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New Player Improvements Round 2 | January 14th



Today's game update introduces the second batch of New Player Improvements, featuring updates to Quest Journal and Dialogue, as well as more informative Skill Guides - tell your friends!
[hr][/hr]
Changelog - January 14th


[expand]
Questing & Interface Improvements for New Players
  • We've updated the dialogue of some older early-game quests to better explain what's expected of new players, pointing them to the right direction more clearly.
  • Likewise, we've improved the the detail of Quest Journal entries for some of the older early-game quests, offering clearer in-game guidance.
  • New-style Skill Guides: We've given the Skill Guides a tune-up and added beginner-friendly "Overview" sections to them, explaining what each skill is, how to train it, how it connects to other skills, and which quests are relevant.
Sailing Fixes & Improvements
  • Speed boosts from trimming the sails should now have the same duration whether performed by a crewmate or the player, as dictated by the sail and mast type.
  • You can now store the outfit cosmetics from Barracuda Trials in the Magic Wardrobe of the POH. These outfits are:
    • Storm Cruiser's Outfit
    • Swamp Cruiser's Outfit
    • Crystal Glider's Outfit
  • The Horn of Plenty and Gryphon Feathers can now be put in a Huntsman's Kit.
  • To make running Port Tasks smoother, we've made the first left-click option on Cargo Holds to be "Deposit-held" if you're carrying a cargo.
  • A STASH unit is added on Brittle Isle, which will come handy for the master emote clue step "Bow in front of the cave on Brittle Isle".
  • POH butlers can now correctly repeat their last Sawmill task when making Ironwood, Camphor, and Rosewood planks.
  • Players can no longer train combat beyond level 3 on Tutorial Island by shooting seaborne NPCs added for Sailing.
Maintenance Opinion Poll
  • To improve performance and stability and ensure everything continues to run smoothly, our engineers must keep our systems up to date and well-maintained. With Old School RuneScape players spread all over the world, we'd like your input on when you’d prefer this maintenance to take place. Therefore, a Maintenance Opinion Poll is live in-game until Monday - make sure to share your thoughts on what timing works best for you before the poll closes!
Official Client Recommended Spec Update
  • As technology continues to advance, we’ve recently reviewed Old School RuneScape’s recommended system requirements. Further down the blog, you’ll find the updated recommended specifications for running Old School RuneScape's Official Client on Windows, macOS and mobile.
Other Changes
  • Reverted an efficiency change we've done last week, stopping several NPC scripts when no players were nearby, after it caused unintended behaviour in certain scenarios. This change is reverted for the following NPCs:
    • Kruk's dungeon monkeys
    • Thermy and smoke devils
    • Light creatures near Juna
    • Most hunter creatures, including chinchompas
    • Mor-Ul-Rek Tzhaars
    • Ogress Shamans
  • Fixed invisibility issues occuring when using Eye of Ayak:
    • In Tombs of Amacut, Akkha and his shadows no longer disappear after getting hit by Eye of Ayak.
    • Likewise, the player character no longer disappears after dealing damage to Yama using Eye of Ayak.
  • Resolved some Z-buffering graphical bugs for the following:
    • Waterfalls no longer have clipping issues
    • Mounted Dragon head no longer clips into the wall of Wizard Traiborn's room at Wizards' Tower
    • A skeleton in the Fight Arena jail cell no longer phases with the wall
    • The rod of the workbench in the Crafting Guild no longer sticks through the ceiling
    • Harbour archways in Fortis Cothon now render correctly
    • The star symbol on the Astral Altar no longer looks broken
    • The Morytania Swamp waterline has been cleaned up
  • To make reading polls easier on mobile, the Poll Interface now takes up the whole screen on mobile devices.
  • Fixed a bug where some Karamja Diary reward lamps could be used on skills below their intended level requirements, bringing their behaviour in line with other reward lamps:
    • Karamja Hard Diary reward lamp can now only be used on skills that meet the level 40 requirement
    • Karamja Medium Diary reward lamp can now only be used on skills that meet the level 30 requirement
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.
[/expand]
[hr][/hr]
New Player ImprovementsQuesting & Interface Improvements


If you can’t see the image above, click here!

Remember your early 'Scaping days? When Lumbridge felt enormous, a single Giant Rat could spell your doom, or when you might be asked to share your Fishing level at a moment's notice? We've all been there, and that feeling of wonder that comes with getting lost in a brand new world is one that we all look back on fondly.

