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Chappell Roan is a RuneScape sicko who absolutely loves the 'medieval synth sh*t' of its soundtrack




s a 32-year-old straight man whose musical tastes mostly orbit Zupfgeigenhansel, I am incredibly well-suited to discuss the music of Chappell Roan. "Good Luck Babe", "Hot To Go". All the hits! I absolutely know all of them and could easily name more, if I wanted to...
Read more.

Music System Improvements & Deadman Tweaks | February 11th



This week we've got music system improvements and Deadman: Annihilation tweaks, alongside some under-the-hood improvements!
[hr][/hr]
Changelog - February 11th


[expand]

Music System Improvements
  • Audio Slider: The volume sliders in the settings menu will now actually slide whenever you want to adjust the volume.
  • Area Mode: We’ve now expanded the modern music Area Mode across the entire game, using natural scenery like walls and cliffs for smoother instead of perfectly square areas, resulting in more natural and atmospheric music transitions between locations.
  • Custom music playlists: You can now make up to three custom playlists of your own. Just pick any music tracks you’ve unlocked in-game, right-click them, and add them to a playlist.
  • The random music mode is updated to a true shuffle.
  • Added a host of new settings to help refine your music experience. You can now:
    • Enable remembering the last music mode on login rather than always reverting to Area Mode
    • Choose a default track to play when entering an area in Area Mode
    • Automatically update music when switching between playlists
    • Pick which music mode is used when manually selecting tracks
    • Hide locked or unlocked tracks in playlists
    • Change the colours of locked and unlocked tracks in playlists
Deadman: Annihilation Changes
  • The Trinket of Fortuity's teleport timer can no longer be bypassed if you place it in your looting bag.
  • Only the 7-second teleport timer will apply if you have a Trinket of Fortuity active on you, meaning you no longer have to also wait for the out-of-combat timer too.
  • The Emblem Trader will now roam in the multi-area of the Revenant Caves without any issues, so you can hand in your Emblems without needing to high alch them.
Permanent Deadman Changes
  • Your autocast settings will now be remembered in Permanent Deadman, just as they are in Deadman: Annihilation. This means that if you haven’t attacked a player for 20 seconds, your staff’s autocast setting will remain even after switching to another weapon and back again.
  • The bank chest found inside the Chambers of Xeric raid can no longer be used in Permanent Deadman.
Behind-the-Scenes Improvements to Combat Infrastructure
  • We've focused on strengthening and future-proofing the combat infrastructure for upcoming major releases like Leagues VI, The Blood Moon Rises and The Fractured Archive. This will help ensure these combat-heavy updates integrate well with the engine, and are implemented smoothly for launch. If you come across any bugs or unusual behaviours, please let us know - we'll be keeping an eye of your feedback!
Other Changes
  • If you’re on a boss-specific Slayer task, you can now enter the lair of that specific Wilderness boss without meeting the diary requirements. Note that this won’t work for generic Slayer tasks, it has to be for that specific boss.
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]
Will It Slide?


If you caught our Game Jam VII blog (link), you already know that some music system improvements are landing with this update. OSRS grinds in Gielinor just aren’t the same without the soundtrack along for the ride, so as we roll into our 25th anniversary year, we figured now was the perfect time to freshen up the music system interface.

[h2]Audio Slider[/h2]

Picture this: a banger tune starts to play in-game, you go to turn it up- only to find out that the slider doesn't actually... slide?

Turns out that “slider” was really just 21 buttons pretending to be one. After three days of focused development work, and a couple of interesting bug fixes later, that’s officially a thing of the past! The volume sliders in the settings menu will now - you guessed it - slide whenever you want to adjust the volume.

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

[h2]Area Mode[/h2]

Previously, those atmospheric, nostalgia-packed Old School tracks were tied to perfectly square areas instead of general locations. That meant you could find yourself vibing to the tones of White Wolf Mountain, but take one wrong step into Catherby’s map square, and boom, your whole flow gets interrupted.

The good news: a few years back we added a modern music area mode, where boundaries follow scenery such as walls and cliffs rather than being in perfect squares. However, it was only rolled out for some areas of the world. We're happy to announce that we've now expanded this mode to cover the entire game. This results in a more natural transition from one melody to the next, making each location change more atmospheric.

Click here to see the new natural transition with the Area Mode!


[h2]'Scape and Jam to Playlists[/h2]

There was one specific request you've asked for a lot when it comes to the music system interface, and now it's time to tackle it: Custom music playlists! You can now make up to three custom playlists of your own. Just pick any music tracks you’ve unlocked in-game, right-click them, and add them to a playlist. Once you’re set, the playlist will randomly play through those selected songs. You can also remove any music tracks from the playlist in the same way; right-clicking them and selecting the relevant option. If you prefer Area Mode or Single Mode, you can activate those options via their relevant buttons.

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

The buttons in order: Area Mode, Shuffle Mode, Single Mode, Skip Track.
If you can’t see the image above, click here!


Additionally, the random music mode is now updated to a true shuffle, and we’ve added a host of new settings to help refine your music experience. You can now:
  • Enable remembering the last music mode on login rather than always reverting to Area Mode
  • Choose a default track to play when entering an area in Area Mode
  • Automatically update music when switching between playlists
  • Pick which music mode is used when manually selecting tracks
  • Hide locked or unlocked tracks in playlists
  • Change the colours of locked and unlocked tracks in playlists


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

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

We hope you find these changes to be sound!
[hr][/hr]
Deadman: Annihilation Tweaks


Deadman: Annihilation mayhem continues! Whether you are a seasoned PvPer or this is your first PvP experience, it's been amazing to see so many of you joining the action. As we enter the second week of all-out PvP chaos, we've got a few feedback changes and fixes for you:
  • The Trinket of Fortuity's teleport timer can no longer be bypassed if you place it in your looting bag.
  • Only the 7-second teleport timer will apply if you have a Trinket of Fortuity active on you, meaning you no longer have to also wait for the out-of-combat timer too.
  • The Emblem Trader will now roam in the multi-area of the Revenant Caves without any issues, so you can hand in your Emblems without needing to high alch them.

