's hit count, causing it to move.
The Soulflame Horn can no longer be used to start a 3-tick skilling action.
The keys from Obor and Bryophyta are now more common, dropping at a rate of 1/16 instead of 1/32.
The newly-added cooldown for Bryophyta’s Growthling spawn should now be more consistent.
You can now one-shot Bryophyta's Growthlings if you have an axe or Magic Secateurs equipped.
Monster Inspect now requires 2 Body Runes and 2 Mind Runes to cast, instead of 2 Cosmic Runes and 2 Mind Runes.
Corrected grammar in The Gauntlet's lobby.
Removed a repeated message from Sir Tiffy's dialogue.
Fixed typos in the Black Knights’ Fortress quest journal.
Fixed typos regarding Snelms.
The 'Inspect' option on the Jewel of Amascut now shows a picture of the correct jewel.
We also rolled out a hotfix late last week:
Fixed a bug where Magic Special Attacks weren't working correctly against 'Flying' enemies.
Coming Next Week
We're aware that we've still got more to change from last week's update, so we've put together a list of what we're looking to change next week:
Implement a handful of missing Elemental Weaknesses, including regular TzHaar and some Nightmare Zone variants of quest NPCs.
Adjust the TOA loot weighting changes to interpolate between the thresholds at 300, 350, 400, 450 and 500. This means that a Raid Level of 310 will have a slightly reduced weighting for the Fang and Lightbearer when compared to a Raid Level 300 encounter.
Add a warning to the TOA Nexus Deposit Box to prevent players accidentally depositing their Inventory or all equipped gear.
Take another pass over some spots where Skulls appear to land too close to the Obelisk during Wardens P2.
Implement a Quick-Enter and Quick-Leave option for Obor and Bryophyta, to speed up farming if you're not using keys to open the chests.
Adjust the damage thresholds for the Wilderness Boss Boosting change slightly so that Irons pulling their fair share in larger groups are still able to secure loot.
Adjust the Nightmare's mechanic for player respawns to mirror the change to Phosani's Nightmare, where you'll be popped outside the instance on death.
Recolour some text in the Deranged Archaeologist's Collection Log entry from orange to white. We're sorry for any distress this one's caused.
Correct some outdated messaging on Herb boxes, which still state that they provide ten herbs when checked, despite only providing seven.
PvP World Rota
The PvP rota has moved to Period B:
560 - (UK) - PvP World
319 - (US) - Bounty Hunter World
579 - (US) - High-Risk PvP World
561 - (UK) - Free-to-Play PvP World
580 - (US) - LMS Competitive
World 390 (AUS) for LMS Competitive has been de-activated with this rota.
World 569 (AUS) for Bounty Hunter has been de-activated with this rota.
The PvP Arena is using 'Max/Med' loadouts in Ranked Duels and Tournaments this week. You can also discuss this update on the 2007Scape subreddit, the Steam forums, or the community-led OSRS Discord in the #gameupdate channel. For more info on the above content, check out the official Old School Wiki.
Protect from Melee now mitigates all damage at Ba-Ba, unless Invocations which reduce the effectiveness of Protection Prayers are activated.
Ba-Ba now spawns 1-4 baboons rather than 1-8, depending on group size.
If Jungle Japes is enabled, baboons will spawn two banana piles on death.
Damage from Ba-Ba's boulder throw attack is now always split completely with any appropriate object. This means that even splitting the damage with sarcophagi will nullify the damage that you take.
Protection Prayers now mitigate more damage from Akkha's basic attacks.
Akkha now only protects against the same style that he's attacking with.
Akkha's Stat Drain effect now only affects Combat skills.
Akkha's Special Attacks now occur every 7 attacks, up from 6.
Akkha's Enrage Phase now spawns fewer orbs.
Akkha's Stay Vigilant invocation means he'll use a Special Attack every 6 attacks, as opposed to the base version's 7.
Zebak's waves have 'smarter' interactions with pushback.
Cursed Baboons and Baboon Shamans now always take maximum damage from Ranged attacks. To compensate, their HP has been increased slightly.
Removed two waves of Baboon assailants from the Path of Apmeken.
The volume of water required for the Path of Crondis no longer scales linearly with the number of players, this means you'll be able to make a mistake or two in larger groups.
Slightly reduced Hitpoints on the Obelisk on the Path of Het.
The Deposit Pot in the Nexus now functions as a full deposit box.
Reduced overall purple chance for Raid Levels beyond 300.
At Raid Levels 350, 400, 450 and 500, the weighting of the Lightbearer and Osmumten's Fang reduces, while the weighting of other uniques like the Tumeken's Shadow increases. If you get a purple at a higher Raid Level, the odds of it being a Fang or a Lightbearer go down while the odds of it being an Elidinis' Ward, Masori armour piece, or Tumeken's Shadow go up.
Added the Jewel of Amascut, which upgrades the Keris Partisan for exclusive use in TOA - it is slightly less effective against Scarabs (Scarab-bane bonus reduced from 33% to 15%) but gains +50 Stab bonus and +22 Strength bonus.
Drop rates for all Jewels have been significantly improved to ease acquisition: Base drop rate improved from 1/180 to 1/50.
This base rate still scales as before, meaning that at 75 killcount your base drop rate is 1/16.67.
If you have any other jewels, this rate improves further. Meaning other jewels are obtained more often if you've already got one.
If the 'Stay Vigilant' Invocation is enabled, Akkha will only swap the style he's attacking with when he uses a Special attack, provided he's used a regular attack since the last Special. Don't get hit and he won't change styles.
