The Group Ironman poll is now closed and given that it is the most-voted-on poll in Old School's history, as well as how spirited a lot of the sentiment and discussion around the poll (and the poll system itself) has been, we felt that it'd be beneficial to offer a transparent summary of the poll outcome. If you like this type of information-sharing we'd be happy to do something similar for other polls in the future. We'd also like to thank the 141,510 players who took the time vote in this poll.
Before we look into the voting itself we wanted to answer a few questions related to the poll.
Why even poll this game mode?
It's content that directly interacts with the main game, rather than something outside of it like Deadman or Leagues (though we do poll Leagues rewards!). Ironman (along with Ultimate Ironman) and Hardcore Ironman were both polled in the past (passing with 76.3% and 85.7% respectively) so there was a clear precedent to follow.
Why does the poll question include the phrase 'as described in the blog'?
This is included for two reasons, first to guide players to the blog to ensure that they know exactly what they're voting for since we can't include all details of the design in the question, and also to make it clear that we wouldn't deviate from the design after it has been polled. This is generally a standard in all poll questions, check out polls from this year for Below Ice Mountain and Shooting Stars to see. This does not mean that we would have ignored the poll result and added it in anyway with slight differences.
Why did you poll it so close to the proposed release date and so far into development?
This isn't something we'll be repeating again. The truth is that a lot of the under-the-hood work began a long time ago to allow us to do things like Clans. The last elements of the content design were finalised recently, and so the blog and poll came later than we would have liked. In hindsight we could well have polled Group Ironman as a general concept, stating that we'd be polling things like storage, grouping, and Prestige at a later date.
Were you going to add Group Ironman if it didn't pass the poll?
No, we would have respected the poll result. As with many other polls which fail we would have reviewed the result, the feedback, and would have considered revising the design with potential to re-poll.
Now, let's get into the poll itself:
A graph showing the cumulative vote percentage over the course of the poll.
A graph showing the cumulative numbers of votes over the course of the poll.
A graph showing the number of hourly votes over the course of the poll.
A graph showing the account status (Ironman or not) of voting players.
In the above images you can get an idea of player voting habits during the poll. The vote percentage remained generally consistent at around 83-84% Yes before the Deadman Final issues on Friday evening, and 79-80% thereafter. Immediately following Deadman you can see the amount of No votes overtake the amount of Yes votes for a short but sustained period. It's normal to see the number of votes begin to dwindle towards the end of the poll as most players have already cast their vote by this point. You'll notice there's a spike in activity at around midnight each day (for both Yes and No vote), that's because the daily reminder to vote resets at that time. You can also see that the poll was largely driven by 'main' accounts, with Ironman accounts accounting for just under 5% of voters.
That's it from us. We'd like to extend another heartfelt thanks to the 141,510 players who voted in this poll, and we're very excited to see you on the Node on October 6th with Group Ironman's release! Did you enjoy this type of poll summary? Are there other bits of voting information you'd like to see? Let us know!
The Old School Team
Wilderness & Equipment Rebalance Changes - (Weekly Game Update - September 22nd)
Great news for all you PvPers: the Wilderness Changes project is back in business, with updates to Dragonhide Armour, the trusty Dinh’s Bulwark and more! We’re also feeling the changing of the seasons this week, thanks to some tasty merch pre-orders for the autumn and winter months ahead. Grab a hot brew and let’s get to it!
Wilderness & PvP Changes
It's been a while since we first spoke about Wilderness changes, but the first of these long-promised updates are coming today.
Regrettably, it's taken us much, much longer to get round to these changes than we'd hoped. A huge but critical technical rework was recently urgently required, taking out a developer of the project for multiple months. In addition to this, we've also had to reallocate resource in support of upcoming content. This left us in a position where our only option was to wait for this work to be signed off before resuming anything Wilderness-related. Delaying content is something we'd rather avoid, and while we are committed to delivering the changes as promised, the long-term health of the game always remains our top priority.
Now for the good news! The technical rework is now in QA, and the remaining jobs from Poll 75 are done. We are finally seeing progress, but in the interest of transparency, we'd say that we are not out of the woods just yet. With the delays pushing us into what is now a jam-packed schedule of upcoming content, our dev capacity is not where we need it to be in order to bring these updates together. We are committed to those changes and will do them with no compromise on quality, no matter how long it takes us.
Thank you for your patience so far, and rest assured that we wish to see these changes in the game as much as you do.
OK, so what's happening in this update? First up, we have the last of the remaining Equipment Rebalance changes along with a change to the middle entrance of the Revenant Caves.
Please note that any values in red are nerfs and any values in green are buffs.
Dragonhide Armour
We’ve talked about changes to the Dragonhide Armour for a while. As the issues with this set are most prevalent in PvP, we felt it should be part of the Wilderness Changes project.
Our focus is on changing the Melee and Magic defence bonuses of standard Dragonhide Armours, in the hope it will encourage players to try different Armour pieces – and naturally balance the combat triangle! These changes will have a much lower impact on players who concentrate on PvM encounters.
Here’s what’s changing:
Vambraces
Chaps
Body
The stat changes are included on all variations of the Armour, including trimmed (t) and gold-trimmed (g). The stats of God D'Hide remain unchanged.