Last year, we shared a blog detailing some changes aimed at improving the experience for brand new players embarking on their journeys across Gielinor. Our aims were to set new players up for long-term success while preserving that warm, fuzzy feeling that comes with your first few steps in Lumbridge. That means we set out to make changes to help players find their feet but without reinventing the wheel - no brand new tutorial areas, no NPCs with giant exclamation marks above their heads, no pop-ups telling you how you're 'supposed' to progress, just simple changes to help even the cutest of cute noobs become a true champion.

We already rolled out the first batch of new player improvements here, and we're back today to make some small tweaks to improve quest journals, quest dialogue and provide more informative skill guides for players who are just getting started!

[h2]Improve the Journal & Dialogue of Early Game Quests[/h2]

Picture this: You've completed Tutorial Island and arrived in Lumbridge, you open up your Quest journal and are greeted with a laundry list of stories to explore:
  • Cook’s Assistant
  • Sheep Shearer
  • Romeo & Juliet
  • Ernest the Chicken
  • Restless Ghost
  • Misthalin Mystery
  • Prince Ali Rescue
  • Demon Slayer
  • Rune Mysteries
  • Dragon Slayer

You've probably learned what a plot twist is at an early age thanks to Romeo & Juliet, felt as if you mastered level 99 Crafting with Sheep Shearer and had a rage-filled moment of reflection during Misthalin Mystery.

Some of these quests are older than some of you reading this post, so might have unclear dialogue or particularly vague Quest journal entries. We know that many players will opt to use the OSRS Wiki to help them where they get stuck, but want to reduce how heavily we rely on taking new players out of the game to figure things out - there's still plenty of content in Gielinor that will benefit from getting familiar with the Wiki, we'd just like to help players get situated with the game's core systems and interactions first.

To address this, we've tweaked some of the dialogue to better explain what's expected of players, such as the core mechanics they should interact with - talking to NPCs, using items from their inventory, solving a puzzle etc... But rest assured that while doing this, we made sure that the tone, charm and humour of Old School's dialogue are preserved.

Likewise, some of these older early-game Quests could benefit from more detailed Quest Journal entries. While most players opt to use guides to complete these, we feel that the in-game guidance provided could be clearer in a lot of places, so we've improved the detail of Quest Journal entries for some of them.

If you can’t see the image above, click here!

[h2]New-Style Skill Guides[/h2]

Additionally, we’ve given the Skill Guides a tune-up, so that they’re now a little more… guiding. We've added beginner-friendly "Overview" sections to the in-game Skill Guides, accessed by clicking on any icon in the Skills tab. These "Overview" sections include:
  • What the skill is: A brief overview of what the skill is and why it matters.
  • How to train the skill: Step by step instructions on how to train the skill, including tools needed, locations, and a basic method.
  • How the skill links to other skills: Suggestions for early interactions with other skills. For example, you need Firemaking for Cooking, or Crafting might benefit your Ranged gear progression.
  • Quests: Shows the quests for players to start the skill and the quests giving XP for the skill, as well as listing the requirements.


If you can’t see the image above, click here!

If you can’t see the image above, click here!

New players will have this new-style skill guide menu by default, but if you also want to switch to this interface, you can enable the new-style skill guide option in the Settings menu. While you're at it, make sure to also enable interface resizing and repositioning, which allows you to move and resize the Skill Guide.

If you can’t see the image above, click here!

If you've got friends that you want to get into Old School, there's never been a better time!
[hr][/hr]
Sailing Fixes & Improvements


This week, we've got some smaller fixes and improvements for Sailing. We're still in the process of analysing feedback from the Sailing Opinion Poll, as mentioned in our newspost last week. So, you can expect more quality of life changes when we've had a chance to discuss your suggestions as a team. Our biggest priority with Sailing at the moment is to address feedback around Ship Combat - this was the loudest feedback we heard coming from the Opinion Poll. We're currently working on some design changes for Ship Combat, but we're not quite ready to share them yet. We'll give you an update on what we've got planned when we've had more time to discuss them. Stay tuned!

Now, back to this week's changes:
  • We’ve resolved an inconsistency where speed boost durations were shorter when sails were trimmed by a crewmate instead of the player. Speed boosts from trimming the sails should now have the same duration whether performed by a crewmate or the player, as dictated by the sail and mast type.
  • You can now store the outfit cosmetics from Barracuda Trials in the Magic Wardrobe of the POH. These outfits are:
    • Storm Cruiser's Outfit
    • Swamp Cruiser's Outfit
    • Crystal Glider's Outfit
  • The Horn of Plenty and Gryphon Feathers can now be put in a Huntsman's Kit.
  • To make running Port Tasks smoother, we've made the first left-click option on Cargo Holds to be "Deposit-held" if you're carrying a cargo.
  • A STASH unit is added on Brittle Isle, which will come handy for the master emote clue step "Bow in front of the cave on Brittle Isle".
  • POH butlers can now correctly repeat their last Sawmill task when making Ironwood, Camphor, and Rosewood planks.
  • Players can no longer train combat beyond level 3 on Tutorial Island by shooting seaborne NPCs added for Sailing.

