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Best Old School Runescape settings for PC

If you're just starting out in Gielinor for the first time, or a returning player coming back after yet another hiatus (it happens to us all), finding the best Old School Runescape settings can be quite tricky, especially with multiple launchers and a wealth of plug-ins to choose from. We're going to focus on the ideal setup for anyone looking to make OSRS look the best it ever has in the RuneLite launcher.


You're never going to need one of the best graphics card picks from our buying guide to run a game like Old School Runescape, but it can still be quite tricky to find the right settings to use. This is because there is no one right way to play the game, but we've found a few ways to improve the graphical quality of the game without sacrificing performance.


Read the rest of the story...


RELATED LINKS:

Old School Runescape casually surpasses all-time player peak on a sleepy Sunday

Old School Runescape's resurgence proves it's the perfect MMO for the modern era

OSRS Project Zanaris lets you "ruin the game," and that's why it's so exciting

POH Recode & More | August 13th

This week’s update features a full behind-the-scenes rewrite of the Player-Owned House system, alongside a handful of tweaks and fixes.
[hr][/hr]
Changelog - August 13th


[expand]

Player-Owned-House Recode
  • Completely rewrote the Player-Owned House code. Everything should work the same, but please let us know if your furniture starts to haunt you.
Delve Boss Updates and What We're Watching
  • Further altered the shape of the Ranged projectile to ensure it appears noticeably different to Melee.
  • Fixed a bug where valuable loot drops received from the Doom of Mokhaiotl did not broadcast to the clan chat. Note: We are aware this is also affecting the Colosseum, and we’re planning to fix it soon too.
  • A large number of hotfixes were deployed last week. For the full list, please see the table here.
  • We've also addressed several points raised by players in the blog section below.
Client and Mobile Updates
  • Fixed a bug where, when the XP tracker in the popout panel was closed, it would duplicate the last XP tracker in the list and create a 'ghost' tracker.
  • Fixed an issue on mobile where tapping near the side panel buttons could accidentally interact with the game beneath the UI.
  • Re-added the limit framerate option to the mobile side panel display settings.
  • Players in the new Renderer Beta will see improved visuals across multiple areas, with fixes for flickering, terrain clipping, and geometry issues in Lumbridge, Lumbridge Swamp, Player-Owned Houses, the Wizard’s Tower, and a bridge in Prifddinas.
  • Fixed a visual issue where the Amulet of Glory and similar amulets were missing their inner gem detail when using the new renderer beta.
Other Changes
  • Added a new category to the 'Report Abuse' menu: 'PvP Cheating'. This may be used when you suspect someone of cheating in PvP, including through the use of macroing software.
  • Removing Raging Echoes curtains now correctly clears both the curtains and the wall decoration, without needing to reload your house.
  • Added a missing bass instrument to the Kastori music track.
  • Dimintheis and his sons can now give spare copies of their gauntlets more conveniently, if you have earned them, and Dimintheis now properly explains why he won't give you anything if you're ineligible.
  • Re-added a missing unsent letter to a house on the Sunset Coast.
  • Adjusted the GE buy limit of early League canes to that of other canes.
  • One version of the Fremennik helmet now has an improved model with horns that connect to the helmet.
  • Clicking out of Mr Mordaut's chat no longer tricks him into setting the same puzzle repeatedly.
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]
PoH Under Construction


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

While this week’s update may appear light, it actually includes a major behind-the-scenes rewrite of the entire Player-Owned House (PoH) system.

Ideally, you won’t notice a thing; your humble abode should work just as it always has. But under the hood, we've done some pretty heavy-duty rewiring of our beloved spaghetti code. As with any large renovation project, there's always the chance of finding some bugs in the walls.

'So why take the risk?' we hear you ask. Well, the old PoH code was ancient, creaky, and held together by developer prayers and duct tape. By modernising it, we’ve made it much easier to maintain and expand on in the future - so your dreams of a fully customisable, lava-moated, gilded, flying dungeon dragon house aren't quite as far-fetched anymore.

We’ve put this update through plenty of testing but given the scale of the changes, there’s always the possibility of the odd spooky surprise - ghost chairs, vanishing walls, portals to the void. You know, the usual snags. If you spot anything strange, please let us know!

There’s still a lot more work ahead of us, but this is a big step in that direction, and we appreciate your patience and support as we build the foundations for the homes of the future.
[hr][/hr]
Delve Boss Updates and What We're Watching


Last week we delivered several hotfixes to the Delve boss, which you can find in the table here. This week’s update includes a couple more touch-ups:
  • Further altered the shape of the Ranged projectile to ensure it appears noticeably different to Melee.
  • Fixed a bug where valuable loot drops received from the Doom of Mokhaiotl did not broadcast to the clan chat.

[h2]Addressing Your Feedback[/h2]

We also want to take a moment to acknowledge some of the more common bits of feedback we've seen floating around. While these aren’t things we’re immediately changing, we hear you, and we want to be as clear as possible about where we’re currently at with each one:

[h3]Attack speed delay on Volatile Earth[/h3]

  • We’ve seen some concerns around the slower feel when attacking Volatile Earth, and we just want to clarify that this one’s working as intended. The 1-tick delay you’re used to seeing only applies when using Demonbane weapons on demons, and Volatile Earth doesn’t fall into that category.

[h3]Large grub damage confusion[/h3]

  • The phrase "triple-punishing damage" caused a bit of confusion - and understandably so! To clarify: the damage is meant to punish the player. The grub does not deal triple damage to the boss. We’ve updated the blog to reflect this more clearly. Apologies for the confusion!