[hr][/hr]
Permanent Deadman Tweaks
  • Your autocast settings will now be remembered in Permanent Deadman, just as they are in Deadman: Annihilation. This means that if you haven’t attacked a player for 20 seconds, your staff’s autocast setting will remain even after switching to another weapon and back again.
  • The bank chest found inside the Chambers of Xeric raid can no longer be used in Permanent Deadman.

[hr][/hr]
Android 32 bit & Min Spec Increase


We previously mentioned that we'll be making a few changes to our Minimum Specification. As Old School continues to grow, and devices evolve, we have to periodically look at what our baseline is for what we test against internally and can realistically support. As part of this process, we're now deprecating the Android 32 bit platforms.

Why deprecate Android 32 bit?

The Android OS itself is moving away from 32 bit, and continuing to support it holds back what we can do to improve Client performance on mobile.

What to expect?

Around mid-March, a client update will ship without Android 32 bit, at which time the App will no longer be available in the stores for those devices, and existing installs will no longer be able to update or access the game. We'll give you a heads up closer to the date, too.
Behind-the-Scenes Improvements to Combat Infrastructure
In addition to above changes, a large portion of this week’s update focuses on behind-the-scenes improvements that players shouldn't notice, but are essential for preparing the game for upcoming content.

Basically, the team has been strengthening and future-proofing the combat infrastructure for major releases like Leagues VI, The Blood Moon Rises and The Fractured Archive. This will help ensure these combat-heavy updates integrate well with the engine, and are implemented smoothly for launch.

So while you shouldn't be seeing any visible changes with this game update, this foundational work helps ensure the battles ahead are stable and ready for action. If you come across any bugs or unusual behaviours though, please let us know - as always, we'll be keeping an eye of your feedback!
[hr][/hr]
Birthday Cake Competition


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

To celebrate Old School’s upcoming 13th birthday and RuneScape's 25th, we’re hosting another 🎂 "Bake an OSRS-themed birthday cake" competition!

Whip up a cake that would make the Lumbridge Cook proud!

Competition opens 10:00 am UTC February 13th and ends 10:00 pm UTC February 22nd.

Once the competition kicks off on Friday, share your masterpiece in the dedicated Birthday Cakes channel on the Official OSRS Discord - stay tuned!

We’ll narrow it down to three finalists, and the ultimate winner will be determined by the Twitch chat live on our Birthday Stream on Friday, February 27th.

Prizes for the winner include:
  • 12-month OSRS membership
  • 10 x Old School bonds

Full Terms & Conditions here. Good luck!
Other Changes
This week there’s just one change here, and it's one driven by your feedback. Some of you asked if Wilderness boss diary requirements could be bypassed while on a Slayer task. Now, if you’re on a boss-specific Slayer task, you can enter the lair of that specific Wilderness boss without meeting the diary requirements. Note that this won’t work for generic Slayer tasks, it has to be for that specific boss.
[hr][/hr]
JMod Wars: Free-to-Play Castle Wars Chaos


Get ready for another round of JMod Castle Wars chaos - this time, in Free-to-Play!

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

On Saturday, February 28th, join us at the Ferox Enclave on World 499 as Mods Rach and Civ go head-to-head in a Castle Wars showdown.

This isn’t your standard Castle Wars match. Each team gets a J-Mod dropped into the action as an unkillable, flag-stealing menace. Mods Rach and Civ will each have 100k Hitpoints, zero fear, and one goal: steal the enemy flag. As soon as the match begins, the opposing J-Mod will teleport straight into your base. Your job is to stop them, protect your own J-Mod, and escort that walking mountain of Hitpoints safely home.

When?
  • Saturday, February 28th
  • 16:00 UTC/GMT (massing from 15:45 UTC/GMT, 10:45 ET, 07.45 PT, 2:45 AET)
Where?
  • Ferox Enclave
  • World 499
  • The Mods will be live in a Discord Call and screensharing too, for anyone who wants to sit back and watch the chaos unfold!

[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, Ape, Arcane, Archie, Argo, Ash, Asherz, Ayiza, BigRig, Blighted, Blossom, Boko, Brooksie, Bruno, Chilly, Criminal, Curse, Daizong, Ed, Elena, Enigma, Entropi, Freddie, Frogs, Fuzz, Gecko, Gizmo, Goblin, Grace, Grub, Halo, Harold, Hend, Hornet, Husky, Ivory, Jalo, Jamesy, Jerv, Keyser, Kieren, Kirby, Kurotou, Leebleh, Lenny, Light, Liron, Lykos, Lotus, 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, Yozora & Yume

The Old School Team.

DMM Tweaks, Shellbane Gryphon CAs & More! | February 4th



Deadman: Annihilation first round tweaks are here! Plus, Shellbane Gryphon CAs, Getting Around poll changes and more…

Changelog - February 4th


[expand]

Deadman: Annihilation Tweaks
  • Breaches now award points to the top 100 damage dealers per Breach NPC (up from 16).
  • Fixed a bug where the Deadman's Chests were taking longer to open than they should in both Single- and Multi-way combat areas.
  • Removed the limit on Starter Kit reclaims for non-PvP deaths. You can now receive an unlimited amount of Starter Kits from the Combat Tutors in Lumbridge, or Burger Brunsen at the Grand Exchange.
    • We're also converting the Chronicle pages you'd receive into charges already stored in the Chronicle.
  • Reduced the strength of Zemouregal’s summons from 300 to 150.
  • Adjusted the number of Deadman: Annihilation worlds per bracket to better match player demand. You can see the details further down the blog.
  • We've increased the Hitpoints for nearly all Breach NPCs to account for the increase in player numbers in Breaches.
  • We’ve slightly reduced the damage dealt by the Yama boulder across all brackets. In the 3-60 bracket specifically, the boulder’s damage will now max between 20 and 30, while in all other brackets it will max between 30-60.
  • Ancient Warrior equipment can now be bought and sold on the Grand Exchange.
  • Scroll of Redirection can be bought from the Emblem Trader, located the north of the Grand Exchange. This allows you to complete the Desert Medium Diary task, if you wish to.
  • If you have Level 80 Thieving and then pickpocket a Hero in Ardougne, it'll complete the diary task.
  • The descriptions for the Sigil of Nature and Enhanced Harvest have been updated to make clear that they don't work at Tithe Farm.
  • Fixed a visual issue when opening the Trinket of Advanced Weaponry, the weapons should be easier to see.