[hr][/hr]
Maintenance Opinion Poll

Last year, we shared a blog outlining major upgrades to our infrastructure, including the gradual shift to cloud-based world hosting to improve performance and stability. These will also eventually pave the way for us to add servers in new regions, which is a popular request from the community. Additionally, we need to keep our systems up-to-date and secure as new threats can arise in the fast-paced world of the internet! To ensure everything continues to run securely, our engineers must keep our systems up to date and well-maintained by installing firmware patches and kernel updates, etc. Some of this work can’t be carried out safely or feasibly while everyone's playing, meaning we need to pick times when the games may be shut down for this maintenance to take place.

With Old School RuneScape players spread all over the world, any downtime will inevitably clash with the perfect playing time for some of you. That’s why we've come up with a Maintenance Opinion Poll to ask you, the players, when you’d prefer this maintenance to take place, since we can't slip it all out alongside the existing Wednesday game updates. This opinion poll will be live in-game until Monday, so make sure to share your thoughts with us before the poll closes!

To be extra clear, the maintenance updates we're talking about are infrastructure improvements, separate from our regular weekly game updates. And this poll will not lock in any results - it's purely to provide the team with valuable insight to help inform our decision.
Official Client Recommended Spec Update
As technology continues to advance, we’ve recently reviewed Old School RuneScape’s recommended system requirements. We will also be reviewing Android minimum spec again in the near future, particularly with regard to 32 bit support.

Below you’ll find the updated minimum specifications for running Old School RuneScape's Official Client on Windows, macOS and mobile.


[hr][/hr]
Other Changes

In last week's game update, we implemented an efficiency improvement that stopped some NPC scripts when no players were nearby. However, this caused some NPCs to behave incorrectly in certain scenarios, so we’ve reverted the change for the following NPCs:
  • Kruk's dungeon monkeys
  • Thermy and smoke devils
  • Light creatures near Juna
  • Most hunter creatures, including chinchompas
  • Mor-Ul-Rek Tzhaars
  • Ogress Shamans

Let us know if you encounter any other issues where NPCs aren't behaving as expected and we'll make sure to review them!

Another bug report we received was about encountering invisibility issues when using Eye of Ayak:
  • In Tombs of Amacut, Akkha and his shadows no longer disappear after getting hit by Eye of Ayak.
  • Likewise, the player character no longer disappears after dealing damage to Yama using Eye of Ayak.

Plus, we also have the following improvements:
  • Resolved some Z-buffering graphical bugs for the following:
    • Waterfalls no longer have clipping issues
    • Mounted Dragon head no longer clips into the wall of Wizard Traiborn's room at Wizards' Tower
    • A skeleton in the Fight Arena jail cell no longer phases with the wall
    • The rod of the workbench in the Crafting Guild no longer sticks through the ceiling
    • Harbour archways in Fortis Cothon now render correctly
    • The star symbol on the Astral Altar no longer looks broken
    • The Morytania Swamp waterline has been cleaned up
  • To make reading polls easier on mobile, the Poll Interface now takes up the whole screen on mobile devices.
  • Fixed a bug where some Karamja Diary reward lamps could be used on skills below their intended level requirements, bringing their behaviour in line with other reward lamps:
    • Karamja Hard Diary reward lamp can now only be used on skills that meet the level 40 requirement
    • Karamja Medium Diary reward lamp can now only be used on skills that meet the level 30 requirement

[hr][/hr]
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.
[hr][/hr]
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.

Mods Abe, Abyss, Acorn, Ape, Arcane, Archie, Argo, Ash, Asherz, Ayiza, BigRig, Blighted, Blossom, Boko, Brooksie, Bruno, Chilly, Criminal, Curse, Daizong, Ed, Elena, Enigma, Entropi, Freddie, Fuzz, Gecko, Gizmo, Goblin, Grace, Grub, Halo, Harold, Hend, Hornet, Husky, Ivory, Jalo, Jamesy, Jerv, Keyser, Kieren, Kirby, Kurotou, Leebleh, Lenny, Light, Liron, Lykos, Mack, Manked, Markos, Maylea, Mobius, Moogle, Morty, Moz, Necro, Nin, Nixon, Nox, Nylu, Ori, Other, Otter, Philomel, Pork, Pumpkin, Puppi, Rach, Redfield, Rice, Romy, Roq, Roy, Ry, Saiyan, Sarnie, Schmidt, Shogun, Shroom, Sigma, Skylark, Smithy, Sova, Spyro, Squid, Starry, Stilrush, Suharun, Surma, Sween, Tide, Titania, Titus, TJ, Tomb, Tsourorf, Tyran, Veda, Vegard, West, Wolfy & Yume

The Old School Team.