Baboons at Ba-Ba will always take maximum damage from your hits.{/*]
If the 'Stay Vigilant' Invocation is enabled, Akkha will only swap the style he's attacking with when he uses a Special attack, provided he's used a regular attack since the last Special. Don't get hit and he won't change styles.
Baboons at Ba-Ba will always take maximum damage from your hits.{/*]
Soldier Scarabs have had their Magic Defence reduced.
Scarabs inside Kephri's encounter no longer scale their Defence with Raid Level.
Arcane Scarabs are now guaranteed to move after a certain number of attacks, regardless of whether or not they hit.
Elemental Weakness and NPC Defence Changes
Air Weaknesses can be found on things that fly or float. Things with wings, ghastly ghosts and spooky spectres!
Water Weaknesses can be found on anything that feels particularly fiery. Demons, TzHaar and Chromatic Dragons (Vorkath being a notable exception) are the most relevant for many of you.
Earth Weaknesses shine against enemies with tough exteriors. Drakes, Wyrms, Trolls, the Giant Mole and Gargoyles are chief among these.
We know that Wyrms and Gargoyles also fly, but we can only apply one weakness at a time for now and think their rock-solid exteriors define them more strongly than them being in the air.
Fire Weaknesses burn icy assailants and nature-y nemeses to a crisp. Up against something icy or a nasty bug? Kill it with fire!
Added the Monster Inspect spell to the Standard Spellbook (Level 42 Magic), offering a quick look into Elemental weaknesses, Defensive, and Offensive stats.
Tweaks to Flat Armour - enemies with positive values take less damage per hit, while negative values make them take more. Specifics can be found on this spreadsheet.
Loot Table Changes
Made tweaks to some loot tables with a particular focus on Runes, high-tier food, herbs, seeds and gems. See this spreadsheet.
Obor, Bryophyta and Keys
Obor and Bryophyta no longer require a key to be fought.
Obor and Bryophyta can drop their own respective keys.
To compensate, each of them now has a reduced, simple loot table. It’s similar to regular giants’ with a chance for Giant Bones (members only) and an increased chance for their keys.
Inside each of their lairs is a chest requiring a Giant or Mossy key to open, with a loot table identical to the existing one. This chest can only be opened after the boss is defeated.
For the HiScores, killcount is only obtained by opening their respective chests.
Bryophyta's growthlings can be left-clicked if you have an axe equipped.
Bryophyta's growthlings cannot spawn back to back, they now have a short cooldown.
Duke Sucellus
To prevent players locking themselves out, you can't use mushrooms directly on Duke any more.
You can prep multiple kills based on your Herblore level: 3 (62), 4 (72), or 4+ (82).
Duke’s HP increased from 440 to 485 to balance faster kill setups.
Adjusted Duke's Speed Combat Achievement times down by 45 seconds each, but the timer now starts after Duke wakes up.
Added left-click 'Feed' option to auto-use potions or mushrooms.
Other Boss and PvM-Related Changes
Removed an earlier phase of Phosani's Nightmare. You'll effectively start at P2, meaning you'll see 2, 3 and 4 walkers between phases.
To compensate, Speed times for Combat Achievements have been lowered by 1:30 each.
The Slepey Tablet now drops at a rate of 1/25, and will be guaranteed on your 25th kill (or next kill after logging in if you've already got more than 25 killcount) if you've not already obtained one.
On death against Phosani's Nightmare, you'll respawn just outside of the instance rather than at your default respawn location.
Nex will always perform at least two more melee attacks whenever she uses one, on all phases. This only happens if the player she's attempting to attack is within melee distance.
Nex can be damaged slightly beyond a phase transition threshold. For example, if Nex swaps phase at 2720 HP, you'll be able to bring her down to 2550 HP before she begins nulling all damage again.
Nex's magic attack in her final phase will have its damage reduced by 25% if you activate Protect from Magic 'late'.
Damaging Blood Reavers will heal you for 75% of the damage dealt.
Hueycoatl now drops uniques at a rate of 1/18 instead of 1/23. This means all uniques are slightly more common. We’ve increased the weighting of the Dragon Hunter wand, too.
The Dragon Hunter Wand now has 40% Magic damage and 75% Magic accuracy bonus against dragons, and can now autocast Ancient Magicks.
Hueycoatl's tail now has 300 HP, down from 400.
Hueycoatl Hide now always drops as a batch of 3.
Hueycoatl Hide Armour pieces have had their Crafting requirements lowered by 10 levels.
Hunter and Fishing activities within Neypotzli have had a QoL pass and should feel less buggy.
Opening the chest within Neypotzli now has a cooler sound effect even if you don't obtain a unique.
The Blue Moon now spawns fewer tornadoes during their tornado attack.
The Deranged Archaeologist drops the new 'Steel Ring'. This ring has +24 Stab, Slash and Crush defence. We've included a Stats image at the end of the list.
The Granite Ring now provides +12 Ranged Defence, +2 Stab, Slash and Crush Defence, and -2 Magic Defence. All of these values are doubled upon imbuing. We've included a Stats image at the end of the list.
Adjusted Cerberus' Fire special. They no longer deal damage in an area of effect and appear more predictably - making it a little easier to react to them and mitigate damage.
Ward of Arceuus now reduces Prayer drain from demon attacks by 33%. This effect stacks multiplicatively with the Spectral Spirit Shield, meaning you'd lose 10 Prayer points per ghost at Cerberus if you're using both of these.
Key Master Teleport scrolls now drop in batches of seven rather than three, so should be sustained if you're able to complete nine kills per trip. Additionally, they're now tradeable!
The Grotesque Guardians' rockfall attack now only stuns you in the centre but still deals damage in a 3x3 area as before.