Additionally, the Defence requirement for God D'Hide Chaps is down from 40 to 1, making it accessible to all players!
Dinh's Bulwark
The Bulwark’s defensive bonuses for Stab, Slash and Crush have been reduced by 35, 36 and 36 respectively, while the attack bonus on Crush has been increased by 14. We've also increased the attack speed from 7 to 5 for faster pummelling!
Dinh’s Bulwark also gains a new passive effect – when not in defensive mode, your Melee strength is increased by the following:
This results in one max hit for every 12, with an average defence bonus above 200.
Consequently, because of the less than 200 average defence bonus, this leads to a max hit of 15 down from 24 (with no Melee strength bonus).
As full best-in-slot defensive gear, providing an average defence bonus of +498, you have a max hit that's 46, better than the previous max of 32. Note: this max hit is calculated while using a Super Strength Potion and Piety
All of which results in Dinh's Bulwark having an exciting new role as the only weapon which scales its offense on defensive gear!
Additionally, enemies hit by the Bulwark’s special attack will also have their highest offensive stat reduced by 5% of its current value, either Melee (Attack + Strength), Magic attack or Ranged attack. Nice!
Xerician Robes
We’ve changed the offensive capabilities of Xerician Robes slightly by reducing the Magic attack bonus they offer. In total, 10 Magic attack bonus will be removed, with changes being made to both the top and bottom bonuses.
Elemental Staves
The changes to Staves will see each tier benefit from a linear increase of 2+ to Magic attack and defence bonus. This keeps them below the Ancient Staff, which has +15 in both Magic attack and defence, but helps to alleviate some of the changes to Xerician Robes by providing better bonuses for higher-valued items.
Other Wilderness Changes
All versions of the Wilderness Sword will now slash webs while in your inventory!
We've turned the middle entrance to the Revenants Cave into a one-way cavern. A warning will pop up when entering this way informing you of the one-way trip. This can be permanently dismissed, and the interface won't show up if you're in combat (you'll get a chat message instead).
General Updates
If your light source is inextinguishable, you’ll no longer get the extinguish warning when entering a dark area.
We’ve fixed the incorrect Bird’s Nest reward message that appears when completing a hard Gnome Restaurant task.
Box Traps can no longer be placed on top of flowers indoors.
The 'previous destination' option on the charter ships no longer enables free travel via routes that those ships don't otherwise offer, nor does it quote incorrect fees for routes (previously it had quoted -1 coins for some - a bargain for sure, but an incorrect one!).
On high-risk PvP worlds, death no longer removes the Special Skull icon.
Level 5 armed goblins now give the correct loot.
The Lesser Demon Champion is now vulnerable to Demonbane spells and similar effects.
A Khazard Commander in the Tree Gnome Village quest no longer stalls you into inescapable dialogue while already attacking you.
Last Man Standing now grants kill credit more reliably for players standing on the outskirts of the Dark Varrock map.
Merch
As the nights draw in, we’re looking forward to cosy jumpers and long nights curled up with a good book (specifically 'RuneScape: The First 20 Years', coming to all good book stores from October 12th)!
As well as hoodies, socks and other cosy treats from our merch store, it’s time to start thinking about the most important snuggle-enabler of the year… yes, the Official RuneScape Xmas Jumper 2021 is up for pre-order!
Continuing the celebration of our 20th Anniversary and the release of Dragon Slayer on September 23rd 2001, the fearsome Elvarg takes centre stage in this year’s design – complete with Santa cap, penguins, party hats and crackers! This cosy advent apparel is just the thing for staying warm this wintertime.
We’re giving 10% off all early-bird orders until midnight on October 3rd. Place your order ASAP to guarantee snagging one, as only limited stock will be available (at full price) after this date!
Wondering about delivery schedules? Stock at our UK warehouse is expected to start shipping by November 15th. Shipping times to many countries are affected by elements out of our control, so arrival timelines cannot be guaranteed. We therefore strongly recommend that any orders from outside the UK should be placed by the first week in December at the latest for the best chance of delivery in time for Christmas Day.
We’ve also got new pins from Angels Scapes coming on September 22nd:
Elvarg Pin (with detachable head) - get it to go with your Xmas jumper!
Rune Armour King Pin
Tutorial Island Pin - Night Variant
KBD Slayer Helm Pin
Corporeal Beast Pin
Obby Shield Pin
Visit the store for all this and more marvellous merch!
PvP World Rota
The PvP rota has moved to Period A:
539 - (US) - PvP World
548 - (Germany) - High-Risk PvP World
577 - (US) - Free-to-Play PvP World
559 - (UK) - LMS Competitive
390 - (AUS) - LMS Competitive - world becomes active with this rota.
That's everything for this week's game update. We'd love to hear your feedback so please let us know what you think via our official forums, on the 2007Scape Reddit, the Steam forums or the community-led OSRS Discord in the #gameupdate channel.
The wait is over. The ultimate PvP tournament is reaching its brutal conclusion. After three weeks of nail-biting action, unforgettable moments, and more Guardian Angel Sigil activations than some would like to admit... yes, it’s the Finale of Deadman: Reborn!