[h3]Rapid or Unexpected Phase Changes (Melee Punish → Blue Shield)[/h3]

  • This one should now be resolved! Doom’s transition to shielded phase is now triggered by an attack timer instead of on-hit. To avoid instant phase transitions, Doom will also wait for two attacks after the last orb phase before triggering the shield.

What this means in practice:
  • Hitting 75% HP no longer causes an immediate shield swap - instead, Doom will complete his current attack before making the change.
  • After the Volatile Earth special attack finishes, Doom will always perform two attacks before entering the shield phase.
  • This prevents rare cases where mechanics like grub explosions or midair arrows could skip the punish window and send him straight into shield phase.

For most players, this should be a welcome quality-of-life change, making the flow of the fight more predictable, and fairer. However, we do acknowledge that a small group of high-end Delvers may find it harder to use late-fight stalling to force a second Volatile Earth special, as this will now require going through an additional shield phase. We’ll keep an eye on this feedback and see if there’s a way to support that playstyle without reintroducing the old issues.

[h3]Unavoidable damage from early Melee punish[/h3]

  • Triggering the Melee punish at the wrong tick on higher Delve levels can sometimes result in two overlapping hits from Doom. While we know this can feel punishing, we're keeping this one as it is for now - the aim being to reward precise timing and good preparation.

[h3]Eye of Ayak vs. Doom’s Beam Charge[/h3]

  • With the latest update, the Eye of Ayak now acts similarly to a Demonbane weapon when dealing with mage grubs, and we understand why some of you feel it should work the same way against Doom’s beam charge for consistency. After reviewing this, we’ve decided not to extend that interaction. While the Eye can help clear grubs more fluidly, using it to interrupt the beam would allow Doom’s shield to be drained far too quickly. Since the encounter already requires a Scorching Bow (providing a reliable ranged interrupt), we want to preserve the intended pacing and challenge of the fight.

We’re generally happy with the challenge level of the encounter at the moment, so we’re taking a cautious approach to any further tweaks. However, there are still a few bugs we're investigating, and rest assured, we’re watching your feedback closely, reviewing gameplay data, and monitoring for any emerging issues. Your feedback has been incredibly helpful so far, and we’re grateful for your continued support (and patience!) as we continue to refine the experience.
[hr][/hr]
Client and Mobile Updates


  • Fixed a bug where, when the XP tracker in the popout panel was closed, it would duplicate the last XP tracker in the list and create a 'ghost' tracker.
  • Fixed an issue on mobile where tapping near the side panel buttons could accidentally interact with the game beneath the UI.
  • Re-added the limit framerate option to the mobile side panel display settings.
  • Players in the new Renderer Beta will see improved visuals across multiple areas, with fixes for flickering, terrain clipping, and geometry issues in Lumbridge, Lumbridge Swamp, Player-Owned Houses, the Wizard’s Tower, and a bridge in Prifddinas.
  • Fixed a visual issue where the Amulet of Glory and similar amulets were missing their inner gem detail when using the new renderer beta.

[hr][/hr]
Sailing Stress Test


The Sailing Stress test will begin on Thursday, August 14th!

A single beta world will be accessible to players for 15 minutes at a time, four times over the course of one day. The exact times are: 15:00 BST, 15:30 BST, 16:00 BST and 16:30 BST.

We want as many players as possible to test our system to its absolute capacity so please do hop in if you’ve got time! When the test begins, we'll announce it via an in-game broadcast. There are no sign-ups or requirements – anyone can help out.

Although this test isn’t focused on Sailing content, it’s still really important for the skill. We’ve already run a few internal stress tests - but now it's time to see how worlds fare in a live environment.

During the stress test you’ll get to play a short minigame and (hopefully) meet some fellow sailors, including a few J-Mods! Once it's over, feel free to get back to your grind.

Heads up! Originally the in-game poll stated that the poll would close on the 15th, however it was always meant to be the 14th, this has been changed now. Apologies for the miscommunication - go vote if you haven't already!
[hr][/hr]
The Land of Kourend Album OUT NOW!


This soundtrack captures the essence of adventuring through the five unique houses of Great Kourend.

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

Now available on all major digital music platforms.

Add the tracks to your playlist now using the handy links on this page!
[hr][/hr]
Other Changes


  • Added a new category to the 'Report Abuse' menu: 'PvP Cheating'. This may be used when you suspect someone of cheating in PvP, including through the use of macroing software.
  • Removing Raging Echoes curtains now correctly clears both the curtains and the wall decoration, without needing to reload your house.
  • Added a missing bass instrument to the Kastori music track.
  • Dimintheis and his sons can now give spare copies of their gauntlets more conveniently, if you have earned them, and Dimintheis now properly explains why he won't give you anything if you're ineligible.
  • Re-added a missing unsent letter to a house on the Sunset Coast.
  • Adjusted the GE buy limit of early League canes to that of other canes.
  • One version of the Fremennik helmet now has an improved model with horns that connect to the helmet.
  • Clicking out of Mr Mordaut's chat no longer tricks him into setting the same puzzle repeatedly.

[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' 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, Arcane, Archie, Argo, Ash, Ayiza, BigRig, Blossom, Boko, Bruno, Chilly, Criminal, Crystal, Curse, Daizong, Donkey, Ed, Elena, Enigma, Entropi, Errol, Freddie, Fuzz, Gecko, Gengis, 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, Philomel, Pork, Pumpkin, Puppi, Rach, Redfield, Rice, Roq, Roy, Ry, Saiyan, Sarnie, Schmidt, Shogun, Shroom, Sigma, Skylark, Smithy, Sova, Squid, Starry, Suharun, Surma, Sween, Tide, Titania, Titus, TJ, Tomb, Tsourorf, Tyran, Veda, Vegard, West, Wolfy & Yume

The Old School Team.