The Tonalztics of Ralos has had its range increased by 1. On Rapid, you can hit 6 tiles away. On Longrange, you can hit 8 tiles away.
Halberds can now hit 'flying' enemies like Aviansies, including Kree'arra. If it's not immediately obvious whether or not an enemy technically counts as 'flying', you'll be able to see this on Monster Examine!
Demonbane weaponry is now effective against the Ice Demon at the Chambers of Xeric.
Desert Treasure II bosses now drop a Gold Ring whenever you hit one of the 'behind the scenes' vestige rolls. You can also check retroactively how close you are. For example, if you're already at 2/3 when you log in after the change, you'll receive two gold rings on your next kill (assuming you don't get a unique).
You can now show your Zuk Slayer Helmet to TzHaar-Ket-Keh to benefit from an equipped Zuk Helm within the Inferno and Fight Caves. Note that no Slayer experience is provided unless you're actually on a task, and you won't have an improved chance at the pet.
The Combat Achievements Reward to double the duration of your summoned Thralls has been moved to Master tier, down from Grandmaster tier.
Halberd-related Combat Achievements for Bloat and the Corporeal Beast now specify 'with a Halberd Special Attack'. This means players of all builds can tick them off using a Dragon Halberd if they're not able to obtain a Crystal one.
Various spellcasting animations have been tidied up to reduce 'visual rubberbanding'.
Irons will have to deal more damage to the Wilderness bosses to be eligible for their Loot rolls rounding up to the base 25%. This means that rather than being able to deal 1 point of damage and receive 25% of the loot, you'll have to deal at least 10% to earn that minimum 25% loot roll. If you deal less than 10% then you'll only receive 5% of the loot.
Other Changes
A Clue Scroll has had its missing 'Check steps' option restored.
Following last week's fix to the in-game Skill Guide for Crafting, it has now been updated again to reflect that Crafting is actually available to non-members.
Surge potions have been restored to the Herblore Skill Guide, having gone missing from it a few weeks ago during code maintenance.
PvP Rota
The PvP rota has moved to Period A:
539 - (US) - PvP World
318 - (UK) - Bounty Hunter World
548 - (Germany) - High-Risk PvP World
577 - (US) - Free-to-Play PvP World
559 - (UK) - LMS Competitive
World 390 (AUS) for LMS Competitive has been activated with this rota.
World 569 (AUS) for Bounty Hunter has been activated with this rota.
The PvP Arena is using '1 Def Pure' loadouts in Ranked Duels and Tournaments this week.
If you're struggling like us in this sweltering heat wave, this week's update should bring some welcome refreshment.
This week features all of the changes we outlined in our initial Summer Sweep-Up blogs! If you're not in the know then you can check those blogs out here and here.
Summer Sweep-Up: Combat, PvM and Loot Changes
We'll go section-by-section and try to give you every change in a list format. If you're wondering on the rationale behind a certain change, we'd really recommend checking out the blogs linked above.
Let's kick things off with...
Tombs of Amascut
Boss Changes
Protect from Melee now mitigates all damage at Ba-Ba, unless Invocations which reduce the effectiveness of Protection Prayers are activated.
Ba-Ba now spawns 1-4 baboons rather than 1-8, depending on group size.
If Jungle Japes is enabled, baboons will spawn two banana piles on death.
Damage from Ba-Ba's boulder throw attack is now always split completely with any appropriate object. This means that even splitting the damage with sarcophagi will nullify the damage that you take.
Protection Prayers now mitigate more damage from Akkha's basic attacks.
Akkha now only protects against the same style that he's attacking with.
Akkha's Stat Drain effect now only affects Combat skills.
Akkha's Special Attacks now occur every 7 attacks, up from 6.
Akkha's Enrage Phase now spawns fewer orbs.
Akkha's Stay Vigilant invocation means he'll use a Special Attack every 6 attacks, as opposed to the base version's 7.
Zebak's waves have 'smarter' interactions with pushback.
Soldier Scarabs have had their Magic Defence reduced.
Scarabs inside Kephri's encounter no longer scale their Defence with Raid Level.
Arcane Scarabs are now guaranteed to move after a certain number of attacks, regardless of whether or not they hit.
Changes to Other Rooms
Cursed Baboons and Baboon Shamans now always take maximum damage from Ranged attacks. To compensate, their HP has been increased slightly.
Removed two waves of Baboon assailants from the Path of Apmeken.
The volume of water required for the Path of Crondis no longer scales linearly with the number of players, this means you'll be able to make a mistake or two in larger groups.
Slightly reduced Hitpoints on the Obelisk on the Path of Het.
The Deposit Pot in the Nexus now functions as a full deposit box.
Overall purple chance for Raid Levels beyond 300 is reduced.
At Raid Levels 350, 400, 450 and 500, the weighting of the Lightbearer and Osmumten's Fang reduces. This in turn means that the weighting of other uniques like the Tumeken's Shadow increases. In essence, if you get a purple at a higher Raid Level, the odds of it being a Fang or a Lightbearer go down while the odds of it being an Elidinis' Ward, Masori armour piece or Tumeken's Shadow go up.
For the Fangless among you, we've added the Jewel of Amascut.
When attached to a Keris Partisan, you'll have a Keris Partisan of Amascut. This version of the Keris Partisan is slightly less effective against Scarabs (Scarab-bane bonus reduced from 33% to 15%) but gains +50 Stab bonus and +22 Strength bonus, and only works within the Tombs of Amascut. It should slot neatly between the existing Keris Partisan and Osmumten's Fang, being slightly stronger than the Zamorakian Hasta inside the Tombs.