QoL Tweaks & Fixes | January 7th



We’re kicking off 2026 in Gielinor with our first game update of the year!
[hr][/hr]
Changelog - January 7th


[expand]

Sailing Fixes

Many thanks to the thousands of you who shared your thoughts in the Sailing Opinion Poll! We're still analysing the results so we won't be sharing them today, however, we'll aim to give you a broad update on what we've learned sometime during the Winter Summit, which is happening on the 25th January.

For now though, we'd like to acknowledge that Ship Combat needs changes. We're aiming for this work to happen as soon as possible, ideally within this month or next.

Additionally, we fixed the following bugs before the team headed off for the holidays:
  • Previously, some facilities had different requirements on different types of boats. We've corrected these facility requirements to be consistent across the board. For example:
    • Linen trawling nets now all require level 65 Sailing to build and use on any boat.
    • Hemp trawling nets now all require level 76 Sailing and 65 Construction to build and use on any boat.
  • Players now require a Sailing level to trim sails, which is the same level required as to build the sail.
  • Crewmates now operate facilities such as the helm, trawler net and salvaging hook only if the player has the required level for them - not based on crewmate stats.
  • Resolved an issue where weeds would be shown on the Anglers' Retreat island's hardwood tree patch, when the rosewood tree was growing on it.
  • Likewise, resolved an issue where players couldn't summon their boat after opening and exiting the "Replace" menu on the Teleport Focus.

Lastly, here's a hotfix we rolled out before the break that's worth highlighting, in case you missed it:
  • If you receive multiple drops from sea creatures and don’t have enough inventory space, any excess items will now be dropped on the floor.
Slayer Rewards UI Update
  • To easily differentiate the functional Slayer unlocks and cosmetic Slayer rewards, we’ve updated the Slayer Rewards Interface with an additional tab. Now, all cosmetic Slayer rewards live in their own dedicated Cosmetics tab, including Slayer helm recolours. Whereas functional Slayer unlocks will remain Unlocks tab.
Other Changes
  • With the festive season now behind us, the Christmas 2025 Event has been removed from the game.
  • The special attack of Burning Claws now applies the burn to Olm's melee hand in Chambers of Xeric.
  • Added Leagues V: Raging Echoes Top 100 rankings to the League Accomplishment Scroll in POH.
  • Watson's notice board now lists the three STASH units added with Sailing.
  • The quest can now proceed if an NPC deals the final blow on Gadderanks during In Aid of the Myreque, instead of the player doing it.
  • Soulreaper Axe special attack and Moth Mixes will no longer heal the player if they are at 0 HP.
  • Fixed a bug where Monster Inspect was marked as a members-only spell in the spellbook interface even though it is available to non-members.
  • The extended Metal Dragons Slayer task now correctly requires 150–200 kills instead of 90–120.
  • Updated the clue helper box to show the missing information for certain clue scrolls:
    • The NPC the player needs to talk to is now displayed for the Mus Kil Reader master clue scroll: Radimus Erkle.
    • The solution is now shown for the EEK ZERO OP medium scroll.
  • Fixed a bunch of graphical issues:
    • The cursed banana animation no longer causes glitching if Ahrim's Robe Top and Mystic Robe Skirt are equipped.
    • Prospector and Golden Prospector outfits have had a tidy-up, so that all pieces line up well together on both body types.
    • Chatheads with Guild Hunter headwear no longer glitch and display the player character's hair style correctly.
    • Fixed clipping issues for wall signs and portraits in the Quest Hall of the POH, as well as the Mounted Digsite Pendant and the Mounted Amulet of Glory.
  • The formal garden layout in the Hosidius house style has had its unusually shaggy grass trimmed back a bit, making it look about as formal as the versions for other house styles.
  • When another clan member completes a combat task, you can now correctly view the completed task in the chatbox and open the Combat Task interface via right-clicking the notification.
  • Some debug text that sneakily lingered has now been removed from the new menu system.
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.
[/expand]
[hr][/hr]
Sailing Fixes


If you can’t see the image above, click here!