Varlamore & Summer Sweep-Up Combat Tweaks



This week brings continued improvements to Varlamore and the Delve boss, with added combat tweaks from the Summer Sweep-Up.
[hr][/hr]
Changelog August 6th


[expand]

Doom of Mokhaiotl Changes
  • The melee punish phase now ignores attack delay if the player is using melee.
  • Added a sparkly glow to the burrow hole when a unique item is present.
  • Replaced triple grub spawns with a single giant grub that has double the health, explodes in a larger area, and causes triple the punishment if it reaches the boss.
  • Rockfalls no longer place a permanent rock on your position if you are hit by it while under the protection of the shield orb.
  • The centre tile of the shield orb now clears acid as it moves.
  • The current Delve level now appears in Doom’s health bar.
  • Unclaimed loot can now be retrieved from a chest in the lobby if you leave after pressing 'Claim and Leave'. The loot interface can also be accessed from further away.
  • Made the charged attack particles smaller to reduce the chance of misclicks.
  • Improved the Doom’s clickbox to prevent players accidentally clicking through the boss.
  • The Holy Water item now correctly one-shots range larva spawns during the fight.
  • The Holy Water effect triggered upon killing the boss can now be activated by the bonus damage dealt from the melee punish, not just the primary damage splat.
  • Special attack energy no longer regenerates between Delve levels, during loot collection or downtime between fights.
  • Killing the Doom of Mokhaiotl during its beam charge will now heal up to 24 Prayer Points, 32 HP and 25% special attack energy regardless of where you're standing. This will also clear acid in a 3x3 area, centred around water projectiles landing on the ground after the boss has died.
    • The above effects will now also occur if the boss is killed with the bonus damage from the melee punish.
  • Reduced the chance of back-to-back rock-throw attacks.
  • Grubs now try to spawn farther away from the boss (but still on the same side as the player).
  • Melee grubs no longer spawn outside of the shield phase.
  • Added an extra tick (0.6s) before the charge beam fires to give players more breathing room to deal with multiple attacks.
  • Improved the visibility of the Doom of Mokhaiotl’s melee projectile by using a deeper red colour, matching the one used for Leviathan.
  • The Eye of Ayak now instantly kills magic grubs and ignores attack delay.
  • Cannons can no longer be placed in any Delve level.
  • Added Elite clue scrolls to the loot table, with a drop rate of 1/75 for waves 1-2 and 1/50 for later waves.
Varlamore Changes
  • Vale Totems now correctly count toward the total minigame items in the Collection Log overview instead of the Other total.
  • The Proudspire Agility shortcuts now show up correctly in Agility level-up messages.
  • Using the Eye of Ayak's special attack no longer causes the clickbox to change.
  • Custodian Stalkers now correctly appear in Slayer level-up messages instead of Jellies.
  • The Orange hat is now storable in the PoH.
  • Highlighting the Gemstone Crab's shell will no longer highlight random spiky shapes outside of the shell.
  • Adjusted the reclaim cost and PvP drop of the Arkan Blade from 75,000 to 250,000 GP to more accurately account for its power.
Summer Sweep Up Combat Changes
  • There is now a warning message when depositing Inventory or worn equipment in the deposit pot in TOA.
  • The Wardens’ skull bombs can no longer land underneath the Obelisk.
  • Further refined Zebak's waves to stop the player from getting pushed closer to Zebak while attacking.
  • Duke mushrooms and salts now stack properly if your Inventory is full and you have one held.
  • The Accursed Sceptre (a) can now correctly use its special attack without setting an autocast.
  • Combat stat adjustments:
    • Dragons’ Stab defence lowered to 0, from 5.
    • TzHaar are now correctly 40% weak to Water spells.
    • The Giant Mole is now 50% weak to Earth instead of Water.
  • Fixed a graphical issue where the Crondis crocodiles would sporadically turn towards the player when pathing to the tree.
  • Reduced the number of tornadoes spawned by the Blue Moon as our last change didn’t have a significant impact - let us know how this feels!
  • Halberds can now do damage to Vespula when flying.
  • Decreased Ironman's minimum damage threshold from 10% to 7% for group Wilderness bosses.
  • There is now a quick leave option while fighting Bryophyta and Obor.
Other Changes
  • The login tip about Compost Potions now uses the correct name for the potion.
  • Players can now attack again immediately after hitting Zebak's jugs with Magic, as with Ranged.
  • Corrected grammar in Monkey Madness I.
  • The West Ardougne Teleport spell is now correctly filtered if you lack the requirements.
  • Dizana's Quiver now preserves its progress towards being blessed when Perdu applies a Trouver Parchment to it.
  • Fixed a bug where the Small Fishing Nets in the Sunset Coast and Shipwreck Cove could not be picked up by Ironmen.
  • You can now fill your Herb Sack with grimy herbs in the first slot of your Inventory.
  • Clearing all placeholders in the Seed Vault no longer changes which seeds you have favourited.
  • The first option on placeholders in the Seed Vault is now correctly labelled as Remove-placeholder.
  • The Geomancy spell interface no longer incorrectly displays the Tai Bwo Wannai Calquat patch or the Draynor Manor Belladonna patch.
  • The ‘Investigate’ option on the smashed window in Sinclair Mansion during King’s Ransom now correctly reflects whether it is broken or repaired.
  • Torag the Corrupted now strikes twice with his hammers, matching their dual-hit behaviour when wielded by players.
  • The Bone Dagger’s special attack now correctly guarantees a hit on Kephri when used on the first hit.
  • Brundt's clue scroll has been updated to reflect the increased population of his town.
  • Reduced visual snapping caused by animations which have not yet loaded into game.
  • Desktop client(s) only:
    • Set the max FPS on the title screen to 60 fps.
    • Capped the in-game frame rate to your display refresh rate.
    • Improvement to the stability and quality of the legacy software renderer.
  • Fixed a large number of crashes relating to content events (Herbiboar quest, Prison Pete event, Barrows, fighting Tormented Demons).
  • Improvement to the stability and quality of the legacy software renderer.
PvP Rota