Plus, a Permanent Deadman change:
  • Guards no longer spawn in the Unkah area.
Sailing Updates
  • Gryphon tasks are more common. See further down the blog for the details.
  • Introduced an optional task extension for 50 Slayer points: Gryphon and on. This adds a flat +80 kills to the task you're assigned, making the Gryphon tasks more impactful once you get them.
  • Belle's Folly is now more common, dropping at a rate of 1/256 instead of 1/400.
  • Shellbane Gryphon Combat Achievements are here! Check out the details further down in the blog.
  • Facility Bottles are now purchasable from Shipwright Seb for 75,000 GP each.
    • They're also now more common across their existing salvaging sources.
    • Additionally, we've added Facility Bottles to the loot table of Opulent Salvage from Merchant Shipwrecks.
  • Added the new logs from Sailing (which are Camphor, Ironwood and Rosewood logs) to the loot tables of the salvage from the Mercenary and Fremennik shipwrecks.
  • You can now hunt Red Salamanders on Charred Island without any issues.
Getting Around Poll Changes
  • Eluned will now recharge Teleport Crystals regardless of how many charges they currently have. Note that this will still cost the full amount, even though it may not be charging from empty to full.
    • Teleport Crystals now recharge up to 3 charges by default, or 5 charges if you’ve completed the Western Provinces Hard Diary.
  • Using a charged Quetzal Whistle now opens the Quetzal Transport interface immediately.
    • You can select your destination directly, provided it’s unlocked.
    • Added a 'Last Destination' option, teleporting you to the last travelled Quetzal site if there's one, allowing for quick repeat travel.
    • You can toggle whether the whistle sends you straight to the Hunter Guild or opens the destination selection menu, which is on by default.
  • Improved the level progression of Spirit Trees by spreading them more evenly across Farming levels, as follows:
    • Level 83: 1 Spirit Tree
    • Level 88: 2 Spirit Trees
    • Level 93: 3 Spirit Trees
    • Level 96: 4 Spirit Trees
    • Level 99: Unlimited Spirit Trees
  • The Red and Blue Rum from Trouble Brewing are now tradeable.
  • NPC spawns in the Fight Pits minigame now escalate over time, including Magers and Jads in later stages, with improved roaming behaviour and more frequent target switching.
  • Re-introduce the item's GP value shown when broadcasting raid uniques, and removed broadcasts for duplicate Thread of Elidinis or Tombs of Amascut gems.
Other Changes
  • The 'Empty Containers' button now also empties worn containers, meaning equipped items can be emptied straight into the bank. These worn containers are:
    • Log Basket
    • Fish Sack Barrel
    • Forestry Basket
  • Potion Storage now immediately opens after clicking the button in the bank interface.
  • Fixed the following models from clipping into the ground:
    • Zuk's lava base is visible once again
    • Sailing skillcape animation
    • The defence animation of dragons when they're moving
    • The death animation of the Fever Spider
    • The trap pit animation of Antelopes
    • The bank note certificate
  • Fixed the terrain clipping on a cliff in Varlamore.
  • The River Dougne bridge's legs no longer stick out. Likewise, a terrain clipping issue by River Dougne was resolved.
  • The entrance of the Waterbirth Island Dungeon now renders and appears correctly.
  • Fixed an issue where some sounds were playing back at a lower quality than intended.
  • Fixed an issue where items could be incorrectly rotated when dropped on certain tiles of the floor.
  • Improved player and NPC height adjustment on sloped terrain.
  • Fixed an issue where some windows seemed detached from the wall.
  • Fixed incorrect camera positions during certain cutscenes.
  • Fixed an issue where destination tile highlights didn't work on boats.
  • Fixed some NPCs animating incorrectly while on boats.
Upcoming Maintenance
  • With our continued efforts towards improving the core experience of all our games, from next week (Tuesday, February 10th) we are going to be starting an updated weekly maintenance schedule
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]
Deadman: Annihilation Changes


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

Deadman: Annihilation launched last Friday and you've been busy since then. This has been one of our most action-packed Deadman events yet and it's been phenomenal to see so many of you getting stuck in, especially those of you without any prior PvP experience!

We've got a handful of changes to make this week to address common pain points so that anybody looking to start late or make a further push for points has the best experience - or at least as good an experience as possible when surrounded by other players looking to send you back to the Grand Exchange...

[h2]Breach NPC Point Allocation[/h2]

While it's fantastic to see worlds so full and Breaches so crowded, the increased levels of activity compared to the Deadman Modes of days gone by have shone a light on one issue in particular which hasn't really taken centre stage in the past: Deadman point allocation at Breaches.

Points at Breaches are allocated per NPC, meaning that rather than tracking your damage on your own character, every NPC is tracking the players dealing damage to it in order to award them all points when the NPC meets its untimely ends. Since the inception of Breaches in 2023, the number of players that these NPCs can keep track of has been capped at 16 due to technical limitations - there are some NPCs in-game who exceed this cap like Nex or the Nightmare, but they handle damage contribution very differently.

This week, we're happy to say that we have the ability to increase this number to 100, meaning the top 100 damage dealers to a Breach NPC will receive points when the NPC dies. This change is made possible by some behind the scenes tweaks we made while prototyping an infamous worm boss, but the tech was ultimately deployed alongside everybody's favourite crustacean: the Gemstone Crab! Thank you Gemstone Crab!

[h2]Deadman's Chest Changes[/h2]

The Deadman's Chest is a brand new addition to Deadman: Annihilation, and while the tension of waiting to open it and hoping for some cool loot is a nail biter, we'd like to make some changes here to reduce the effectiveness of ragging and prevent some crafty players from mitigating their risk of being interrupted entirely.

On Monday, we deployed a hotfix to prevent players from looting these chests if they were stood on directly on top of it, since some players were hopping worlds to log in directly under the chest and looting it with no real threat of retaliation from other players.

Today, we've got a fix for a bug where the chests were taking longer to open than they should in both Single- and Multi-way combat areas, meaning that it takes 60 seconds in a Singles area and 30 seconds in a Multi area, as opposed to 80 seconds and 41 seconds respectively.