Deadman Reborn Finals - What You Need to Know
On Thursday September 16th at 22:00 BST all Deadman Reborn worlds will temporarily close. In order to qualify for the Finals, you will need to be within the top 2,048 players, as per the HiScores, at exactly 22:00 BST.
For qualifying players, the Final world will open on Friday September 17th at 19:00 BST, with the first round of fights starting at 20:00 BST.
Bracket 1: 2,048 players | 1,024 Arenas
Bracket 2: 1,024 players | 512 Arenas
Bracket 3: 512 players | 256 Arenas
Bracket 4: 256 players | 128 Arenas
Bracket 5: 128 players | 64 Arenas
Bracket 6: 64 players | 32 Arenas
Bracket 7: 32 players | 16 Arenas
Bracket 8: 16 players | 8 Arenas
Bracket 9: 8 players | Quarter-final
Bracket 10: 4 players | Semi-final
Bracket 11: 2 players | Final
Where to Watch
We’ll be going live from the official Old School Twitch channel on Friday September 17th at 19:00 BST. Make sure you tune in to see the most spectacular ‘Scaping from our top players as they compete for the $32,000 prize pool!
Remember, our finalists have been preparing for months and battling it out for three weeks, and ruthlessness is the name of the game, so you won’t want to miss the brutal conclusion to the toughest tournament of them all!
This includes the use of unofficial clients as per our rules (see “MACROING AND THIRD-PARTY SOFTWARE/HARDWARE”).
Currently the only unofficial clients that comply with our rules are OSBuddy and RuneLite. The use of any other unofficial clients is prohibited and will result in disqualification from the tournament.
Anyone who has been caught cheating in any Jagex event may be suspended from all future events. Jagex staff will review cases individually.
Players abusing game mechanics to gain an advantage in a way that is considered unsporting will be removed from Deadman Reborn immediately.
In addition to the above, the following rules also apply to Deadman: Reborn:
During the 1v1 stage, should a player experience connectivity issues and log out before a fight begins, that player has until the fight begins to log back in.
During the 1v1 stage, should credible evidence emerge to suggest that an account is maliciously targeting other players, we will take action against them.
We will not, at any point or under any circumstances, restart the Final.
We will endeavour to announce the results of the Finale on the night of the event. Should further investigation be required, the results will be announced only after the Old School team has met and reviewed all evidence available to us.
A full list of the Deadman Reborn T&C’s can be found here.
See you on Friday!
The Old School Team
Patch Notes - September 15th
With no update this week, we've got a couple of fixes heading to the Steam Client. Get up-to-date by updating Old School RuneScape through Steam or be sure to turn on Auto Update.
Fixed a crash relating to NPCs that no longer exist.
Fixed minimenu entries for walk-here and scenery interactions becoming invalid after crossing a loading line.
Fixed graphical artifacts appearing on some types of trees and boat models.
The game window should no longer resize itself when minimised and reopened at certain resolutions.
Fixed a rendering issue in the Surprise Exam random event.
Deadman Reborn Final
Get yourselves ready for the climactic Deadman Finale begins on September 17th at 19:00 BST (11:00 PDT / 14:00 EDT). Players have had months to prepare, three weeks to qualify and now just one epic day to be the last Deadman standing. Who will take home a piece of the $32,000 prize pool? You can find out more about the finals and how this gargantuan reward will be dished out in our Deadman: Reborn newspost.
For those of you who have elected to stay out of the bloodbath, remember you can enjoy all the action as a spectator, with live streaming on Twitch and casters commentating on all the action! Even if you’re not a DMM player yourself, this will be a thrilling conclusion to three weeks of seriously tough ‘Scaping – we'd love for you to give it a watch and let us know what you think!
Play and compete on teams of 2 to 5 players and forge your team of Ironmen to become legends in Old School's new & innovative game mode.
Polling and Release Date
Quite a few questions have been asked about Group Ironman.
Why is it a single poll question? Why haven't we split the poll up into more bits? Why are we polling it all?
In the past we’ve polled Ironman, UIM and Hardcore Ironman, so it’s only right that we poll Group Ironman. We’re also adopting a similar polling strategy as we did with those updates, too.
Our main priority is the long-term health and success of the mode. Currently, each design decision we’ve made has been taken on the basis that we know the following groups of players exist, and we want to accommodate them:
Those who want to play casually
Those who would prefer to be more competitive
Those who want a very hard-core experience.
In addition to all these benefits, our approach also ensures that meaningful content choices (such as Individual Prestige, which aims to hinder illicit activities) are present from release. Rather than have to address potential issues in the future, we’re building them into the overall Group Ironman design from day one. They will be something players are accustomed to from the start of their Group Ironman journey.
We're continuously learning from past mistakes, taking into account what works well for players and what doesn't. We hope you understand the reasoning behind our approach. But rest assured, as with other updates, we’ll continue to make adjustments and improvements with your feedback in mind. We want to see you all enjoying Group Ironman as much as you want to get your hands on it - it's certainly been a long time coming!
Should Group Ironman pass the polls, we anticipate it will be ready to release on October 6th!
Shared Storage
We know that you were looking forward to Shared Storage, and we have good news!
Our wonderful engine team has made a breakthrough and we are delighted to confirm that we will be able to offer the Shared Storage functionality at launch!