The PvP rota has moved to Period A:
  • 539 - (US) - PvP World
  • 318 - (UK) - Bounty Hunter World
  • 548 - (Germany) - High-Risk PvP World
  • 577 - (US) - Free-to-Play PvP World
  • 559 - (UK) - LMS Competitive

World 390 (AUS) for LMS Competitive has been activated with this rota.

World 569 (AUS) for Bounty Hunter has been activated with this rota.

The PvP Arena is using '1 Def Pure' loadouts in Ranked Duels and Tournaments this week.
[/expand]
[hr][/hr]
Delve Boss Changes


We’ve been having a ball watching you dive into Delve, push its limits, and share your feedback. There’s been a lot of great discussion over the past week, and it’s helped shape some of the improvements you’ll see today. That includes tweaks to the melee punish phase, adjustments to grub behaviour, better clarity during certain mechanics, and a range of smaller fixes that should make the overall experience feel a bit tidier.

We know last week’s changelog felt a little light for some, especially following such a big launch. Much of what we focused on early was under the hood - important stuff, just not the kind that grabs attention in a blog post. This week’s update builds on that foundation, and we think the changes will be a lot more noticeable.

However, we’re being mindful about how much we change and how quickly. The Doom of Mokhaiotl is designed to be a tough, endgame-level boss, and we’re happy with the overall level of challenge it offers. Our goal is to refine the encounter without losing what makes it demanding and rewarding.

There are still a few areas we’re actively discussing, and just because something didn’t make it in this week doesn’t mean it’s off the radar. We’ll keep reviewing how things are playing out and continue listening as more of you take on the fight.

Here’s what’s new this week:
  • The melee punish phase now ignores attack delay if the player is using melee.
  • Added a sparkly glow to the burrow hole when a unique item is present.
  • Replaced triple grub spawns with a single giant grub that has double the health, explodes in a larger area, and causes triple the punishment if it reaches the boss.
  • Rockfalls no longer place a permanent rock on your position if you are hit by it while under the protection of the shield orb.
  • The centre tile of the shield orb now clears acid as it moves.
  • The current Delve level now appears in Doom’s health bar.
  • Unclaimed loot can now be retrieved from a chest in the lobby if you leave after pressing 'Claim and Leave'. The loot interface can also be accessed from further away.
  • Made the charged attack particles smaller to reduce the chance of misclicks.
  • Improved the Doom’s clickbox to prevent players accidentally clicking through the boss.
  • The Holy Water item now correctly one-shots range larva spawns during the fight.
  • The Holy Water effect triggered upon killing the boss can now be activated by the bonus damage dealt from the melee punish, not just the primary damage splat.
  • Special attack energy no longer regenerates between Delve levels, during loot collection or downtime between fights.
  • Killing the Doom of Mokhaiotl during its beam charge will now heal up to 24 Prayer Points, 32 HP and 25% special attack energy regardless of where you're standing. This will also clear acid in a 3x3 area, centred around water projectiles landing on the ground after the boss has died.
    • The above effects will now also occur if the boss is killed with the bonus damage from the melee punish.
  • Reduced the chance of back-to-back rock-throw attacks.
  • Grubs now try to spawn farther away from the boss (but still on the same side as the player).
  • Melee grubs no longer spawn outside of the shield phase.
  • Added an extra tick (0.6s) before the charge beam fires to give players more breathing room to deal with multiple attacks.
  • Improved the visibility of the Doom of Mokhaiotl’s melee projectile by using a deeper red colour, matching the one used for Leviathan.
  • The Eye of Ayak now instantly kills magic grubs and ignores attack delay.
  • Cannons can no longer be placed in any Delve level.
  • Added Elite clue scrolls to the loot table, with a drop rate of 1/75 for waves 1-2 and 1/50 for later waves.
Varlamore Changes:

While the Doom rages below, things have been ticking along nicely back on the surface. Here are a few more Varlamore updates:
  • Vale Totems now correctly count toward the total minigame items in the Collection Log overview instead of the Other total.
  • The Proudspire Agility shortcuts now show up correctly in Agility level-up messages.
  • Using the Eye of Ayak's special attack no longer causes the clickbox to change.
  • Custodian Stalkers now correctly appear in Slayer level-up messages instead of Jellies.
  • The Orange hat is now storable in the PoH.
  • Highlighting the Gemstone Crab's shell will no longer highlight random spiky shapes outside of the shell.
  • Adjusted the reclaim cost and PvP drop of the Arkan Blade from 75,000 to 250,000 GP to more accurately account for its power.

[hr][/hr]
The Doom of Mokhaiotl: Drop Rates Revealed!