We’re back with our first game update of the new year! We hope you all had a jolly time over the festive season and enjoyed your Christmas din-dins also IRL. We’ve missed you!

At the end of 2025, you might remember that we ran our first Sailing Opinion Poll. Thousands of you shared your thoughts with us on Sailing and the areas around it that you want to see improved - it was great to see so many responses!

We know you're eager to hear more about what the results of that poll looked like, and most importantly, what we're doing to address your feedback. We're still analysing the results so we won't be sharing them today, however, we'll aim to give you a broad update on what we've learned sometime during the Winter Summit, which is happening on the 25th January.

For now though, we'd like to acknowledge that Ship Combat needs changes. The community has told us that DPS is low, boat movement and cannon placement can make it feel awkward, and the cost of the cannonballs is too high. As a result of this feedback, we've made changes in our schedule to prioritise fixes to Ship Combat before we launch any larger updates for Sailing. As we're still designing what these changes will be, we can't share much on them just yet. However, we will get your thoughts before implementing them. We're aiming for this work to begin within this month or next, so keep an eye out for more on Ship Combat!

Once again, thanks for the responses and your feedback as it will help to steer the work we do much more with better insights and data. You can expect to hear more about our plans for Sailing in our Winter Summit update and beyond. Thanks again for all of your feedback!

Before the team headed off for the holidays, we've done some improvements and fixed the following bugs:
  • Previously, some facilities had different requirements on different types of boats. We've corrected these facility requirements to be consistent across the board. For example:
    • Linen trawling nets now all require level 65 Sailing to build and use on any boat.
    • Hemp trawling nets now all require level 76 Sailing and 65 Construction to build and use on any boat.
  • Players now require a Sailing level to trim sails, which is the same level required as to build the sail.
  • Crewmates now operate facilities such as the helm, trawler net and salvaging hook only if the player has the required level for them - not based on crewmate stats.
  • Resolved an issue where weeds would be shown on the Anglers' Retreat island's hardwood tree patch, when the rosewood tree was growing on it.
  • Likewise, resolved an issue where players couldn't summon their boat after opening and exiting the "Replace" menu on the Teleport Focus.

Lastly, here's a hotfix we rolled out before the break that's worth highlighting, in case you missed it:
  • If you receive multiple drops from sea creatures and don’t have enough inventory space, any excess items will now be dropped on the floor.
Slayer Rewards UI Update
From our Interface Uplift blog, we've already rolled out three batches of updates, which you can find here, here and here. The Slayer Interface update was safer for us to release once the full team was back from the holidays and available to support it. Now that the Slayer menu is getting adjusted today, let's take a look at what's changed!

If you can’t see the image above, click here!

Previously, functional Slayer unlocks and cosmetic Slayer rewards were grouped together under the "Unlocks" tab, which could make it unclear what affected gameplay and what was purely cosmetic. To make things clearer at a glance, we’ve updated the Slayer Rewards Interface with an additional tab. Now, all cosmetic Slayer rewards live in their own dedicated Cosmetics tab, including Slayer helm recolours. Whereas Unlocks tab will contain only functional Slayer unlocks going forward.
[hr][/hr]
Other Changes


First of all, with the festive season now behind us (even if the denial is real) and you lot had your din-dins, the Christmas 2025 Event has been removed from the game. The snow has melted, the decorations are packed away, and Muffin is no longer in the cage...

If you can’t see the image above, click here!

In addition, we've got a bunch of fixes and improvements lined up for you:
  • The special attack of Burning Claws now applies the burn to Olm's melee hand in Chambers of Xeric.
  • Added Leagues V: Raging Echoes Top 100 rankings to the League Accomplishment Scroll in POH.
  • Watson's notice board now lists the three STASH units added with Sailing.
  • The quest can now proceed if an NPC deals the final blow on Gadderanks during In Aid of the Myreque, instead of the player doing it.
  • Soulreaper Axe special attack and Moth Mixes will no longer heal the player if they are at 0 HP.
  • Fixed a bug where Monster Inspect was marked as a members-only spell in the spellbook interface even though it is available to non-members.
  • The extended Metal Dragons Slayer task now correctly requires 150–200 kills instead of 90–120.
  • Updated the clue helper box to show the missing information for certain clue scrolls:
    • The NPC the player needs to talk to is now displayed for the Mus Kil Reader master clue scroll: Radimus Erkle.
    • The solution is now shown for the EEK ZERO OP medium scroll.
  • Fixed a bunch of graphical issues:
    • The cursed banana animation no longer causes glitching if Ahrim's Robe Top and Mystic Robe Skirt are equipped.
    • Prospector and Golden Prospector outfits have had a tidy-up, so that all pieces line up well together on both body types.
    • Chatheads with Guild Hunter headwear no longer glitch and display the player character's hair style correctly.
    • Fixed clipping issues for wall signs and portraits in the Quest Hall of the POH, as well as the Mounted Digsite Pendant and the Mounted Amulet of Glory.
  • The formal garden layout in the Hosidius house style has had its unusually shaggy grass trimmed back a bit, making it look about as formal as the versions for other house styles.
  • When another clan member completes a combat task, you can now correctly view the completed task in the chatbox and open the Combat Task interface via right-clicking the notification.
  • Some debug text that sneakily lingered has now been removed from the new menu system.