Do note that only one player at a time will be able to use Shared Storage. It will be accessible from your regular Bank via a new button on the Bank interface, which is only visible to Group Ironmen and Hardcore Group Ironmen. Try to be courteous with your group members, everyone - no lobster thievery!
Prestige System
We've seen your feedback regarding the Prestige System, as well as your thoughts about its perceived complexity.
To clarify, there are two different forms of Prestige:
Group Prestige is a purely cosmetic indication that your group consists of the original members, and that you've not engaged in certain PvM activities with other players outside of your group.
It is highlighted in-game via a star icon shown next to the group's name.
Prestige groups will be shown on the Group Ironman HiScores alongside non-Prestige groups.
Losing Group Prestige has no in-game impact other than losing the cosmetic star next to your group name in-game and on the HiScores.
You can still trade freely between other Prestige group members even if Group Prestige is lost.
Group Prestige is only lost if a new member joins your group, or if someone within the group opts to do certain PvM activities with someone outside of your group.
Individual Prestige determines whether or not wealth and item transfer restrictions are applied to an individual group member. This system is vital to combat illicit activities.
It is highlighted in-game via a start icon that shows next to all original group members.
Losing Individual Prestige has gameplay consequences - it means that you are subject to the wealth and item restrictions as we outlined in the blog.
Individual Prestige is only lost if you join a group other than the one you started with.
New players added to the group after formation will not have Individual Prestige.
We know that many of you just want to focus on playing Group Ironman with your friends, and we don't want you to have to worry about maintaining Group Prestige. To reinforce this, we have also added an option for leaders to opt out of Group Prestige entirely upon creation of the group. Unless you intend to play this game mode competitively (we expect only a small portion of players will), losing Group Prestige should not have a significant impact on your Group Ironman experience.
Group Ironman: Design Overview
Are you ready to band together and become the stuff of legend? This is your chance to build and grow a team of Ironmen that is greater than the sum of its parts and battle for top spot on the leaderboard. It's a whole new way to play Old School RuneScape!
As launch day approaches, it’s time to dive into the who, what and why of this innovative new mode. Whether you’re an Iron novice or an experienced Ultimate, this is everything you need to know about the newest addition to the Iron family! Let’s take a look…
What?
Group Ironman is a new way for the toughest ‘Scapers to explore Gielinor. Enjoyed Ironman? Hardcore Ironman? Ultimate Ironman? Well now it’s time to bring together your most trusted companions to take on the challenge together.
If you’ve never played Ironman before, here’s a quick summary: imagine Old School RuneScape with no trade, where you have to earn every item yourself. It’s about earning everything with blood, sweat and tears, through gathering, crafting and fighting. Needless to say, it’s a real challenge – and one you would normally have to face alone.
Group Ironman is a little different. Groups of two to five players can join together and take on Gielinor’s nastiest beasts. They can also trade their resources among one another, delve into new Shared Storage, and visit each other’s Player Owned Houses. Groups will even be able to compete for leaderboard positions and prove that their gang is the greatest supergroup of Old School RuneScape. It’s Ironman with a little help from your friends – pushing you to your limits while allowing you to share in the glory with your mates!
Why?
Ironman Mode has been a big success for Old School RuneScape, and we’re always looking for ways to build on popular content. We’re also keen to bring in new adventurers and encourage our current player base to explore the game in new ways.
Group Ironman has been requested by players for a long time. It was promised at RuneFest 2019, and interest hasn’t abated since. Plus, with the events of the past year and a half, there’s more appetite than ever for shared experiences in Old School RuneScape. Group Ironman is another way for us to bring people together and encourage cooperation and community-building in Gielinor.
We know it’s going to be a lot of fun and we can’t wait to see you forming your groups and battling together to break new records!
How?
Keen to hear more about how we're making Group Ironman? Well, that’s lucky because we’ve got plenty:
General Rules
Group Identity
A Group Ironman (GIM) group is made up of two to five players. All normal Iron restrictions apply to them when interacting with the world outside their group: in contrast, interactions within the group are more like regular Old School RuneScape.
Group Ironman players have a unique icon next to their name to distinguish them from other Iron players and regular ‘Scapers. Their outfit also shows off their GIM status.
GIM will get to show other players which group size they're playing with a unique armour set. Roman numerals on their chestplates indicate the size of their group (i.e, II-V).
Players jumping for joy at their awesome new armour!
Combat
In Combat, GIM are pretty much like regular Ironmen to outsiders. This means that if someone outside the group hits an NPC, the drop would either go to the person outside the group or disappear, just like it would with a regular Iron. However, if only group members have been hitting the NPC, the drop would go to the group member who dealt the most damage.
Group content
GIM players can tackle all the group content that regular Irons can. For example, they can kill the Nightmare with other players, and they can team up with other account types outside their group when playing Theatre of Blood, The Chambers of Xeric and Nightmare.
In Chambers of Xeric, GIM will be just like playing Iron, where items would drop to the floor for anyone to take (provided they got the kill credit).
A group of players fighting the Muttadile in CoX
Trading
It goes without saying that GIM can't trade with people outside their group. They can only trade regularly within the group, and some trade restrictions do still apply to new members joining the group (see the gradual wealth transfer system).
GIM can only do this with fellow group members.