[h2]Earlygame Tweaks[/h2]

It's no secret that Deadman worlds aren't the most inviting places to be, even in the lower Combat brackets, but two things in particular stood out on launch that we'd like to improve for any players starting late!

First up: we're removing the limit on Starter Kit reclaims for non-PvP deaths. With today's update, you'll be able to receive an unlimited amount of Starter Kits from the Combat Tutors in Lumbridge, or Burger Brunsen at the Grand Exchange. We're also converting the Chronicle pages you'd receive into charges already stored in the Chronicle to save you some clicks!

That should be a big help to players dying to NPCs while they're just trying to establish themselves, rather than needing them to die a PvP death to readily reclaim those kits. Usually NPC deaths at the start of Deadman are quite rare, but Zemouregal and his summons flipped that on its head a little, so we're reducing the Strength of Zemouregal's Summons from 300 to 150, meaning they'll hit less hard and should prove easier to tank so long as you've got a couple of Hitpoints levels and some food handy!

[h2]World Adjustment[/h2]

We’ve adjusted the number of Deadman: Annihilation worlds per bracket to better match player demand, which should improve ping consistency overall. Below, you can see removed worlds highlighted in red and newly added worlds in green.



[h2]Other Deadman: Annihilation Tweaks[/h2]

Alongside all of the above, we've got a rapidfire list of quick fixes and improvements to make as you head in to week two of Deadman: Annihilation!
  • We've increased the Hitpoints for nearly all Breach NPCs to account for the increase in player numbers in Breaches.
  • We’ve slightly reduced the damage dealt by the Yama boulder across all brackets. In the 3-60 bracket specifically, the boulder’s damage will now max between 20 and 30, while in all other brackets it will max between 30-60.
  • Ancient Warrior equipment can now be bought and sold on the Grand Exchange.
  • Scroll of Redirection can be bought from the Emblem Trader, located the north of the Grand Exchange. This allows you to complete the Desert Medium Diary task, if you wish to.
  • If you have Level 80 Thieving and then pickpocket a Hero in Ardougne, it'll complete the diary task.
  • The descriptions for the Sigil of Nature and Enhanced Harvest have been updated to make clear that they don't work at Tithe Farm.
  • Fixed a visual issue when opening the Trinket of Advanced Weaponry, the weapons should be easier to see.
Permanent Deadman Change
  • Guards no longer spawn in the Unkah area.

We're excited to see you all keep progressing and gearing up and hope to see as many of you as possible kitted-out for the epic Deadman: Annihilation Finale on February 21st!
[hr][/hr]
Sailing Updates


[h2]Gryphon Task Weight Improvements[/h2]

As promised in the Winter Summit blog, we're increasing the task weighting of Gryphons, the Tortugans' deadliest enemy.

You can also purchase an optional task extension for 50 slayer points: "Gryphon and on". This adds a flat +80 kills to the task you're assigned, making Gryphon tasks more impactful once you get them.

Slayer Master
Weighting
Base Amount
Extended Amounts
Chaeldar
Up to 10 from 5 (out of 360)
60-100
140-180
Duradel
7 (out of 327)
100-210
180-290
Nieve
7 (out of 294)
110-170
190-250
Vannaka
Up to 10 from 7 (out of 325)
30-80
110-160


How does this affect Belle's Folly?

Additionally, alongside these changes we've improved the drop rate of Belle's Folly from the Shellbane Gryphon. Players told us that it didn't feel worthwhile to grind for one due to how uncommon it was. We pitched this item as a mid-game reward, comparable to the Zombie Axe, but just a stab version. Following your feedback, it now drops at a rate of 1/256 (previously 1/400).

[h2]Shellbane Gryphon Combat Achievements[/h2]

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

With task weightings now adjusted based on your feedback, you can get cracking on the Shellbane Gryphon Combat Achievements!

The Shellbane Gryphon is a mid-level boss, so its CAs are designed to be challenging while not being overly difficult. We’ve also leaned into tasks that introduce mid-level players to some of the key Slayer fight mechanics. For example, the Featherweight Fighter CA is designed to teach you more about weight mechanics. Additionally, since the Shellbane Gryphon can be fought on a Slayer task, we took into account for all tasks to be achievable within a single task, so you don't have to keep rolling for more.

From pushing kill count limits to testing your endurance, it’s time to take on the challenge and level up your Slayer game!

Shellbane Adept
Kill the Shellbane Gryphon 25 times.
Kill Count
Easy
Dry Cleaning
Kill the Shellbane Gryphon after clearing its corrosive spit from your armour.
Mechanical
Easy
Shellbane Veteran
Kill the Shellbane Gryphon 50 times.
Kill Count
Medium
Perfect Shellbane
Kill the Shellbane Gryphon without taking damage.
Perfection
Medium
Shellbane Speedrunner
Kill the Shellbane Gryphon 10 times within 12:30 minutes of entering the cave.
Speed
Medium
Shellbane Survivor
Kill the Shellbane Gryphon 25 times without leaving the cave.
Stamina
Hard
Featherweight Fighter
Kill the Shellbane Gryphon 5 times without leaving the cave, while wearing gear weighing less than 40kg.
Restriction
Hard


[h2]Facility Bottles Tweaks[/h2]

We're making improvements to our design of Facility Bottles based on your feedback. Here's what's changing:
  • Facility Bottles are now purchasable from Shipwright Seb for 75,000 GP each.
    • This means that you don't have to engage in Shipwreck Salvaging to move your facilities if you would prefer to purchase them outright, however, it comes with a cost.
    • Note that purchasing them via Shipwright Seb will not unlock the collection log entry, as we don't want to encourage 'buyable' collection log items. We're aware there are places in game that allow this, but it's a direction we'd like to steer away from.
  • They're also now more common across their existing salvaging sources so that they're likely to drop more frequently.
  • Additionally, we've added Facility Bottles to the loot table of Opulent Salvage from Merchant Shipwrecks, so that you don't have to engage in only lower-levelled salvaging in order to obtain them.


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

We hope that by making the bottles purchasable and more common from a wider range of salvages, they'll be easier to obtain. Also, reminder that with Facility Bottles, you can move your built-in facilities not only on your boat, but between your boats, too!