It’s the moment you’ve all been waiting for! Drum roll please…

[h2]The Mokhaiotl Cloth[/h2]

Wave
Drop Rate
2
1 in 2,500
3
1 in 2,000
4
1 in 1,350
5
1 in 810
6
1 in 765
7
1 in 720
8
1 in 630
9+
1 in 540


[h2]The Eye of Ayak[/h2]

Wave
Drop Rate
3
1 in 2,000
4
1 in 1,350
5
1 in 810
6
1 in 765
7
1 in 720
8
1 in 630
9+
1 in 540


[h2]Avernic Treads[/h2]

Wave
Drop Rate
4
1 in 1,350
5
1 in 810
6
1 in 765
7
1 in 720
8
1 in 630
9+
1 in 540


[h2]Pet Drop Rate[/h2]

Wave
Pet Drop Rate
6
1 in 1,000
7
1 in 750
8
1 in 500
9+
1 in 250


[h2]Regular loot quantities[/h2]

Wave
Loot Modifier
1
-50%
2
-35%
3
No change
4
+5%
5
+10%
6
+12%
7
+14%
8
+17%
9+
+20%


What this means:
  • You won’t get any uniques on Level 1.
  • Starting at Level 2, you have a small chance to get the Mokhiatl Cloth used to make the Confliction Gauntlets.
  • At Level 3, you get a chance at the Eye of Ayak.
  • At level 4, you have a chance to get the Avernic Treads.
  • As you progress, your chances improve for all three uniques.
  • From Level 8 onwards, all three uniques drop at the best drop rate.

Keep pushing deeper to increase your chances of scoring these powerful items!

[h2]Custodian Stalkers[/h2]

Curious about what’s been falling off the back of those Custodian Stalkers? Let’s crack open the numbers...

Antler Guard:
  • Mature Custodian Stalkers: 1 in 800
  • Elder Custodian Stalkers: 1 in 650
  • Superior Custodian Stalkers: 1 in 650
Broken Antlers (used for crafting Atlatl Darts):
  • Juvenile Stalkers: 1 in 15
  • Mature Stalkers: 1 in 16
  • Elder Stalkers: 1 in 31
Alchemist’s Signet
  • Elder Custodian Stalkers: 1 in 62

That wraps up this week’s updates for the Delve boss and Varlamore, but do keep the feedback rolling in.
[hr][/hr]
Summer Sweep Up Combat


This week’s batch includes a tidy mix of long-standing requests, stat touch-ups, and some PvM behaviour that’s finally been told to behave. Whether it’s smarter Zebak waves, fewer surprise tornadoes, or halberds finally doing what halberds should do, there’s a little something here for everyone.
  • There is now a warning message when depositing Inventory or worn equipment in the deposit pot in TOA.
  • The Wardens’ skull bombs can no longer land underneath the Obelisk.
  • Further refined Zebak's waves to stop the player from getting pushed closer to Zebak while attacking.
  • Duke mushrooms and salts now stack properly if your Inventory is full and you have one held.
  • The Accursed Sceptre (a) can now correctly use its special attack without setting an autocast.
  • Combat stat adjustments:
    • Dragons’ Stab defence lowered to 0, from 5.
    • TzHaar are now correctly 40% weak to Water spells.
    • The Giant Mole is now 50% weak to Earth instead of Water.
  • Fixed a graphical issue where the Crondis crocodiles would sporadically turn towards the player when pathing to the tree.
  • Reduced the number of tornadoes spawned by the Blue Moon as our last change didn’t have a significant impact - let us know how this feels!
  • Halberds can now do damage to Vespula when flying.
  • Decreased Ironman's minimum damage threshold from 10% to 7% for group Wilderness bosses.
  • There is now a quick leave option while fighting Bryophyta and Obor.

[hr][/hr]
Merch Update: NEW Nieve and King Black Dragon Figures!


The latest Old School RuneScape figures from Youtooz are now live on their store! Get one while you can - pre-orders close in just a few weeks and once closed they will no longer be available from Youtooz.

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

Nieve is waiting for you at the Grand Tree!

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

Not even the afterlife could keep Nieve from her Youtooz debut! Standing at 4.8 inches tall with long blonde hair, she holds her iconic Zamorakian Hasta in her right hand and a translucent Elysian Spirit Shield in the other. Her outfit is completed with a Fire Cape hanging from her shoulders and an Amulet of Fury around her neck along with full Bandos Armour.

Who got the King Black Dragon fired up?

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

The King Black Dragon may be bored after thousands of years of battles but we’ve managed to pique his interest with a Youtooz debut! At 4.1 inches tall his bright red eyes shine out from above his three toothy, horned heads. A pair of jagged wings curl out from his shoulders as a long thick tail wraps around his back and clawed feet. Scary stuff!

Pre-order now here!
[hr][/hr]
Other Changes


  • The login tip about Compost Potions now uses the correct name for the potion.
  • Players can now attack again immediately after hitting Zebak's jugs with Magic, as with Ranged.
  • Corrected grammar in Monkey Madness I.
  • The West Ardougne Teleport spell is now correctly filtered if you lack the requirements.
  • Dizana's Quiver now preserves its progress towards being blessed when Perdu applies a Trouver Parchment to it.
  • Fixed a bug where the Small Fishing Nets in the Sunset Coast and Shipwreck Cove could not be picked up by Ironmen.
  • You can now fill your Herb Sack with grimy herbs in the first slot of your Inventory.
  • Clearing all placeholders in the Seed Vault no longer changes which seeds you have favourited.
  • The first option on placeholders in the Seed Vault is now correctly labelled as Remove-placeholder.
  • The Geomancy spell interface no longer incorrectly displays the Tai Bwo Wannai Calquat patch or the Draynor Manor Belladonna patch.
  • The ‘Investigate’ option on the smashed window in Sinclair Mansion during King’s Ransom now correctly reflects whether it is broken or repaired.
  • Torag the Corrupted now strikes twice with his hammers, matching their dual-hit behaviour when wielded by players.
  • The Bone Dagger’s special attack now correctly guarantees a hit on Kephri when used on the first hit.
  • Brundt's clue scroll has been updated to reflect the increased population of his town.
  • Reduced visual snapping caused by animations which have not yet loaded into game.
  • Desktop client(s) only:
    • Set the max FPS on the title screen to 60 fps.
    • Capped the in-game frame rate to your display refresh rate.
    • Improvement to the stability and quality of the legacy software renderer.