[hr][/hr]
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 / Zerker / 1 Def Pure' loadouts in Ranked Duels and Tournaments this week.
[hr][/hr]
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.

Mods Abe, Abyss, Acorn, Ape, Arcane, Archie, Argo, Ash, Asherz, Ayiza, BigRig, Blighted, Blossom, Boko, Brooksie, Bruno, Chilly, Criminal, Curse, Daizong, Ed, Elena, Enigma, Entropi, Freddie, Fuzz, Gecko, Gizmo, Goblin, Grace, Grub, Halo, Harold, Hend, Hornet, Husky, Ivory, Jalo, Jamesy, Jerv, Keyser, Kieren, Kirby, Kurotou, Leebleh, Lenny, Light, Liron, Lykos, Mack, Manked, Markos, Maylea, Mobius, Moogle, Morty, Moz, Necro, Nin, Nixon, Nox, Nylu, Ori, Other, Otter, Philomel, Pork, Pumpkin, Puppi, Rach, Redfield, Rice, Romy, Roq, Roy, Ry, Saiyan, Sarnie, Schmidt, Shogun, Shroom, Sigma, Skylark, Smithy, Sova, Spyro, Squid, Starry, Stilrush, Suharun, Surma, Sween, Tide, Titania, Titus, TJ, Tomb, Tsourorf, Tyran, Veda, Vegard, West, Wolfy & Yume

The Old School Team.

More Sailing & Interface Changes | December 17th



Changelog - December 17th


[expand]

Sailing Improvements & Fixes
  • 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.
[/expand]
[hr][/hr]
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.

[h2]Barracuda Trials Tweaks[/h2]
  • 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.


[h2]Shellbane Gryphon Tweaks[/h2]

If you can’t see the image above, click here!

  • 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.


[h2]Port Task Tweaks[/h2]

If you can’t see the image above, click here!

  • 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.


[h2]Miscellaneous Tweaks[/h2]
  • 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.


[h2]Sailing Opinion Poll[/h2]

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.
[hr][/hr]
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!

[expand]
Beaver (Woodcutting)
  • Jatoba 1 in 264,336
  • Camphor 1 in 145,013
  • Ironwood 1 in 72,321
  • Rosewood 1 in 72,321


Heron (Fishing)
  • Swordtip squid 1 in 257,770
  • Jumbo squid 1 in 257,770
  • Giant krill 1 in 257,770
  • Haddock 1 in 247,770
  • Yellowfin 1 in 237,770
  • Halibut 1 in 227,770
  • Bluefin 1 in 217,770
  • Marlin 1 in 207,770


Rock Golem (Mining)
  • Lead 1 in 741,600
  • Nickel 1 in 247,200


Tangleroot (Farming)
  • Coral (Elkhorn, pillar, umbral) 1 in 98,364
  • Flax 1 in 89,933
  • Hemp 1 in 56,208
  • Cotton 1 in 56,208


Rocky (Thieving)
  • Pickpocket pirates 1 in 257,211
  • Cannonball stall 1 in 36,490

[/expand]
[hr][/hr]
Interface Uplift Round 3


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.

[h2]Rune Pouch UI Changes[/h2]

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:
  • Barrage
  • Vengeance
  • Thralls
  • Death Charge
  • Alchemy
  • Ancients
  • Lunars
  • Arceuus
  • Wintertodt
  • Guardians of the Rift
  • Telegrab
  • Crumble Undead
  • Magic Dart
  • Saradomin Strike
  • Flames of Zamorak
  • Claws of Guthix
  • Melee Combat
  • Ranged Combat
  • Agility
  • Herblore
  • Thieving
  • Fletching
  • Slayer
  • Farming
  • Construction
  • Hunter
  • Prayer
  • Runecrafting
  • Crafting
  • Mining
  • Smithing
  • Fishing
  • Cooking
  • Firemaking
  • Woodcutting


If you can’t see the image above, click here!