Furthermore, we've seen players compare Facility Bottles to moving rooms in a Player Owned House. One has a cost, and the other is free. Why is that?Well, to start with: you have one POH, but you can own up to five boats, and we want you to make the most out of all five slots available. Moving your facilities is also different to changing your rooms in your POH. Not only can you change the location of your facility on your boat, but you can transfer it between your boats, too.It would be really easy for us to remove the cost entirely on Facility Bottles and call it a day, however, we're mindful about the long-term implications this could have. If facilities were incredibly easy to move, we might see you only use one boat and swap their facilities in and out of it in the same way we treat player gear!In making Facility Bottles have a cost, we're hoping to make boat facilities feel like more important milestones in your journey, and reward players who put the time into thinking about dedicated boat builds and ship layouts. We want to see players have dedicated boats for all sorts of things, like Combat, Trawling, and more!We understand that this might feel overly punishing for those of you who might have simply made a mistake early on in their Sailing journey, however, we hope that increasing their drop rate from Salvaging will help with this. Additionally, the increased price of them should mean that you're able to get some decent Alch value from them, too.

[h2]Other Sailing Changes[/h2]

  • Added the new logs from Sailing (which are Camphor, Ironwood and Rosewood logs) to the loot tables of the salvage from the Mercenary and Fremennik shipwrecks.
  • You can now hunt Red Salamanders on Charred Island without any issues.

[hr][/hr]
Getting Around Poll Changes


We kicked things off with the Getting Around Poll changes by releasing Holy Moleys and the Hooded Slayer Helm in a previous game update, which you can find here. You can also check out the poll blog here. We're now picking up from where we left off! Let's take a look at what updates we've got to make getting around Gielinor smoother.

[h2]Recharge Partially Charged Teleport Crystals[/h2]

Ever had that 'only 1 charge left' Teleport Crystal staring you down in the bank? Yep, we know the feeling. But it's no longer the case!

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

Now, you can recharge Teleport Crystals regardless of how many charges they currently have by talking to Eluned. Note that this will still cost the full amount, even though it may not be charging from empty to full. Crystals now recharge up to 3 charges by default, or 5 charges if you’ve completed the Western Provinces Hard Diary.

If you use the right-click option on Eluned, she will recharge seeds and crystals without any further confirmation, prioritising seeds first. So make sure to bring enough GP to recharge crystals as well, otherwise you'll only be able to recharge the seeds.

Teleport Crystals are handy, and we hope these changes make managing them so too!

[h2]Quetzal Whistle Improvements[/h2]

Previously, activating a Quetzal Whistle always used to send you to Renu first, before asking where you actually want to go, adding an extra step every time.

To simplify this, we've made it so that:
  • Using a charged Quetzal Whistle now opens the Quetzal Transport interface immediately.
  • You can select your destination directly, provided it’s unlocked.
  • Added a 'Last Destination' option, teleporting you to the last travelled Quetzal site if there's one, allowing for quick repeat travel.
  • You can toggle whether the whistle sends you straight to the Hunter Guild or opens the destination selection menu, which is on by default.

This change gets rid of the unnecessary back-and-forth, while still keeping the original behaviour available for those who prefer it.
Spirit Tree Level Progression
We've improved the level progression of Spirit tree unlocks to spread them more evenly across the farming skill. Now, progression looks like this:
  • Level 83: 1 Spirit Tree
  • Level 88: 2 Spirit Trees
  • Level 93: 3 Spirit Trees
  • Level 96: 4 Spirit Trees
  • Level 99: Unlimited Spirit Trees


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

Note that temporary boosts, like the Garden Pie, still let you plant Spirit Trees at lower levels. We hope this new system will streamline your progression and make levelling feel a little more rewarding.

[h2]Tradeable Trouble Brewing Rum Teleports[/h2]

We've made it so that the Red and Blue Rum from Trouble Brewing are now tradeable, meaning:
  • You can buy them from other players or via the Grand Exchange.
  • Players who regularly play Trouble Brewing could sell spare Red and Blue rum from the rewards shop of the minigame.

Quest progression still applies! You have to complete the Cabin Fever quest so that the rum will whisk you away.

Overall, this should make it easier to start playing Trouble Brewing without the prep work, or provide a handy route to Mos Le'Harmless, while also giving dedicated minigame enjoyers a way to turn excess rum into a tidy profit.
Fight Pit Minigame Improvements
We’ve made a small update to the TzHaar Fight Pits to help matches reach a clearer conclusion.

As matches progress, additional NPCs will now begin spawning over time, ramping up the pressure on any players still standing. This addresses situations where modern gear and potions made it possible to simply outlast the later stages rather than fight through them.

The escalation now works as follows:
  • 1.5 minutes: Tz-Kih (Bats)
  • 3.5 minutes: Tz-Kek (Blobs)
  • 5.5 minutes: Tok-Xil (Rangers)
  • 7.5 minutes: Ket-Zek (Magers)
  • 9.5 minutes: TzTok-Jad (Jad)
  • 11.5 minutes: TzHaar gas begins dealing continuous damage, with a warning message in chat

NPCs will now roam further around the arena, actively hunting down players and using improved pathfinding to avoid getting stuck. Aggro will also shift between players over time, rather than focusing on one player indefinitely.

The aim here is to ensure that when Fight Pits are played (via organised Discords, clans, or more J-Mod community events), rounds feel more decisive, chaotic, and true to the spirit of the Pit.

[h2]Raid Unique Broadcast Tweaks[/h2]

Last but not least, we're bringing a small improvement to how raid unique drops are broadcast.

Previously, when a raid unique was broadcast, the message also included its Grand Exchange value. That extra bit of context helped put drops into perspective in the moment, whether you were the one getting the loot or watching it pop up in your clan chat.

We've now brought this back, so raid unique broadcasts once again show the item’s GP value alongside the drop.

Additionally, in order to reduce some unnecessary noise, we’ve removed broadcasting duplicate copies of the Thread of Elidinis or Tombs of Amascut gems, which can otherwise clutter chats without adding much value.