[hr][/hr]
New Worlds Added


With so many new and returning players joining the fun, demand for game worlds has skyrocketed. We've added the following additional worlds to help support this:
  • EU: 457 461 462 550 551 556 557
  • UK: 503 504
  • AU: 536 591 592 593 594 595

In addition to the above, we've also converted some Free to Play worlds to members worlds:
  • USE: 475 476 575
  • USW: 544 545 546 547
  • UK: 500 501

Later this week we'll be releasing a blog that goes into the detail on what work is being done to continue supporting the increased player numbers, as well as what to expect in regards to more worlds in the future. Thank you once again for being part of this incredible journey!
[hr][/hr]
Set Sail at MCM as OSRS Takes the Stage!


We’re heading to MCM Comic Con to talk all things Sailing! Join members of the Old School design team as they lift the curtain on the journey behind the game’s first-ever new skill. From proposals to community-led development, they’ll be diving deep into how Sailing came to be and what it means for the future of OSRS.

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

When?
  • Saturday 25th October, 15:00 BST


Where?
  • MCM Comic Con, ExCeL London, Centre Stage


What?
  • Panel: Charting Old School RuneScape’s First New Skill


Hear from Design Director Kieren Charles, Principal Narrative Designer Ed Pilkington, and Senior Game Designer Elena Nordmark as they share behind-the-scenes insights on design challenges, community collaboration, and the technical hurdles that helped shape this historic update. Stick around for a live Q&A at the end!

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

We'll be sharing highlights after the show, so keep your eyes peeled!

[h2]Sailing Stress Test[/h2]

Update! Our Sailing stress test has been postponed and will now take place on Thursday, August 14th. We’re just taking a little extra time to make sure everything’s shipshape before we open the beta world to all of you. Everything else remains the same - 15-minute test windows, a fun little minigame, and your chance to help us push the game engine to its limits. We’ll confirm the exact times as soon as we can. Thanks for your patience, and we’ll see you on the 14th!
[hr][/hr]
Postcard from Varlamore: Winners Announced


We challenged the community to send in their best Postcard from Varlamore - whether that meant breathtaking views, clever humour, or wild creativity. Across Reddit and Discord, the entries did not disappoint. Check out the #postcard-from-varlamore channel in our official Discord and Reddit post to see the full stories that came with them! After much deliberation, here are the winning submissions in each category:

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

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

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

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

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

If you can’t see the image above, click here!
[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 '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, Arcane, Archie, Argo, Ash, Ayiza, BigRig, Blossom, Boko, Bruno, Chilly, Criminal, Crystal, Curse, Daizong, Donkey, Ed, Elena, Enigma, Entropi, Errol, Freddie, Fuzz, Gecko, Gengis, 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, Philomel, Pork, Pumpkin, Puppi, Rach, Redfield, Rice, Roq, Roy, Ry, Saiyan, Sarnie, Schmidt, Shogun, Shroom, Sigma, Skylark, Smithy, Sova, Squid, Starry, Suharun, Surma, Sween, Tide, Titania, Titus, TJ, Tomb, Tsourorf, Tyran, Veda, Vegard, West, Wolfy & Yume

Old School Runescape casually surpasses all-time player peak on a sleepy Sunday

'90's pop group D:Ream once sang "things can only get better," and it certainly has for Jagex. Old School Runscape mania is running wild, with the legendary MMO enjoying its well-deserved time in the sun. Now, just eight months after setting the all-time concurrent player record, there are more players chopping Willows in Draynor Village than ever before.


Read the rest of the story...


RELATED LINKS:

Old School Runescape's resurgence proves it's the perfect MMO for the modern era

OSRS Project Zanaris lets you "ruin the game," and that's why it's so exciting

You can try Old School RuneScape Sailing soon, and it'll change how you explore

Varlamore: The Final Dawn Tweaks | July 30th

This week in Varlamore: fixes, improvements, and a bit of polish for The Doom.
[hr][/hr]
Changelog July 30th


[expand]