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!

[h2]Shades of Mort'ton Coffin Improvements[/h2]

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.

If you can’t see the image above, click here!

  • 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.


If you can’t see the image above, click here!

[h2]Toggleable Mobile-Friendly Teleport Menus[/h2]

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.

If you can’t see the image above, click here!

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!


[h2]Consistent Options for Storage Containers[/h2]

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.

If you can’t see the image above, click here!

[h2]Smaller UI Changes[/h2]

If you can’t see the image above, click here!

  • 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.


If you can’t see the image above, click here!


If you can’t see the image above, click here!

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.
[hr][/hr]
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.

[hr][/hr]
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.

[hr][/hr]
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.
[hr][/hr]
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.

Mods Abe, Abyss, Acorn, Ape, Arcane, Archie, Argo, Ash, Asherz, Ayiza, BigRig, Blighted, Blossom, Boko, Bruno, Chilly, Criminal, Curse, Daizong, Ed, Elena, Enigma, Entropi, Freddie, Fuzz, Gecko, Gizmo, Goblin, Grace, Grub, Halo, Harold, Hend, Hornet, Husky, Ivory, Jalo, Jamesy, Jerv, Keyser, Kieren, Kirby, Kurotou, Leebleh, Lenny, Light, Liron, Lykos, Mack, Manked, Markos, Maylea, Mobius, Moogle, Morty, Moz, Necro, Nin, Nixon, Nox, Nylu, Ori, Other, Otter, Philomel, Pork, Pumpkin, Puppi, Rach, Redfield, Rice, Roq, Roy, Ry, Saiyan, Sarnie, Schmidt, Shogun, Shroom, Sigma, Skylark, Smithy, Sova, Spyro, Squid, Starry, Stilrush, Suharun, Surma, Sween, Tide, Titania, Titus, TJ, Tomb, Tsourorf, Tyran, Veda, Vegard, West, Wolfy & Yume

The Old School Team.

Christmas 2025 Event | December 10th



It's the most wonderful time of the year! Gielinor has gone all festive for the Christmas 2025 Event!

Changelog - December 10th


[expand]

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.
[/expand]
[hr][/hr]
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?

If you can’t see the image above, click here!

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!

[h2]Rewards[/h2]

[h3]Lovely Jubbly Bib, Christmas Dinner & Beer Belly Sweater[/h3]

If you can’t see the image above, click here!

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.


[h3]Jad Christmas Jumper[/h3]

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!

[h2]Christmas 2025 Livestream[/h2]

If you can’t see the image above, click here!

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!
[hr][/hr]
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.


If you can’t see the image above, click here!


If you can’t see the image above, click here!

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.

[hr][/hr]
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.
[hr][/hr]
Mass Chambers with the JMods


Join Mods Rach, Elena, Manked, Midnight, Jelly and Civ for another Chambers mass madness in the official OSRS Discord!

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!
  • 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
  • Where: Official OSRS Discord (the Server-events voice channel opens at mass)


[h2]What to expect?[/h2]

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.

[h2]Requirements & Rules?[/h2]

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.

[hr][/hr]
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.
[hr][/hr]
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.

Mods Abe, Abyss, Acorn, Ape, Arcane, Archie, Argo, Ash, Asherz, Ayiza, BigRig, Blighted, Blossom, Boko, Bruno, Chilly, Criminal, Curse, Daizong, Ed, Elena, Enigma, Entropi, Freddie, Fuzz, Gecko, Gizmo, Goblin, Grace, Grub, Halo, Harold, Hend, Hornet, Husky, Ivory, Jalo, Jamesy, Jerv, Keyser, Kieren, Kirby, Kurotou, Leebleh, Lenny, Light, Liron, Lykos, Mack, Manked, Markos, Maylea, Mobius, Moogle, Morty, Moz, Necro, Nin, Nixon, Nox, Nylu, Ori, Other, Otter, Philomel, Pork, Pumpkin, Puppi, Rach, Redfield, Rice, Roq, Roy, Ry, Saiyan, Sarnie, Schmidt, Shogun, Shroom, Sigma, Skylark, Smithy, Sova, Spyro, Squid, Starry, Suharun, Surma, Sween, Tide, Titania, Titus, TJ, Tomb, Tsourorf, Tyran, Veda, Vegard, West, Wolfy & Yume

The Old School Team.