That's it for today, but we'll continue from where we left off with the Getting Around Poll changes in the upcoming weeks - stay tuned!
[hr][/hr]
Other Changes


Last week, we added the "Empty Container" button to the Bank Interface, allowing you to quickly empty the contents of containers like Coal Bags, Essence Pouches, Herb Sacks, and more. We also deployed a hotfix that allows the 'Empty Containers' button to empty the contents of containers that are in locked Inventory slots. Regarding this, we had said that we planned to develop a toggle for it, but it seems as though the behaviour that we've got now is what's best for all players. If you've got strong feelings on use-cases for those locked slots not being emptied and would like to see a toggle in the future, please let us know and we'll keep monitoring your feedback.

Many of you requested that this button also work with worn containers. Following your feedback, the 'Empty Containers' button now also empties worn containers, meaning equipped items can be emptied straight into the bank. These worn containers are:
  • Log Basket
  • Fish Sack Barrel
  • Forestry Basket

Moreover, we've fixed an issue where Potion Storage opened slower than usual. It now opens immediately when you click the button in the bank interface.

We've also seen some of you asking why the order of the deposit buttons have changed in the Deposit Box UI. This is to ensure a consistent order for deposit buttons between the Bank and Deposit Box interfaces, making it more straightforward in the long term. However, we’re aware that having the Deposit Worn Items button on the right has caused some players to accidentally deposit their gear into the Deposit Box by mistake and weren't able to retrieve back. To address this, we're exploring a toggle option to let you hide the "Deposit Worn Items" button in the Deposit Box UI. We don't have an ETA for this yet, but it's planned to come in the upcoming weeks.

Some additional changes:
  • Fixed the following models from clipping into the ground:
    • Zuk's lava base is visible once again
    • Sailing skillcape animation
    • The defence animation of dragons when they're moving
    • The death animation of the Fever Spider
    • The trap pit animation of Antelopes
    • The bank note certificate
  • Fixed the terrain clipping on a cliff in Varlamore.
  • The River Dougne bridge's legs no longer stick out. Likewise, a terrain clipping issue by River Dougne was resolved.
  • The entrance of the Waterbirth Island Dungeon now renders and appears correctly.
  • Fixed an issue where some sounds were playing back at a lower quality than intended.
  • Fixed an issue where items could be incorrectly rotated when dropped on certain tiles of the floor.
  • Improved player and NPC height adjustment on sloped terrain.
  • Fixed an issue where some windows seemed detached from the wall.
  • Fixed incorrect camera positions during certain cutscenes.
  • Fixed an issue where destination tile highlights didn't work on boats.
  • Fixed some NPCs animating incorrectly while on boats.

[hr][/hr]
Upcoming Maintenance


With our continued efforts towards improving the core experience of all our games, from next week (Tuesday, February 10th) we are going to be starting an updated maintenance schedule!

While this does mean a little bit more downtime each week and additional breaks for Mod 🐹, it will give our core infrastructure teams a more consistent timeline to continually update our systems and backend tech, rather than our current sporadic approach. So, what can you expect?

At its core, we will be scheduling maintenance for every Tuesday at 9am UTC. During this time, both games will be taken offline for improvements with downtime usually lasting ~20 minutes. While this will normally be the case, there may be some instances that will warrant a longer period of downtime. To help, we will be adding a new part into the Game Status page to show you a list of upcoming maintenance windows and approximate downtime.

We are also looking to slightly alleviate those who are always online around that time, with every few weeks of maintenance happening at the later time of 11am UTC, with no changes in the amount of downtime stated above. Any period of downtime will be accompanied with a 45-minute shutdown timer to give you plenty of notice.

You may wonder, why not just have these periods alongside the regular Game Update? While that approach does have benefits specifically for Old School, this approach means if any issues arise then we can isolate investigating the problem with the maintenance work taking place, rather than trying to first identify whether it comes from game changes or external ones.

The team have already been doing some great maintenance work without it directly affecting both games (which we spoke about in our previous Spudworks blogs), but this is a continued effort to get our infrastructure into a place where the team are able to perform future maintenance without always needing to bring the games offline at all.

To start off, here is the first batch of upcoming maintenance you can expect:

Date
Time
Downtime
Tuesday, February 10th
9am UTC
~20 minutes
Tuesday, February 17th
9am UTC
~20 minutes
Tuesday, February 24th
9am UTC
~20 minutes
Tuesday, March 3rd
11am UTC
~20 minutes


We wanted to thank everyone who took part in our recent opinion poll that helped us gauge how this would affect you. Remember to check the Game Status to keep up to date with all the latest maintenance and upcoming downtime.
[hr][/hr]
Birthday Cakes


To celebrate Old School’s upcoming 13th birthday and RuneScape's 25th, we’re hosting another: Bake a RuneScape-themed birthday cake competition!

Whip up a cake that would make the Lumbridge Cook proud!

Competition opens 10:00 am UTC February 13th and ends 10:00 pm UTC February 22nd.

Once the competition kicks off, share your masterpiece in the dedicated Birthday Cakes channel on the Official OSRS Discord - stay tuned!

We’ll narrow it down to three finalists, and the ultimate winner will be determined by the Twitch chat live on our Birthday Stream on Friday, February 27th.

Prizes for the winner include:
  • 12-month OSRS membership
  • 10 x Old School bonds

Full Terms & Conditions here. Good luck!
[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, Ape, Arcane, Archie, Argo, Ash, Asherz, Ayiza, BigRig, Blighted, Blossom, Boko, Brooksie, Bruno, Chilly, Criminal, Curse, Daizong, Ed, Elena, Enigma, Entropi, Freddie, Frogs, Fuzz, Gecko, Gizmo, Goblin, Grace, Grub, Halo, Harold, Hend, Hornet, Husky, Ivory, Jalo, Jamesy, Jerv, Keyser, Kieren, Kirby, Kurotou, Leebleh, Lenny, Light, Liron, Lykos, Lotus, 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, Yozora & Yume

The Old School Team.

Deadman: Annihilation Drops This Friday!