De-Ironing
A player must leave their group before they can de-Iron. (See leaving a group.)
Highscores
One of the major draws for GIM is group HiScores: this is your chance to prove your group is the best of the best! There are HiScores for each group size too. This is because a five-player group would have a much easier time than a two-player group, so listing them separately is fairer. HiScores are listed under the group’s name.
Ranks are determined by combined total skill level for your team first, then by combined total experience. Additionally, only XP gained while in the group count towards the group's total level. This means that players leaving a group and joining a new one won't be able to transfer their experience over to the new group.
Player Owned Houses
Currently, your regular Iron accounts can have a Player Owned House of their own, but can’t enter other Player Owned Houses or invite anyone into theirs. GIM is a little different – players can access each other’s houses. Additionally, Ironmen will now be able to let other players into their own house too, although they still can’t enter other players’ houses.
Players partying hard in a Player Owned House
Recruitment
You can form a group of between two and five players. One player will be the leader of the group. You’ll establish your group before you arrive at the mainland – you will need to find players to join your gang on the Node, a recruitment hub off the coast of Tutorial Island, before leaving (see below for more details). You will be able to pick a group name, but please note these share a name space with Clans – so you can’t use a name for your group that already belongs to an existing Clan.
Once your group is formed, you are free to recruit new players as you progress, should you wish.
The Node
This is a new island off the coast of Tutorial Island. It’s a place to learn the core elements of Group Ironman and form groups!
Tutorial Island with The Node
Age Appropriate Design Code - Terms Changes
We want to say a few words about the Age Appropriate Design Code. These are some recent legal changes in the UK which govern how companies handle children's data.
The Age Appropriate Design Code only applies to players based in the United Kingdom, but we have applied the principles to all player accounts regardless of location. The law defines a child as someone under 18 years of age. Jagex was already largely compliant with the new rules, but some changes were required to ensure full compliance.
We've also simplified the Rules of RuneScape, making our expectations clearer, and provided additional information for many rules.
Alterations include:
Regarding Inappropriate Language, we’ve made the unacceptable behaviours clearer and we’ve added some clarification about swearing/cussing, as well as bullying and harassment. We’ve also added a small list of topics which we do not want discussed in our games.
We’ve added some context to our Real World Trading rule and the associated risks.
We’ve expanded the Games of Chance rule to clarify the use of 'bots' and websites/services.
We have listed some of the most common scams for awareness, and offered some clarification around player-run ‘swapping services’.
We have expanded the Staff Impersonation rule, focusing on attempted phishing.
We've clarified exactly what information is classed as ‘personal details’.
Our bug abuse rule has also been tweaked, particularly for players who accidentally discover a bug and might be worried about being banned.
We've also added a short FAQ that covers what you should do if you have been muted or banned, how to submit an abuse report, an outline of how handle abuse reports, and what you should do if you are worried about another player.
Players without a date of birth on record will be prompted to supply us with one in the near future. This ensures that you are old enough to play our games and helps us process your data in line with the Age Appropriate Design Code.
In addition, we will not send marketing emails to players under 18 years of age, regardless of whether they have opted in to receive them.
We've also opened a new service allowing parents of players to contact us directly if they are concerned about their child's account use.
Finally, we have revised our internal processes regarding the storing and processing of children's data, in accordance with the law.
That's it! Like we said, you shouldn't notice any differences.
The RuneScape / Old School Team
Deadman Reborn and Small QoL Changes - (Weekly Game Update - September 9th)
We've got a small update this week, mostly focusing on Deadman tweaks, but be sure to scroll down for changes affecting Combat Achievements, Theatre of Blood and more! Plus, we’ve got all the info you need about next week’s nail-biting Deadman Finale. It’s going to be the must-see livestream of the year, so mark your calendars now!
An Update on Updates
There will be no weekly game update next week (September 13th–19th) as we prepare for the Deadman Finale. We'll be back with our regular weekly update the following week.
We know you have been waiting patiently for updates to the Wilderness – don’t worry, these are on the way! We didn’t want to make these changes during Deadman, but with the tournament ending soon, we’ll have more news to share.
The climactic Deadman Finale begins on September 17th at 19:00 BST (11:00 PDT / 14:00 EDT). Players have had months to prepare, three weeks to qualify and now just one epic day to be the last Deadman standing. Who will take home a piece of the $32,000 prize pool? You can find out more about the finals and how this gargantuan reward will be dished out in our Deadman: Reborn newspost.
For those of you who have elected to stay out of the bloodbath, remember you can enjoy all the action as a spectator, with live streaming on Twitch and casters commentating on all the action! Even if you’re not a DMM player yourself, this will be a thrilling conclusion to three weeks of seriously tough ‘Scaping – we'd love for you to give it a watch and let us know what you think!
Deadman Reborn Changes
The Sigil of the Menacing Mage's effect will now deal its additional damage to the Great Olm's right hand.
Players can now only take four instances of recoil damage per game cycle from the Sigil of the Porcupine.
When using the Sigil of Remote Storage and Sigil of the Forager, all resources will now be sent to the Bank instead of the inventory when fishing trout and salmon.
Ores collected from the Blast Mine will now be sent to the Bank un-noted instead of noted (when using a Sigil that sends resources directly to the Bank, that is).