Of course, obtaining these Jewels can feel like a monumental struggle, so we're making some changes to make these significantly less annoying to obtain:
Base drop rate improved from 1/180 to 1/50.
This base rate still scales as before, meaning that at 75 killcount your base drop rate is 1/16.67.
If you have any other Jewels, this rate improves further.
Elemental Weakness and NPC Defence Changes
Building on some of the systems we implemented with Project Rebalance in 2024, we're rolling out more Elemental Weaknesses and making further adjustments to existing Defences on a variety of monsters.
The specifics are absolutely massive, so we'd recommend checking out this spreadsheet or waiting for the OSRS Wiki to update everything that you're interested in taking down!
For Elemental Weaknesses, most of them have been applied according to the following 'rules':
Air Weaknesses can be found on things that fly or float. Things with wings, ghastly ghosts and spooky spectres!
Water Weaknesses can be found on anything that feels particularly fiery. Demons, TzHaar and Chromatic Dragons (Vorkath being a notable exception) are the most relevant for many of you.
Earth Weaknesses shine against enemies with tough exteriors. Drakes, Wyrms, Trolls, the Giant Mole and Gargoyles are chief among these.
We know that Wyrms and Gargoyles also fly, but we can only apply one weakness at a time for now and think their rock-solid exteriors define them more strongly than them being in the air.
Fire Weaknesses burn icy assailants and nature-y nemesis to a crisp. Up against something icy or a nasty bug? Kill it with fire!
Perhaps the most interesting thing you'll see on that spreadsheet is 'Flat Armour'. If you're not in the know, a Flat Armour value of 2 means an enemy takes 2 less damage than you would have hit (meaning if you hit a 10, they'll only receive 8 damage). Negative Flat Armour values mean enemies take more damage per hit. In practise then, an enemy with positive Flat Armour might encourage slower-hitting weapons or weapons with fewer hitsplats, while enemies with negative Flat Armour encourage fast-hitting weapons or weapons with numerous hitsplats like the Scythe of Vitur or Dual Machuahuitl - this is why you see them shine against the Moons of Peril.
Realistically, we aren't likely to say 'this NPC has 20 Flat Armour, hope you brought your Elder Maul!', but it's a small balancing lever that we can tweak to nudge things one way or the other, similar to the more traditional defensive stats. In cases where we've introduced positive Flat Armour to an NPC, we're bumping HP down slightly so that kill-time isn't likely to change considerably with your existing setup but may slightly favour a change in setup.
At this stage we've taken a very light-touch approach to any Flat Armour antics and focused more on traditional defensive stats, but we'll be keeping a close eye on how these changes feel in practise, or even thoughts you might have at this preliminary stage!
Of course, this is a lot of information to intuit without the OSRS Wiki. We have no shortage of players who progress either entirely without Wiki usage or very minimal research, and with creators like the Golden Gnome-winning Alien Food, or World of Warcraft converts in MadSeasonShow, Karadus and Guzu showcasing their own Wiki-less journeys, we reckon that this information should be more accessible in-game.
So we've added a new spell, Monster Inspect, to the Standard Spellbook. Monster Inspect requires Level 42 Magic and displays slightly less information than the Lunar Spell 'Monster Examine'. This means that it's perfect for a quick look at elemental weaknesses, defensive and offensive stats, but won't show some or the more 'niche' bits like Freeze threshold. Handy for learning what you need to in a pinch, provided you have 2 Cosmic and 2 Mind Runes on-hand.
In short, we’re making tweaks to some loot tables with a particular focus on Runes, high-tier food, herbs, seeds and gems. These changes are intended to reduce and redistribute the incoming volume of some resource drops, with the aim being to strengthen the value of these drops in the economy and for future loot tables.
The example that we gave in our initial blog sums it up nicely: consider that Torstol Seeds used to sell for north of 50,000 GP to other players. Following the addition of Phantom Muspah and Tombs of Amascut, the supply of Torstol seeds rose drastically and they now fetch a comparatively meagre ~6,500 GP. The knock-on effect of this is that for a future table to have a 'good' Torstol Seed drop (meaning one that has a similar GP value to 'good' Torstol Seed drops at the time of release for Tombs of Amascut or Phantom Muspah), we'd have to drop almost eight times as many and continue snowballing the plummeting price of Torstol Seeds.
Additionally, Spoils of War have been nerfed considerably and now have a loot table mirroring the Castle Wars rewards crate, with Pure Essence thrown into the mix too.
We believe these changes should have some economic benefits for the majority of our players but will be keeping a close eye on herb and seed drops in particular in case we've overshot a little.
Obor, Bryophyta and Keys
It's no secret that the key system used to fight Obor and Bryophyta isn't the most well-liked, particularly if you're gated out of Combat Achievements because you've not done your shift at the Hill or Moss Giants. On the flipside, their uniques are valuable for the tier of players that they're aimed at and would likely plummet in value if they were freely obtainable.
We've made a chunk of changes here to improve access, address some common Bryophyta pain points, and respect the existing commitment of players who've racked up a bunch of kills against these gigantic foes.
Obor and Bryophyta no longer require a key to be fought.
Obor and Bryophyta can drop their own respective keys.
To compensate, each of them now has a reduced, simple loot table. It’s similar to regular giants’ with a chance for Giant Bones (members only) and an increased chance for their keys.
Inside each of their lairs is a chest requiring a Giant or Mossy key to open, with a loot table identical to the existing one. This chest can only be opened after the boss is defeated.
For the HiScores, killcount is only obtained by opening their respective chests.
Bryophyta's growthlings can be left-clicked if you have an axe equipped.
Bryophyta's growthlings cannot spawn back to back, they now have a short cooldown.