Get ready for Deadman: Annihilation dropping this Friday! Plus, we've got some feedback changes and tweaks.
[hr][/hr]
Changelog - January 28th


[expand]

Deadman: Annihilation drops this Friday!
  • Deadman: Annihilation will drop this Friday, January the 30th, at 17:00 UTC!
  • Reminder: if you have a permanent Deadman character on world 345, you'll need to reset its progress at Nigel in Lumbridge Graveyard to use that same character for Deadman: Annihilation.
  • Here's a quick breakdown of what you can expect:
    • Earn Deadman Points through just about any activity you can think of: PvM, Skilling, completing Quests, completing Achievement Diaries/Combat Achievements, completing Clue scrolls... Then trade those points for exclusive (tradeable) cosmetics in the main game including the Wilderness POH Kit, a new Home teleport animation, and recolours for the Toxic Staff of the Dead, Bow of Faerdhinen and Crystal Armour!
    • Bank keys are no more! You'll only risk what you've got on you, but there's no use hiding expensive gear in your inventory because your risked wealth will be symbolised by coloured skulls above your character, similar to Bounty Hunter.
    • While killing NPCs, you might stumble across a Deadman's Chest as a rare drop. This chest takes 60 seconds (30 seconds in multi-combat) to open, so you'll need to stand your ground to claim your treasure, but stand to be handsomely rewarded with powerful items - including tweaked versions of the Dogsword and the Thunder Khopesh.
    • Sigils are no longer RNG drops to be bought and sold on the Grand Exchange. Instead, use the Deadman's Skull to pull up a shop UI where you can spend your hard-earned Deadman points to buy whichever Sigils you'd like.
    • Non-combat Sigils no longer require attuning, meaning you can unlock them with points and enjoy their benefits forever, regardless of your setup.
    • The Ruinous Powers are back! Take the forbidden knowledge of the Fallen Empire for a test drive as you put this all-out offense Prayer book to use against other players in fast-paced PvP combat.
    • Combat bracket worlds are making a return with revamped level ranges to keep worlds active while letting you play any build you'd like and always find a fair fight!
    • Breaches are sticking around, with new bosses, adjustments to existing bosses, readjusted loot rarity and more. Find consistent action at set times while you try to earn powerful items, rack up Deadman points, or perhaps just pick off the lucky players getting all of the cool breach drops...
      • Breaches will start at: 2am UTC, 10am UTC, 7pm UTC
      • Remember: if you still have PvP Protection, you can do damage to Breach NPCs at single-combat breaches, but you can't do damage to Breach NPCs at multi-combat breaches.
    • Experience full-on carnage in a revamped multi-combat Finale, which sees competitors split into two factions for a time before the remaining players are left to fight amongst themselves in a free for all.
Move Your Built-in Facilities Around in Your Boat
  • Introducing: Facility Bottles!
    • By using Facility Bottles, you can now store your facilities as an object that goes to your inventory.
    • You can then use the bottled-up facility to build its contents at any other suitable hotspot on board!
    • Facility Bottles can be found in various types of salvage such as Large, Pirate, Mercenary and Fremennik shipwreck salvages.
Bank UI Changes & 'Empty Containers' Button
  • After consulting the community for feedback on the bank interface, we've now tweaked the Bank UI, featuring a new 'Empty Containers' button!
    • Clicking this button will empty any containers from your inventory. Essence pouches, Coal bags, Herb sacks, Meat pouches, Log baskets, Reagent pouches, Fish barrels, Plank sacks, Fur pouches and even Looting bags - all of them emptied in an instant!
  • Opted for diagrams instead of text, unifying the UI by reducing the blend of 'old' text (e.g. Swap/Insert, Note) and 'modern' images (e.g. Search, Placeholders, Deposit Inventory).
  • The 'quantity' buttons have been sized up a little, which should be a nice helping hand for mobile players.
  • To make space, the 'View worn items' button has been shifted to the top right, and we've moved some features to the left-hand side. If toggled on, the Incinerator will appear on the left-hand side, which is also where Potion Storage and the Group Storage (for Group Iron players) are housed. Players who have both Group Storage and Potion Storage available can collapse them using the drop-down arrow shown in the screenshot above, which should help them see a handful of extra Bank Tag Tabs if they have any set up via third-party clients like RuneLite!
  • The unfortunate piece of news here is that we're not yet at a point where we can configure what you deposit via custom toggles, as we mentioned in the poll question, but will revisit this feature if we feel able to confidently deliver this in the future.
  • All of the above UI elements are plugged into the bank tutorial too, which sits at the top left to prevent you from misclicking it quite as much while you're trying to close the bank. If you run into any problems or have any feedback for us then make sure to let us know, even if you're a UIM and aren't really sure what all of this means!
  • Coffins from the Shades of Mort'ton minigame now have a right-click "Empty" option while you're in the banking interface. Note that this coffin is excluded from the "Empty Containers" button we spoke about above, since players tend to want to keep their shade remains in here rather than the bank.
    • Clicking the "Empty" option deposits all Shade remains in the Coffin into your bank, as long as there's enough bank space for them.
    • If there isn't enough bank space for all Shade remains, as many remains as possible will be deposited.
Other Changes
  • Devout Boots can now be dismantled back into Holy Sandals, giving Irons a way to create Holy Moleys without starting the grind over, if they wish to!
  • The Holy Moleys icon is now correctly centered in the Worn Equipment interface.
  • We've made various Wilderness adjustments to combat unscrupulous sorts and give those playing by the rules a fairer experience:
    • Entering the lairs of Callisto, Venenatis and Vet'ion now requires completion of the Medium Wilderness Diary. If you're no longer eligible to complete an existing Slayer task targeting those bosses, speak to a Slayer Master to get a new assignment. This does not reset your streak.
    • Entering the lairs of Artio, Spindel and Calvar'ion now requires completion of the Hard Wilderness Diary, instead of the Medium Wilderness Diary.
    • Irons are now eligible for loot from Undead Pirates even if another player has damaged them, but the loot obtained will be proportional to the damage dealt. This number always rounds down, meaning alchables that drop as a single item won't appear, but things like runes, coins or blighted supplies will still drop.
    • Chests at the Rogues Castle now provide no loot without completion of the Medium Wilderness Diary. The existing behaviour is that the loot scales down for players without this diary completed, but it's still too strong for how easily accessible it is. You'll still receive XP from the chests even if you're not eligible for loot.
  • The floor mural and the tiles at the Gauntlet now render in the correct order.
  • Razmire's Building Supplies Shop is now completely separate for Irons and Mains.
  • Fixed a bug where the Oddskull couldn't be picked up by the opposing team after it's dropped on the ground in Clan Wars.
  • Added Monkey Bars in the Yanille Dungeon which requires Level 57 Agility to the Agility skill guide.
  • The Monkey Bars under Edgeville that require Level 15 Agility now have the correct icon instead of a jump one.
PvP Rota

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

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

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

The PvP Arena is using 'Max/Med' loadouts in Ranked Duels and Tournaments this week.
[/expand]
[hr][/hr]
Deadman: Annihilation, starts January 30th


Deadman: Annihilation is launching this week! Here's a quick reminder of the important times to keep in mind:

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

That's right, it's almost time to dive into an alternate Gielinor, one on the brink of certain annihilation. PvP's enabled almost everywhere, XP and drop rates are boosted, powerful sigils are available to supercharge your progression and combat potency, and there are some fearsome cosmetic rewards up for grabs!