HP regeneration occurs correctly while Prayer-flicking with an active Sigil of Resilience.
You will now receive fake XP drops when splashing with Magic against players on Deadman worlds.
Players can no longer enter Chambers of Xeric while under Deadman protection.
During the Finale Sigil cooldowns will be reset in-between the 1v1 rounds
Sigil Rebalances
With this update, we’re also rebalancing the following Sigils:
Sigil of the Porcupine - Effect duration reduced from 45 seconds to 36 seconds
Sigil of Finality - Cooldown reduced from 90 seconds to 60 seconds
Sigil of Specialised Strikes - Cooldown reduced from 30 seconds to 15 seconds
Sigil of Pious Protection - The increased damage taken when praying incorrectly against attacks has been reduced from 20% to 10%
Sigil of the Feral Fighter - Activation rate increased from 10% to 20%
Other Changes
You’ll notice that some of these changes were mentioned in last week's newspost. They are actually in this week's update, along with a few extras! Hurrah!
The party leader can now re-order their party at the Party Board in the Theatre of Blood lobby.
Various Combat Achievement tasks will no longer interrupt your actions, most noticeably in Chambers of Xeric.
We've allowed pumping at the Blast Furnace to continue giving players Strength XP, even if the pipes are broken. This is because players who repair the cogs prevent others from using established Strength training methods. This is often done to grief other players, so we’re making the change to prevent unnecessary toxicity.
Karuulm Notes may now be combined into a single book (which is untradeable). You'll need all seven pages in your inventory for this to work. When you have them, just right-click to combine them together and the book will appear on your POH bookcase.
Farmers, rejoice! The Humidify Spell is seeing a massive buff this week. Gricoller's Watering Can may now be filled by casting the Humidify Spell.
When completing random events, a message will tell you what rewards you received.
The information boxes for Combat Achievement rewards have been tidied up.
PC players now have the option to display a bond button on their interface, making it easier to acquire bonds for membership or to sell. This can be found in the settings menu.
We've changed any text containing 'short-cut' to 'shortcut'. It's shorter, innit?
PvP World Rota
The PvP rota has moved to Period A:
539 - (US) - PvP World
548 - (Germany) - High-Risk PvP World
577 - (US) - Free-to-Play PvP World
559 - (UK) - LMS Competitive
390 - (AUS) - LMS Competitive - This world has been activated with this rota.
That's everything for this week's game update. We'd love to hear your feedback so please let us know what you think via our official forums, on the 2007Scape Reddit, the Steam forums or the community-led OSRS Discord in the #gameupdate channel.
In this blog we'd like to clarify our stance on third-party HD clients (and other projects which seek to radically change the visual appearance of the game). We know you've got lots of questions about them, and we think this will provide you with all the clarity we need.
Yesterday we contacted the developers of known HD projects and we asked them to stop development of their projects, because this is a project we are directly investigating at Jagex. We look forward to being able to share progress as our own in-house project with Old School's visuals unfolds.
CLICK HERE TO SHOW THE MESSAGE
[expand] Before we dive further into your project, we want to take a moment to talk about our own plans in the interests of transparency. Whilst it's still relatively early in the exploration stages, and while we will always maintain an authentic style for Old School we can confirm that we are actively investigating and experimenting with enhanced graphics and what that means to Old School RuneScape's visuals. This is an in-house project and, though early, is very much in progress. Naturally, this means that any fan-led project which seeks to change the way Old School RuneScape looks is at odds with our own plans. We think it's absolutely vital that there is consistency in the way that Old School looks, and so we want to make certain that our official changes will be the only ones available.
Hopefully the news that Jagex and the Old School team are tackling this project in earnest is something that excites you, even though it does mean that we need to politely ask you shut down your personal project.
We'd like to thank you for your cooperation, and we'd like to offer to involve you in feedback sessions once our own project reaches such a stage.
We'd appreciate if you could reply to this message to acknowledge that you've received it, and that you intend to comply by shutting down your project. We'd like this reply by 20th September (two weeks from today).
The Old School Team [/expand]
Whilst we know that the news might be disappointing to those of you who were following the third-party projects closely, we hope that you understand our position and we look forward to working with you as the project evolves!
Next week we'll be updating the Third-Party Guidelines, published in 2019, to include reference to projects and features which seek to change the appearance of the game.
We'll update this post with answers to any questions that might arise.
The Old School Team
Deadman Reborn Final: Beta II
On Monday, September 6th, we'll be booting up the beta servers once more before the Deadman Reborn Final, for the second Beta test! This will allow us some further testing with help from you!
As the finale for Deadman Reborn has some differences from previous Deadman events, including taking place across multiple worlds so that we can accommodate over 8x more players in the 1v1 rounds, we're taking the chance to test out the systems in advance, to help things go smoothly on the night.
We're very grateful to players for taking a little time out of their 'scaping to test it with us - and we hope it's a bit of fun for you too. Congratulations again to Wallahsalki for winning in the last beta!
To shake things up a bit from last week's initial test, we'll pop a few more weapons & sigils into your banks (see the full list of items below). Whether you want test out the Statius' Warhammer or keep to what you know, ultimately the gear you use doesn't matter so much for the test of the tournament infrastructure; just come along and have a bash if you like, or strive to follow in Wallahsalki's footsteps by surviving to the end, if you can...