You'll still need to use at least one key to access their respective lairs, but beyond that the choice is yours!
Duke Sucellus
We're splitting this big fella out as well because he's got a lot going on!
Following today's update, you'll be able to pick the mushrooms in Duke Sucellus' prison eight times, then they'll despawn. Letting you stock up on a handful of potions to weaken Duke.
"But won't my mushrooms and potions despawn after each kill?" you ask. "No!" we respond, you'll be able to hold on to them between kills, which means that depending on your Herblore level you can prep for 2, 3, or 4 kills at once if you've got Level 62, 72 or 82 Herblore respectively. To prevent players locking themselves out, you can't use mushrooms directly on Duke any more.
For most players, this will speed up Duke kills, so his HP has been increased from 440 to 485 to compensate. While we're on the topic of speed, we've adjusted Duke's Speed Combat Achievement times down by 45 seconds each but changed their behaviour so that they only begin once Duke Sucellus wakes up. In effect, prep is no longer part of the time consideration for speed Combat Achievements at Duke Sucellus! All that matters is how quickly you dish out damage once the proper fight begins.
Last up for Duke is a teeny quality-of-life improvement to save those wrists. We've added a left-click 'Feed' option to Duke that will automatically use any potions or crushed mushrooms that you've got to weaken Duke, meaning you won't need to spam click any more.
Other Boss and PvM-Related Changes
Removed an earlier phase of Phosani's Nightmare. You'll effectively start at P2, meaning you'll see 2, 3 and 4 walkers between phases.
To compensate, Speed times for Combat Achievements have been lowered by 1:30 each.
The Slepey Tablet now drops at a rate of 1/25, and will be guaranteed on your 25th kill (or next kill after logging in if you've already got more than 25 killcount) if you've not already obtained one.
On death against Phosani's Nightmare, you'll respawn just outside of the instance rather than at your default respawn location.
Nex will always perform at least two more melee attacks whenever she uses one, on all phases. This only happens if the player she's attempting to attack is within melee distance.
Nex can be damaged slightly beyond a phase transition threshold. For example, if Nex swaps phase at 2720 HP, you'll be able to bring her down to 2550 HP before she begins nulling all damage again.
Nex's magic attack in her final phase will have its damage reduced by 25% if you activate Protect from Magic 'late'.
Damaging Blood Reavers will heal you for 75% of the damage dealt.
Hueycoatl now drops uniques at a rate of 1/18 instead of 1/23. This means all uniques are slightly more common. We’ve increased the weighting of the Dragon Hunter wand, too.
The Dragon Hunter Wand now has 40% Magic damage and 75% Magic accuracy bonus against dragons, and can now autocast Ancient Magicks.
Hueycoatl's tail now has 300 HP, down from 400.
Hueycoatl Hide now always drops as a batch of 3.
Hueycoatl Hide Armour pieces have had their Crafting requirements lowered by 10 levels.
Hunter and Fishing activities within Neypotzli have had a QoL pass and should feel less buggy.
Opening the chest within Neypotzli now has a cooler sound effect even if you don't obtain a unique.
The Blue Moon now spawns fewer tornadoes during their tornado attack.
The Deranged Archaeologist drops the new 'Steel Ring'. This ring has +24 Stab, Slash and Crush defence. We've included a Stats image at the end of the list.
The Granite Ring now provides +12 Ranged Defence, +2 Stab, Slash and Crush Defence, and -2 Magic Defence. All of these values are doubled upon imbuing. We've included a Stats image at the end of the list.
Adjusted Cerberus' Fire special. They no longer deal damage in an area of effect and appear more predictably - making it a little easier to react to them and mitigate damage.
Ward of Arceuus now reduces Prayer drain from demon attacks by 33%. This effect stacks multiplicatively with the Spectral Spirit Shield, meaning you'd lose 10 Prayer points per ghost at Cerberus if you're using both of these.
Key Master Teleport scrolls now drop in batches of seven rather than three, so should be sustained if you're able to complete nine kills per trip. Additionally, they're now tradeable!
The Grotesque Guardians' rockfall attack now only stuns you in the centre but still deals damage in a 3x3 area as before.
The Tonalztics of Ralos has had its range increased by 1. On Rapid, you can hit 6 tiles away. On Longrange, you can hit 8 tiles away.
Halberds can now hit 'flying' enemies like Aviansies, including Kree'arra. If it's not immediately obvious whether or not an enemy technically counts as 'flying', you'll be able to see this on Monster Examine!
Demonbane weaponry is now effective against the Ice Demon at the Chambers of Xeric.
Desert Treasure II bosses now drop a Gold Ring whenever you hit one of the 'behind the scenes' vestige rolls. You can also check retroactively how close you are. For example, if you're already at 2/3 when you log in after the change, you'll receive two gold rings on your next kill (assuming you don't get a unique).
You can now show your Zuk Slayer Helmet to TzHaar-Ket-Keh to benefit from an equipped Zuk Helm within the Inferno and Fight Caves. Note that no Slayer experience is provided unless you're actually on a task, and you won't have an improved chance at the pet.
The Combat Achievements Reward to double the duration of your summoned Thralls has been moved to Master tier, down from Grandmaster tier.
Halberd-related Combat Achievements for Bloat and the Corporeal Beast now specify 'with a Halberd Special Attack'. This means players of all builds can tick them off using a Dragon Halberd if they're not able to obtain a Crystal one.
Various spellcasting animations have been tidied up to reduce 'visual rubberbanding'.
Irons will have to deal more damage to the Wilderness bosses to be eligible for their Loot rolls rounding up to the base 25%. This means that rather than being able to deal 1 point of damage and receive 25% of the loot, you'll have to deal at least 10% to earn that minimum 25% loot roll. If you deal less than 10% then you'll only receive 5% of the loot.