Delve Boss Changes
  • The Purging Staff now benefits from reduced attack delay on demonic larvae, matching the behaviour of other Demonbane weapons.
  • Fixed a bug where loot from previous Delve boss waves wouldn’t always appear in the 'Investigate' interface immediately, requiring players to reopen it.
  • Fixed an issue where the clickbox for Volatile Earth nodes appeared before their spawn animation finished.
  • Resolved an issue where clan broadcasts were triggered for any completion time between waves 1-8, rather than only for a player’s personal best.
  • Reduced the size of the beam charge-up effect on the Delve boss to help prevent misclicks.
Varlamore Changes
  • Updated the Antler Guards' stats to reflect the correct values from the blog: -15 to all defences (instead of -25) and +5 Prayer (instead of +4).
  • Avernic Treads variants that contain a Primordial Boot can now be used in clue steps and stored in S.T.A.S.H. units as a substitute for Dragon Boots.
  • Increased the buy limit for fletched shields to 18,000 (to match bows) now that they can be used to decorate totems.
  • Fixed a bug where a certain tropical tree was missing its trunk in the Tlati Rainforest.
  • The knife in Janus' house can no longer be picked up through the wall.
  • Fixed an issue where players would see the Doom of Mokhaiotl pet in their POH menagerie, without it actually being there.
Other Changes
  • Restored a single pixel to the Rigour Prayer icon, bringing back the cheeky glint in its eye.
  • The chapel windows in the Civitas and Canifis styles now display as intended. Removing chapel windows will re-render your house again.
  • Fixed a visual bug with floating pillar shortcuts in the Revenant caves.
  • Fixed an issue where one food item appeared immediately on death to monsters in the Revenant Caves; all tradable drops now appear after the intended delay.
  • Fixed a dead pixel in the Giant's Foundry crucible.
  • Adjusted burn damage from the Arkan Blade on Deadman worlds. The burn now hits faster and harder, but for a shorter duration, to prevent it from being used to block escapes. This also applies to all burn damage against players in Deadman.
  • Fixed an issue where the Echo Venator Bow (ornamented) did not consume charges or display correct visuals in PvP. It now behaves as expected.
  • Restored spectate mode and telescope functionality in the PvP Arena. Players can now observe matches as intended.
  • Fixed an issue in the Fremennik Slayer Cave where items dropped on certain tiles near the stairs were impossible to pick back up again.
  • Fixed a mobile UI issue where chat filter icons would overlap boss health bars and other info panels when the chat was collapsed with ‘Always show chat filters’ enabled.
  • Castle Wars barricades now render over players if they're in the same tile, by default.
  • Demonic Gorillas will now no longer display the wrong overhead when attacked by thralls.
  • Master Farmers in Civitas Illa Fortis will no longer stand still indefinitely after being spoken to.
  • A new audience member has appeared near the stage in Rellekka's longhall to cheer on the bards, in memory of a member of Jagex's video team who recently passed away.
PvP Rota

The PvP rota has moved to Period B:
  • 560 - (UK) - PvP World
  • 319 - (US) - Bounty Hunter World
  • 579 - (US) - High-Risk PvP World
  • 561 - (UK) - Free-to-Play PvP World
  • 580 - (US) - LMS Competitive

World 390 (AUS) for LMS Competitive has been de-activated with this rota.

World 569 (AUS) for Bounty Hunter has been de-activated with this rota.

The PvP Arena is using 'Zerker' loadouts in Ranked Duels and Tournaments this week.

[/expand]

[hr][/hr]
Varlamore Changes


It’s been an absolute joy watching you all venture deeper into Varlamore: The Final Dawn. Whether you're sweating it out in Delve boss battles, chilling with the Ents in the scenic Auburn Valley, or dramatically sacrificing your Hardcore status to a crab whose deadliest attack is emotional damage - the region has been buzzing with action and unforgettable moments!

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

We’ve been closely tracking your feedback, making improvements, and squashing any bugs we spot:

[h2]Delve Boss Changes[/h2]

  • The Purging Staff now benefits from reduced attack delay on demonic larvae, matching the behaviour of other Demonbane weapons.
  • Fixed a bug where loot from previous Delve boss waves wouldn’t always appear in the 'Investigate' interface immediately, requiring players to reopen it.
  • Fixed an issue where the clickbox for Volatile Earth nodes appeared before their spawn animation finished.
  • Resolved an issue where clan broadcasts were triggered for any completion time between waves 1-8, rather than only for a player’s personal best.
  • Reduced the size of the beam charge-up effect on the Delve boss to help prevent misclicks.
The Delve 'To Do' list:

We haven’t gotten to everything just yet, but your feedback has been loud and clear - and we’re listening.

While the list below highlights a few of the things we’re looking to address, it’s not exhaustive. We’re aiming to make more impactful gameplay changes in the next update, and we’ll share more details soon. For now, here’s what we’re planning:
  • We’re adding a raids-style reward chest to the lobby to hold any unclaimed loot - just like in the Colosseum, you’ll need to hit the "Claim and Leave" button before anything shows up back at the lobby.
  • For the Level 8 Orb Special, permanent rocks won’t drop on players inside the shield.
  • Elite Clue Scrolls are coming to the loot table.
  • We’re improving the Delve boss’s clickboxes to reduce accidental misclicks during the fight.
  • We're taking a look into player deaths caused by debris after the boss has died.
  • We’ll prevent cannon placements on all levels, not just the first.
  • Fixing the Eye of Ayak’s Special Attack, which currently creates a frustratingly large clickbox.
  • Making the Eye of Ayak function as a one-hit weapon against magic grubs.
  • Making the 1x1 center of shield orb clear acid as it paths.
  • Stopping special attack energy from regenerating between levels while players are looting or not in combat.
  • Swapping triple grub spawns for a single large, slow-moving grub to keep things manageable at higher delve levels.

[h2]Varlamore Tweaks and Fixes[/h2]

Alongside the boss changes, we’ve given the wider Varlamore region a bit of polish - and yes, we gave that poor trunkless tree some time to grow.

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

  • Updated the Antler Guards' stats to reflect the correct values from the blog: -15 to all defences (instead of -25) and +5 Prayer (instead of +4).
  • Avernic Treads variants that contain a Primordial Boot can now be used in clue steps and stored in S.T.A.S.H. units as a substitute for Dragon Boots.
  • Increased the buy limit for fletched shields to 18,000 (to match bows) now that they can be used to decorate totems.
  • Fixed a bug where a certain tropical tree was missing its trunk in the Tlati Rainforest.
  • The knife in Janus' house can no longer be picked up through the wall.
  • Fixed an issue where players would see the Doom of Mokhaiotl pet in their POH menagerie, without it actually being there.

That’s a wrap on this round of Varlamore updates! Thank you for the reports, clips, and beautifully sarcastic Reddit threads that helped us track these down.

We’ll continue keeping a close eye on your adventures, so please keep the feedback coming - and if you're a hardcore, maybe don’t get too casual with the crab. It only hits 1, but apparently, that’s all it needs.
[hr][/hr]
Bank Layout Feedback: We Need Your Thoughts!