The Deadman Reborn 1v1 Beta will take place on worlds that don’t use your normal saved game profile, so you can come and play in the Beta without affecting your main OSRS account’s progress, nor your Deadman progress. Players participating in the Beta will log into one of the two preliminary worlds, where they’ll be assigned to 1v1 battles, to fight for a place in the final world. Just as before, this is first-come-first-served – so come and have a go if you’re up for it!
This Beta will simulate the events of the Final, from the initial preliminary rounds right down to the last 1v1. You'll be able to join the preliminary rounds from the two following worlds:
540 - (US West)
558 - (UK)
World 578 will be removed as the Deadman Reborn US (East) 3-35 Combat Level world.
Worlds will open up at 15:00 BST, and will remain open until roughly 15:15 BST (around 15 minutes) or until we feel we have enough participants to proceed.
Once we've closed the worlds, players will have around 10 minutes to Bank, equip sigils and then the first fights will begin. We've removed the Elysian Shield from the Bank, but added a few more items in it's place:
Inquisitor's Mace
Armadyl Crossbow
10k Dragon Opal Bolts
10k Dragon Pearl Bolts
10k Dragon Ruby Bolts
10k Dragon Diamond Bolts
10k Diamond Dragonstone Bolts
10k Diamond Onyx Bolts
Armadyl Godsword
Zamorak Godsword
Ghrazi Rapier
Dragonfire Shield Uncharged
Arcane Shield
Spectral Shield
Blade of Saeldor (infinite)
Toxic Staff of the Dead
100k Zulrah Scales
Serpentine Visage
Tanzanite Mutagen
Magma Mutagen
Ring of Suffering
1k Rings of Recoil
Bottled Dragonbreath
Vesta's Longsword
Vesta's Spear
Statius' Warhammer
Zuriel's Staff
1k Morrigan's Javelin
1k Morrigan's Thrownaxe
The survivors of the preliminary rounds will be eligible to hop to World 578 (US East), where the final rounds will take place. The game will try to transfer you automatically, but eligible players will be able to select it from the world list manually if necessary.
We'll confirm that the Beta is going ahead as planned by 11:00 BST from the @OldSchoolRS Twitter account, and as an update to the top of this newspost.
UPDATE (13:45 BST): Some QoL fixes communicated in this weeks' game update are not working as expected. Specifically improvements to the Blast Furnace, Gricoller's Can, and Karuulm notes changes.
Sorry about this - it's because these change have not come into the game yet! The fixes were planned for this weeks' game update but didn't make it into the game in time unfortunately. So, we've removed them from this newspost and we'll be communicating them in next weeks' update or as soon as they are ready. They're planned for next week if all goes well.
This week’s update includes a raft of Deadman: Reborn changes, plus that new Amethyst Mining location we promised for the Mining Guild! We’ve also made a few miscellaneous improvements, including one extremely important fix. (Spoiler - there was a dog you couldn’t pet. Totally unacceptable. We have rectified this.) Let's do this!
Deadman Reborn Feedback
It's been incredible to see the newest version of Deadman in all of its glory, and we're only a week into the tournament! The team has been watching the action closely and enjoying every moment of it from the close 1v1s to the surprising takedowns on unsuspecting participants. Brutal!
We’ve been listening to what you've had to say, and tweaking Deadman: Reborn a little since launch. Crucially, we’ve made some changes around losing your third life, which you can read about in the Deadman Reborn: Feedback Changes post!
Meanwhile, this update introduces the following changes:
Sigil of Specialised Strikes
Now requires the Sigil to be activated to reduce the cost of your next special attack which costs more than 10 energy by 10.
This effect has a 30 second cooldown.
Sigil of Rampage
Accuracy and damage provided by each stack reduced from 5% to 3%.
The damage bonus will not stack with Sigil of Aggression.
Sigil of Aggression
The damage dealt to other players has decreased from 20% to 15%.
The additional damage received from other players has been decreased from 30% to 20%.
The damage bonus will not stack with Sigil of Rampage.
Sigil of Garments
Will now allow players access to the Minnow platform without requiring the Angler outfit.
Sigil of Pious Protection
The damage reduced from praying correctly against your opponents attacks has been reduced from 30% to 20%.
The additional damage received from praying incorrectly against your opponents attacks has been reduced from 40% to 20%.
Sigil of Finality
The cooldown has been reduced from 2 minutes to 90 seconds.
Sigil of the Porcupine
The effect duration has been increased from 30 seconds to 45 seconds.
Sigil of the Menacing Mage
The activation rate has been increased from 10% to 20%.
Sigil of Last Recall
Can now be used to teleport back to Zeah.
Other Changes
The Tutorial NPC now tells players that they will receive 60 minutes of PvP protection when hopping off Tutorial Island.
Players on the 3-35 and 36-70 combat brackets can now buy Tier 2 starter Sigils from the Grand Exchange. However, they still won’t be able to sell them.
And in case you missed them, here are the changes we’ve already made since launch:
(August 25th) The Sigil of Slaughter will now deduct Slayer Points when you choose a Slayer task, as intended.