Merch Update - Celebrating Desert Treasure II!
Two New Soundtrack Releases
This week Laced Records bring you not one but two Desert Treasure II digital album releases! Out now on all major streaming and digital music platforms – add them to your playlist!
Uncover the history of the ancient Zarosian empire, the Mahjarrat and the forgotten city beneath Ice Mountain with this soundtrack on your journey to Desert Treasure II.
Journey towards the Fallen Empire by uncovering forgotten secrets of the past. From ancient dwarven ruins to a forgotten underwater temple, this soundtrack album will take you back to the quests that led towards the unforgettable events of Desert Treasure II.
From ancient dwarven ruins to a forgotten underwater temple, this soundtrack album will take you on a journey leading directly to the Fallen Empire. Composed by the talented Jagex audio team Mod Surma and Mod Grace.
Check out this page for where to listen and play all the tracks!
Envelop yourself in forgotten histories and Mahjarrat conflicts with tracks that take you back to the fallen empire of the Empty Lord.
Reminisce on your journey through one of Old School’s most legendary quests with ambient soundtracks that immerse you in the ruins of the Fallen Empire. Then, as your adventure continues, heed the call of battle with the thrilling music that accompanies the legendary boss fights against some of the most powerful servants of the Empty Lord. Composed by the talented Jagex audio team Mod Surma, Mod Grace, Mod Nixon and guest composer Mod Ash.
Check out this page for where to listen and play all the tracks!
Desert Treasure II Pins & Keyrings
If you want a memento from your Desert Treasure II experience, then look no further than the merch store this week as we bring you a bumper collection of Desert Treasure II Pins and Keyrings, all designed by Angels Scapes!
Check out the full collection here – in stock and ready to ship now!
You can get your hands on a Baron and Blood Ancient Sceptre Keyring as well as a host of limited Edition pins including The Whisperer, The Leviathan, Duke, Vardorvis, Soulreaper’s Axe, a Virtus Mage and Awakener’s Orb.
Other Changes
A Clue Scroll has had its missing 'Check steps' option restored.
Following last week's fix to the in-game Skill Guide for Crafting, it has now been updated again to reflect that Crafting is actually available to non-members.
Surge potions have been restored to the Herblore Skill Guide, having gone missing from it a few weeks ago during code maintenance.
PvP World Rota
The PvP rota has moved to Period A:
539 - (US) - PvP World
318 - (UK) - Bounty Hunter World
548 - (Germany) - High-Risk PvP World
577 - (US) - Free-to-Play PvP World
559 - (UK) - LMS Competitive
World 390 (AUS) for LMS Competitive has been activated with this rota.
World 569 (AUS) for Bounty Hunter has been activated with this rota.
The PvP Arena is using '1 Def Pure' loadouts in Ranked Duels and Tournaments this week. You can also discuss this update on the 2007Scape subreddit, the Steam forums, or the community-led OSRS Discord in the #gameupdate channel. For more info on the above content, check out the official Old School Wiki.
This week we’re busy behind the scenes, but we’ve still got some small improvements for you!
Changelog - June 18th
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This week’s changes
The Crafting Skill Guide no longer shows Thieving content!
Added the Mage’s Book and Aether Runes to the in-game Skill Guides.
PvP Rota
The PvP rota has moved to Period B:
560 - (UK) - PvP World
319 - (US) - Bounty Hunter World
579 - (US) - High-Risk PvP World
561 - (UK) - Free-to-Play PvP World
580 - (US) - LMS Competitive
World 390 (AUS) for LMS Competitive has been de-activated with this rota.
World 569 (AUS) for Bounty Hunter has been de-activated with this rota.
The PvP Arena is using 'Zerker' loadouts in Ranked Duels and Tournaments this week.
A Quiet Week
This week’s update is on the lighter side as we focus on some behind-the-scenes work to keep Old School nice and healthy.
With Sailing in development, there's a lot of infrastructure work going on under the hood, especially supporting "world entities", the movable blocks of map that constitute boats. Supporting those requires changes to how Old School's game engine transmits scenery, players and NPCs to your client.
Rather than launching all these changes at once when Sailing arrives, we’re trickling them into the game gradually – a process that began last year. This means that less of the infrastructure changes in any single update, so teething issues are easier to investigate and resolve.
One example was the obscure bug where you could suddenly see players on other floors of your player-owned house, but couldn’t interact with them. Since we’d only made a few engine changes, it was easy for us to figure out which one caused the bug and get it fixed.
This week’s infrastructure update affects code that refers to your character's coordinate in the game, so that game activities will still work while you're standing on a boat instead of normal terrain.
We’ve also got a couple of regular patch notes!
The Crafting Skill Guide no longer shows Thieving content!
Added the Mage’s Book and Aether Runes to the in-game Skill Guides.
We appreciate your patience as we work on these expansions to the game engine, and we look forward to putting these new tools to use in future updates!
Looking Ahead
We know you’re eagerly awaiting the arrival of Stackable Clue Scrolls, the Revenant ether changes, and the rest of Poll 84’s content. These features are still on the way! In fact, we can confirm that Stackable Clue Scrolls are on track for early July.
In the meantime, we’re putting the finishing touches on the first wave of our Summer Sweep-Up combat changes, which are scheduled to go live next week. We hope these improvements will make combat feel more consistent and a bit less frustrating overall.
As always, your feedback has been instrumental in shaping these updates, and we truly appreciate your continued support as we get everything ready.
Thanks for your patience - we’ll have more to share very soon!
Merch Update
Issue #3 of RuneScape: Untold Tales of the God Wars OUT NOW!