A few weeks ago, we showed you a concept for a Bank interface update designed to tidy things up and make room for a convenient new feature: a single button to empty all your Fish Barrels, Herb Sacks, Looting Bags, and more, with just one click.

That design was missing one crucial element: Group Ironman (GIM) storage support.

So, we went back to the drawing board, and today, we’re ready to show you a revised version of the plan. This new layout not only makes space for GIM and Potion storage but also gives us flexibility to add even more specialised storage options in the future.

Here are two mock-ups showing what it might look like for a player with Potion storage, GIM storage, and Bank tabs enabled, one with the container closed, and one with it expanded:

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

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

If you’ve unlocked both Potion storage and GIM storage, your Bank interface will now show a new expandable button. Clicking it will open a compact container with buttons for all your external storage types. This container will render over your Bank tabs (in RuneLite), but you can collapse it at any time - and it’ll remember whether you left it open or closed the next time you access your Bank.

You'll also be able to right-click the popup for direct access to any of your external storage. That means you can use Menu Entry Swapper to make one of them your left-click default, if that’s your preference. If you only have one of these storage options unlocked, you’ll just see the button for that one. If you have neither, your interface won’t change at all.

That’s everything for now - but we really want to hear what you think.
  • Do you like the direction we’re heading in?
  • Is there anything you’d like to see done differently?

If feedback is generally positive, we’re aiming to release this update by the end of summer.

Let us know your thoughts on socials! Your feedback is key.
[hr][/hr]
Merch


Guitar legend Cole Rolland and Jagex's own Mod Ash dropped an exciting music video last week for the RuneFest Medley (Deluxe Version).

Experience an electrifying take on nine iconic OSRS tracks, such as Scape Main, Harmony and Sea Shanty 2, re-imagined by guitarist Cole Rolland and featuring Mod Ash himself on the violin.

Watch the music video here.

https://www.youtube.com/watch?v=Xh-UMHKqpgE&ab_channel=ColeRolland

Can’t get enough of this banger? Don’t panic – it’s also out on all major digital music platforms, and you can add it to your playlist using the links on this page!
[hr][/hr]
Other Changes


  • Restored a single pixel to the Rigour Prayer icon, bringing back the cheeky glint in its eye.
  • The chapel windows in the Civitas and Canifis styles now display as intended. Removing chapel windows will re-render your house again.
  • Fixed a visual bug with floating pillar shortcuts in the Revenant caves.
  • Fixed an issue where one food item appeared immediately on death to monsters in the Revenant Caves; all tradable drops now appear after the intended delay.
  • Fixed a dead pixel in the Giant's Foundry crucible.
  • Adjusted burn damage from the Arkan Blade on Deadman worlds. The burn now hits faster and harder, but for a shorter duration, to prevent it from being used to block escapes. This also applies to all burn damage against players in Deadman.
  • Fixed an issue where the Echo Venator Bow (ornamented) did not consume charges or display correct visuals in PvP. It now behaves as expected.
  • Restored spectate mode and telescope functionality in the PvP Arena. Players can now observe matches as intended.
  • Fixed an issue in the Fremennik Slayer Cave where items dropped on certain tiles near the stairs were impossible to pick back up again.
  • Fixed a mobile UI issue where chat filter icons would overlap boss health bars and other info panels when the chat was collapsed with ‘Always show chat filters’ enabled.
  • Castle Wars barricades now render over players if they're in the same tile, by default.
  • Demonic Gorillas will now no longer display the wrong overhead when attacked by thralls.
  • Master Farmers in Civitas Illa Fortis will no longer stand still indefinitely after being spoken to.
  • A new audience member has appeared near the stage in Rellekka's longhall to cheer on the bards, in memory of a member of Jagex's video team who recently passed away.

[hr][/hr]
The Sailing Stress Test


We're delighted to announce that we'll be running a stress test for Sailing next week. The aim of this test is to see how our game worlds perform with lots of players Sailing at once! This will help our game engine team gather vital information about world stability, with the aim being to proactively tackle any infrastructural challenges ahead of Sailing's launch. Basically, we're trying to make sure that you all don't overload the game's servers when Sailing drops!

Next week, a single beta world will be accessible to players for 15 minutes at a time, four times over the course of one day. We'll confirm the exact date and time in next week's game update newspost.

We want as many players as possible to test our system to its absolute capacity so please do hop in if you’ve got time! When the test begins, we'll announce it via an in-game broadcast. There are no sign-ups or requirements – anyone can help out.

Although this test isn’t focused on Sailing content, it’s still really important for the skill. We’ve already run a few internal stress tests - but now it's time to see how worlds fare in a live environment.

During the stress test you’ll get to play a short minigame and (hopefully) meet some fellow sailors, including a few J-Mods! Once it's over, feel free to get back to your grind.

More specific details on date and time will be announced next week. We'll see you there!
[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 '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, Arcane, Archie, Argo, Ash, Ayiza, BigRig, Blossom, Boko, Bruno, Chilly, Criminal, Crystal, Curse, Daizong, Donkey, Ed, Elena, Enigma, Entropi, Errol, Freddie, Fuzz, Gecko, Gengis, 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, Philomel, Pork, Pumpkin, Puppi, Rach, Redfield, Rice, Roq, Roy, Ry, Saiyan, Sarnie, Schmidt, Shogun, Shroom, Sigma, Skylark, Smithy, Sova, Squid, Starry, Suharun, Surma, Sween, Tide, Titania, Titus, TJ, Tomb, Tsourorf, Tyran, Veda, Vegard, West, Wolfy & Yume

The Old School Team.