(August 25th) Players are now prompted to confirm their chosen starter Sigils when beginning Deadman: Reborn, or when re-starting after losing all lives.
(August 25th) Seed Packs were only giving one seed per pack rather than the usual 6-10 seeds – this has been fixed.
(August 25th) Players were previously able to attune a Sigil and then destroy it using the Bank incinerator – this would prevent them from unattuning it. This has now been fixed, so that you must unattune your Sigil before you can destroy it.
(August 25th) More Revenant Cave loot drops have been enabled, so players can get various types of loot from the Revenants, not just uniques.
(August 26th) The Sigil of Abyss will now provide 5x the amount of Runes when crafting Blood Runes or Soul Runes, as intended.
(August 26th) The Sigil of Devotion was previously not giving players XP effect for ashes of any description. This has now been fixed. [
(August 26th) The Sigil of Aggression and the Sigil of Rampage were not increasing max hits by the correct amount. We've now fixed this so that both Sigils will correctly apply their respective damage boost to all forms of attack.
(August 26th) We've made a change to the way that Tier 5 Emblems are obtained. Now you can get Tier 1 and Tier 5 Emblems from any NPC, even if they are not the target of your Slayer task. Emblems will always be Tier 5 if the target is your Slayer task or if the NPC is above 100 Combat Level. We've also greatly increased the chance of an Emblem dropping while in single-way combat.
(August 26th) When disabling experience gain from Nigel, it was difficult to know if attacks were hitting if you were PKing while locked into a particular combat world. You’ll now see fake XP drops to let you know how much XP you could have received.
(August 31st) The Sigil of Fortification will now correctly apply its +12 bonus to all styles.
(August 31st) Players can only receive Deadman protection from losing Combat XP once per day.
(August 31st) Players who are under Immunity cannot participate in the following content:
Corporeal Beast
God Wars Dungeon
The Nightmare (or Phosani's Nightmare)
Deadman Finale Beta
In preparation for the upcoming Deadman Reborn Final, we're booting up the beta servers one more time! This is your chance to experience the 1v1 stage before the real Final begins on September 17th.
The Deadman Reborn 1v1 beta will take place on worlds that don’t use your normal saved game profile, so you can come and play in the beta without affecting your main OSRS account’s progress, nor your Deadman progress. Players participating in the beta will log into one of the 3 preliminary worlds, where they’ll be assigned to 1v1 battles, to fight for a place in the final world. It’s first-come-first-served – just come and have a go if you’re up for it!
This Beta will simulate the events of the Final from the initial preliminary rounds right down to the 1v1. You'll be able to join the preliminary rounds from the following worlds:
540 - (US West)
551 - (EU)
558 - (UK)
Worlds will open up at 14:00 BST and will remain open until roughly 14:15 BST (around 15 minutes) or until we feel we have enough participants to proceed.
The survivors of the preliminary rounds will be eligible to hop to World 400 (US East), where the final rounds will take place. The game will try to transfer you automatically, but eligible players will be able to select it from the world list manually if necessary.
During the Beta, players will able to use most of the combat-related Sigil power-ups that are available. These will be in the Bank, which is available during the first round of the 1v1s.
We'll confirm that the Beta is going ahead as planned by 11:00 BST from the @OldSchoolRS Twitter account, and as an update to the top of this newspost.
We look forward to seeing you there. Good luck!
New Amethyst Mining Spot
We've expanded the Mining Guild to include a new Amethyst area, as discussed in our Mini Poll. This should make the existing mining spots a bit less crowded! You can now enter this exclusive new area provided you have fully completed the Elite Falador Achievement Diary. If you haven't done so, you will be met with a very grumpy Belona, who will order you to get this done before you enter! Once inside, mining the Amethyst requires level 92 Mining, as expected.
Quality of Life Improvements
We've added a counter to the Egg Shrine in the Woodcutting Guild. Unfortunately this can't be applied retroactively, but you can now keep up with how many bird eggs you've sacrificed. Let's pump those numbers up, people!
If you try to start tracking a new Herbiboar when you’ve already got one tracked, a confirmation message will now appear. This warning is on by default, but it can be disabled.
We've allowed more time for Phosani's Nightmare Master and Grandmaster tasks. Previously they were set to 7:00 and 8:00 respectively, but they’ve now been bumped up to 7:30 and 9:00 (Master/GM). This will apply retroactively to award players who have already hit the required times. Nice!
The Slayer Helmets and Rings have been improved and will also display your current task streak and slayer points.
We've also added a ‘check’ showing you how many Spellbook swaps you have left to the Magic Skillcape, and a chat message to the Magic Cape option on the Max Cape.
Ok, MAJOR news: The Land's End dog can now be petted, ensuring consistency across all other dogs in the game. If you happen to find any more dogs that are not pettable in-game, please let us know, as we consider this issue to fall under Integrity!
The automatic grinding of items with a pestle and mortar no longer prevents your character from moving.
PvP World Rota
The PvP rota has moved to Period B:
560 - (UK) - PvP 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.
That's everything for this week's game update. We'd love to hear your feedback so please let us know what you think via our official forums, on the 2007Scape Reddit, the Steam forums or the community-led OSRS Discord in the #gameupdate channel.