Expanding on the God Wars dungeon questline, this comic book series delves into the Temple of Lost Ancients during the catastrophic God Wars – where four warring armies fought for control of the Godsword, the only weapon capable of killing a deity. Trapped in the centre of the conflict is the undead skull, Maro.
Now a captive deep within the Temple of Lost Ancients, surrounded by unfriendly soldiers, the odds of Maro making it back to the surface in one piece look slimmer than ever…
The third issue in this four-part comic series from Titan Comics is on sale now, alongside issues #1 and #2. Available from Titan, online retailers, and local comic stores. To find your local, visit Comic Shop Locator . Author: Ryan O'Sullivan, Artist: Sid Kotian.
For issue #3 there are three different covers to collect; COVER A by Diego Yapur, COVER B by David Buisan, or COVER C by Dave Barker aka Mod DBarker.
As promised, we're bringing back a rescheduled Mod Wars event! Join us on Friday, June 27th 4 PM BST, for some JMod Castle Wars action!
We're flipping your classic Castle Wars experience on its head and unleashing pure chaos.
Two J-Mods, Mod Nox and Mod Manked, will be joining the battle as each team's unkillable, flag-thieving behemoths. These aren’t just mascots… they’re mobile megabosses with 1,000,000 HP and a mission.
Here’s what’s going down:
As soon as the game starts, the enemy J-Mod teleports into your base and tries to steal your flag.
Your team must stop them at all costs, while escorting your own J-Mod and their mountain of hitpoints back to safety.
They'll also have a few tricks up their sleeve - so watch out!
Think of it as a high-stakes flag game meets escort mission meets boss fight.
Bring your gear, bring your A-game, and get ready for the most absurd Castle Wars match you’ve ever seen.
Date: Friday, June 27th
Time: 4:00-5:00 PM BST (Massing from 3:45 PM – be ready!)
World 390 (AUS) for LMS Competitive has been de-activated with this rota.
World 569 (AUS) for Bounty Hunter has been de-activated with this rota.
The PvP Arena is using 'Zerker' loadouts in Ranked Duels and Tournaments this week. You can also discuss this update on the 2007Scape subreddit, the Steam forums, or the community-led OSRS Discord in the #gameupdate channel. For more info on the above content, check out the official Old School Wiki.
This week’s tweaks include Yama improvements and bug-squashing!
Changelog June 11th
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Yama Tweaks
The boosted pet drop rate from the Contract of Familiar Acquisition now applies to both players if they are in the same Group Ironman team.
Emberlight's special attack no longer reduces Yama’s offensive stats, preventing him from being rendered completely harmless via repeated stat drains.
Ruby and Diamond Bolt (e) special effects no longer trigger when fighting Yama during the Glyphic Attenuation contract to enforce the intended melee-only strategy.
Other Changes
Abyssal scions now max hit for 10 with melee, down from 15.
Noted Crushed Bird Nests will no longer be deleted when destroying a Looting Bag in the Wilderness.
Using the Quetzal Whistle to teleport no longer causes delayed damage after arrival, preventing deaths from damage queued during the teleport animation.
Prayer Regeneration Potions now reset in the same way that Divine Potions and the Saturated Heart do, when a player dies or visits minigames that reset their stats.
Thralls will no longer deal damage to Kurasks and Turoths.
The Collection Log overview can now be opened at the same time as the Combat Achievement interface.
The collapsed version of the Chambers of Xeric helper panel no longer overlaps with the points menu.
You can no longer lose Tithe Farm points by reactivating the auto-weed, having just purchased it. Refilling Gricoller's Can through the Tithe Farm Shop is now free.
The elemental wizards south of Falador now correctly take damage from all elemental spells except their own, which heal them instead.
Items dropped on the stairs in Pothole Dungeon can now be picked up without problems.
Fixed an issue where the Shaman's Tome could not be obtained during Legends' Quest.
Broodoo Shields now correctly have a 1/10 chance to drain attacker stats when taking damage from monsters, consuming a charge and triggering their unique effect.
Efaritay's Aid now consumes only one charge rather than two when buffing a single attack.
Fixed an issue where repeatedly clicking “Apply” at Yrsa’s Shoe Store could stack multiple dialogues.
The animation for adding logs to a bonfire can now be ended more reliably when switching to other skilling activities.
Updated the Tribal Totem Quest Log to refer to GPDT Employees instead of "R.P.D.T. men”.
Tinsay is now correctly credited with teaching players how to cook Karambwan in Tai Bwo Wannai Trio quest dialogue.
The entrance door of the Lumbridge pub now opens to the left instead of the right.
The Runecrafting Skill Guide now lists what elements combination Runes will provide you with.
PvP Rota
The PvP rota has moved to Period A:
539 - (US) - PvP World
318 - (UK) - Bounty Hunter World
548 - (Germany) - High-Risk PvP World
577 - (US) - Free-to-Play PvP World
559 - (UK) - LMS Competitive
World 390 (AUS) for LMS Competitive has been activated with this rota.
World 569 (AUS) for Bounty Hunter has been activated with this rota.
The PvP Arena is using 'Max/Med' loadouts in Ranked Duels and Tournaments this week.
Yama Tweaks
We’ve made a few little adjustments to Yama this week!
GIM and Pet
First up: great news for our Group Ironman players! The boosted pet drop rate for Yama now applies to both players if you're in the same group. No more watching your teammate get all the perks while you get moral support and a few bones. Group content is meant to be tackled as a group, after all!
Cheesy Emberlight?