Sailing XP Review & Further Fixes

[p] 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]

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.
\[/expand]

[/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][h2]Crystal Extractor[/h2][p]
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][h2]Port Tasks[/h2][p]
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][h2]Shipwreck Salvaging[/h2][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]One Crewmate Salvage, Self 2-tick Salvage, drop.[/p]
  • [p]Self 1.5-tick Salvage, Self Sort.[/p]
  • [p]Self 1.5-tick Salvage, drop.[/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]
  1. [p]Handing in Port Tasks[/p]
  • [p]If a boat is spawned with the keg on it[/p]
  1. [p]Trimming the sails[/p]
  2. [p]Collecting crates in a Barracuda Trial[/p]
  3. [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][hr][/hr]
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.

If you can’t see the image above, click here!

You can find the drop rates below.
\[expand]

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]
  1. [p]Shark[/p]
  • [p]1 in 36 from completing any Port Task[/p]
  1. [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]
  1. [p]Angler's[/p]
  • [p]Base rate - 1 in 18,000[/p]
  • [p]Shimmering shoal rate - 1 in 16,200[/p]
  1. [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]
  1. [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]
  1. [p]Salvaging uniques (rusty locket etc.)[/p]
  • [p]All are 1 in 3,000[/p]
  1. [p]Clue Scrolls[/p]
[p] [/p]
  1. [p]Small shipwreck - 1 in 300 for a Beginner Clue Scroll[/p]
[p] [/p]
  1. [p]Fisherman shipwreck - 1 in 300 for an Easy Clue Scroll[/p]
[p] [/p]
  1. [p]Barracuda shipwreck - 1 in 300 for a Medium Clue Scroll[/p]
[p] [/p]
  1. [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]
  1. [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]
  1. [p]Trimming the sails[/p]
  • [p]1 in 120,000[/p]
  1. [p]Charting[/p]
  • [p]1 in 30,000 per chart[/p]
  1. [p]Trawling[/p]
  • [p]1 in 360,000 per "fishing attempt", e.g. per sailing xp drop[/p]
  1. [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]
  1. [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]
  1. [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]
  1. [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!
\[/expand]
[/p][hr][/hr]
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]
[hr][/hr]
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][hr][/hr]
Merch Update
[p]
[/p][h2]Merch Store – Xmas Lines![/h2][p]
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!

If you can’t see the image above, click here!

[/p][h2]Holiday Offers
[/h2][p]This holiday season, spend a minimum of £50/$55/E60 on the official merch store and receive 15% off your order.

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][h2]Latest Comic Releases this Week[/h2][p]
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][h2]Graphic Novel Coming 2026[/h2][p]
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!

If you can’t see the image above, click here!
[/p][hr][/hr]
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]
  1. [p]Corrected interface positioning to remove the gap at the top of the screen when moving the map on desktop.[/p]
  2. [p]The water pump site on Vatrachos Island now updates its appearance correctly when you build the pump.[/p]
  3. [p]A trollface has been removed from the Thieving skill guide.[/p]
[hr][/hr]
Community Event
[p]
[/p][h2]Mass Chambers with the JMods[/h2][p]
Join us for another Chambers mass community event in the official OSRS Discord!

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]Where: Official OSRS Discord (The Server-events voice channel opens at mass)[/p]
[p]
[/p][h3]What to expect?[/h3][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][h3]Requirements & Rules?[/h3][p]
Nothing but a bit of Chambers' knowledge, a pulse, and a willingness to die with grace would be beneficial.

The Raid Rules:
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  • [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!
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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][hr][/hr][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.

Mods Abe, Abyss, Acorn, Ape, Arcane, Archie, Argo, Ash, Asherz, Ayiza, BigRig, Blighted, Blossom, Boko, Bruno, Chilly, Criminal, Curse, Daizong, Ed, Elena, Enigma, Entropi, Freddie, Fuzz, Gecko, Gizmo, Goblin, Grace, Grub, Halo, Harold, Hend, Hornet, Husky, Ivory, Jalo, Jamesy, Jerv, Keyser, Kieren, Kirby, Kurotou, Leebleh, Lenny, Light, Liron, Lykos, Mack, Manked, Markos, Maylea, Mobius, Moogle, Morty, Moz, Necro, Nin, Nixon, Nox, Nylu, Ori, Other, Otter, Philomel, Pork, Pumpkin, Puppi, Rach, Redfield, Rice, Roq, Roy, Ry, Saiyan, Sarnie, Schmidt, Shogun, Shroom, Sigma, Skylark, Smithy, Sova, Spyro, Squid, Starry, Suharun, Surma, Sween, Tide, Titania, Titus, TJ, Tomb, Tsourorf, Tyran, Veda, Vegard, West, Wolfy & Yume

The Old School Team.
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