Some of you clever clogs discovered that Emberlight’s special attack could be used to repeatedly drain Yama’s offensive stats - basically turning him into a mildly annoyed training dummy. While we admire the creativity, that strategy pretty much deleted the intended challenge, so we’ve had to fix it.
Emberlight's special will no longer reduce Yama’s offensive stats, meaning you'll have to actually engage with the fight instead of putting the boss in time-out. We know this is a pretty firm change, but we wanted to get a robust fix out first - we're open to exploring slightly less harsh alternatives in the future, if it makes sense to do so. Let us know what you think!
The Bolt Ban
Finally, a quick note for those working on the Glyphic Attenuation contract. It’s supposed to be a melee-only challenge - a test of your ability to get up close and personal. However, special effects from Ruby and Diamond Enchanted Bolts were giving players an unintended edge. We've now disabled those effects during this contract.
We know this one might sting for anyone who’s been leaning on that strategy to get through. If you've already completed it that way, fair play - you got in before the fix. However, going forward, it’s all about melee!
Player Support and Anti-Cheating Stats
Welcome back to our monthly snapshot of Player Support and Anti-Cheating activity - your behind-the-scenes look at all the hard work going into keeping Gielinor fair and fun for everyone.
Each month, we share key stats from our Player Support and Anti-Cheating teams so you can see exactly what’s been happening behind the curtain. From how quickly we’re responding to your queries, to the number of bots and rule breakers taken down, here’s the latest data for May 2025:
Our teams remain as dedicated as ever to tackling cheaters, scammers, and spammers to ensure a fair playing field for all. Thanks for all the reports and support you send our way - it really does make a difference!
Community and Mobile
From skilling on the side to taking on quests and combat challenges, you mobile lot are seriously dedicated. We wanted to take a moment to highlight some of the folks with true no-xp-waste energy.
First up, check out this handy little community playlist we put together showcasing some helpful guides. We'd love to keep adding to this playlist, so if you know any banger mobile YouTube videos, send them our way in the #mobile-highlights channel in our Discord!
We also spotted this fun thread where u/Delicious-Quantity92 shared their Yama mobile kill, then fellow mobile-bossers flocked to the comments to share their own experiences and advice!
Now onto some screenshots.
Garfis got their first Inferno KC on mobile at the end of April! If you can’t see the image above, click here!
Kolarbear shared a whole slew of drops and completed combat challenges, all done on mobile! If you can’t see the image above, click here!
Ampharos200 wowed us with an 18-minute mobile Colosseum run. If you can’t see the image above, click here!
Maxed on mobile! We love it, and not just because of the aliteration. GZ to Indy on the 2277 and gl on your ongoing pet hunt! If you can’t see the image above, click here!
u/skyrimcameoutin2011 (thanks for making us feel old by the way), went and completed Dragon Slayer II on mobile! What a win. If you can’t see the image above, click here!
What about 100 BH kills? U/ToLazy2BePMEComplete over on Reddit shared their 100th mobile-only kill! If you can’t see the image above, click here!
Also a huge shout out to u/ClMoneyMovers, u/Dapper_Poetry6236m u/W3ster1101 and all the other absolute gamers who shared their mobile pet drops! Gratz!
Other Changes
Abyssal scions now max hit for 10 with melee, down from 15.
Noted Crushed Bird Nests will no longer be deleted when destroying a Looting Bag in the Wilderness.
Using the Quetzal Whistle to teleport no longer causes delayed damage after arrival, preventing deaths from damage queued during the teleport animation.
Prayer Regeneration Potions now reset in the same way that Divine Potions and the Saturated Heart do, when a player dies or visits minigames that reset their stats.
Thralls will no longer deal damage to Kurasks and Turoths.
The Collection Log overview can now be opened at the same time as the Combat Achievement interface.
The collapsed version of the Chambers of Xeric helper panel no longer overlaps with the points menu.
You can no longer lose Tithe Farm points by reactivating the auto-weed, having just purchased it. Refilling Gricoller's Can through the Tithe Farm Shop is now free.
The elemental wizards south of Falador now correctly take damage from all elemental spells except their own, which heal them instead.
Items dropped on the stairs in Pothole Dungeon can now be picked up without problems.
Fixed an issue where the Shaman's Tome could not be obtained during Legends' Quest.
Broodoo Shields now correctly have a 1/10 chance to drain attacker stats when taking damage from monsters, consuming a charge and triggering their unique effect.
Efaritay's Aid now consumes only one charge rather than two when buffing a single attack.
Fixed an issue where repeatedly clicking “Apply” at Yrsa’s Shoe Store could stack multiple dialogues.
The animation for adding logs to a bonfire can now be ended more reliably when switching to other skilling activities.
Updated the Tribal Totem Quest Log to refer to GPDT Employees instead of "R.P.D.T. men”.
Tinsay is now correctly credited with teaching players how to cook Karambwan in Tai Bwo Wannai Trio quest dialogue.
The entrance door of the Lumbridge pub now opens to the left instead of the right.
The Runecrafting Skill Guide now lists what elements combination Runes will provide you with.
PvP World Rota
The PvP rota has moved to Period A:
539 - (US) - PvP World
318 - (UK) - Bounty Hunter World
548 - (Germany) - High-Risk PvP World
577 - (US) - Free-to-Play PvP World
559 - (UK) - LMS Competitive
World 390 (AUS) for LMS Competitive has been activated with this rota.
World 569 (AUS) for Bounty Hunter has been activated with this rota.
The PvP Arena is using 'Max/Med' loadouts in Ranked Duels and Tournaments this week. You can also discuss this update on the 2007Scape subreddit, the Steam forums, or the community-led OSRS Discord in the #gameupdate channel. For more info on the above content, check out the official Old School Wiki.