One important thing for you to keep in mind (so important that we'll say it again later): if you have a permanent Deadman character on world 345, you'll need to reset its progress at Nigel in Lumbridge Graveyard to use that same character for Deadman: Annihilation.

We've released a number of blogs going over the specifics at this point, so rather than bombarding you with more reams of text, we'd encourage you to check out the following:
  • Top-level overview blog, detailing the most significant system changes and laying out what makes Deadman: Annihilation different from previous Deadman modes: Click here!
  • Information-dense blog, detailing how many points various activities award, the point costs of unlocks and Sigils, the specific effects of all of the Sigils, and a whole host of small gameplay tweaks: Click here!

If you're not in the mood for reading and would rather hear about Deadman: Annihilation from somebody who's been here for every single Deadman Mode event, then check out this video from PureSpam and editor jonmp4 for a crash course on everything you need to know, with the occasional helpful hint thrown in the mix!

https://youtu.be/bCI8cwUtw0k?si=3zlFTzhoXculgrNF
If you can’t see the video above, click here!

Still not rapidfire enough? Here's a quick breakdown of the most important bits, and why we believe Deadman: Annihilation is our most approachable yet - if you've never participated in a Deadman mode event before, there's no better time than this coming Friday!
  • Earn Deadman Points through just about any activity you can think of: PvM, Skilling, completing Quests, completing Achievement Diaries/Combat Achievements, completing Clue scrolls, you name it! Then trade those points for exclusive (tradeable) cosmetics in the main game including the Wilderness POH Kit, a new Home teleport animation, and recolours for the Toxic Staff of the Dead, Bow of Faerdhinen and Crystal Armour!
  • Bank keys are no more! This time around, you'll only risk what you've got on you, but there's no use hiding expensive gear in your inventory because your risked wealth will be symbolised by coloured skulls above your character, similar to Bounty Hunter.
  • While killing NPCs, you might stumble across a Deadman's Chest as a rare drop. This chest takes 60 seconds (30 seconds in multi-combat) to open, so you'll need to stand your ground to claim your treasure, but stand to be handsomely rewarded with powerful items - including tweaked versions of the Dogsword and the Thunder Khopesh.
  • Sigils are no longer RNG drops to be bought and sold on the Grand Exchange. Instead, use the Deadman's Skull to pull up a shop UI where you can spend your hard-earned Deadman points to buy whichever Sigils you'd like.
  • Non-combat Sigils no longer require attuning, meaning you can unlock them with points and enjoy their benefits forever, regardless of your setup. This means you're free to rock your chosen Combat Sigils at all times and shouldn't ever be massively disadvantaged for a fight.
  • The Ruinous Powers are back! Take the forbidden knowledge of the Fallen Empire for a test drive as you put this all-out offense Prayer book to use against other players in fast-paced PvP combat.
  • Combat bracket worlds are making a return with revamped level ranges to keep worlds active while letting you play any build you'd like and always find a fair fight!
  • Breaches are sticking around, with new bosses, adjustments to existing bosses, readjusted loot rarity and more. Find consistent action at set times while you try to earn powerful items, rack up Deadman points, or perhaps just pick off the lucky players getting all of the cool breach drops...
    • Breaches will start at: 2am UTC, 10am UTC, 7pm UTC
    • Remember: if you still have PvP Protection, you can do damage to Breach NPCs at single-combat breaches, but you can't do damage to Breach NPCs at multi-combat breaches.
  • Experience full-on carnage in a revamped multi-combat Finale, which sees competitors split into two factions for a time before the remaining players are left to fight amongst themselves in a free for all - can your alliances be trusted?

Despite all of that, we do have a few more things to share that we missed in our most recent blog.

First up, you had questions around the specific stat bonuses of the new Ancient Warrior equipment variants, which we said would be less defensive than before but still pack an offensive punch, this approach should result in BiS from more conventional content still being worthwhile!

Vesta's Armour

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

Statius' Armour

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

Morrigan's Armour

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

Zuriel's Armour

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

Next, we saw some questions around how we're handling the transfer to the permanent Deadman world (world 345) this time around:
  • If you have a permanent Deadman character on world 345, you'll need to reset its progress at Nigel in Lumbridge to use that same character for Deadman: Annihilation.
  • At the end of Deadman: Annihilation, your character will be transferred to world 345 so that you can use it in permanent Deadman if you'd like. None of your tradeable items will carry over (with more checks in place to prevent loopholes from last time), nor will any untradeable items that can be converted into tradeable items (e.g. Barrows gloves for coins or God books for pages). Instead, you'll keep all of your Skills progression and be given 12 hours of protection on world 345 which you can use to get yourself geared up without interruption, if you'd like to carry on playing on the permanent Deadman world.

We've also made a change to the Sigil of Deception, following concerns raised by players that people might just AFK pickpocket Elves on a bunch of characters and find themselves swimming in GP, which harms the overall economy of Deadman. Instead, the Sigil of Deception now effectively sets your Thieving level to an invisible 150, so its description reads: "Automatically re-pickpocket an NPC until you can no longer do so. Drastically improves pickpocketing success rates at early levels." Keep in mind that Guards do not take kindly to you pickpocketing in safezones!

One last thing! In Deadman: Annihilation, you can block your Combat stats and (for the first time ever) Hitpoints independently at Nigel in Lumbridge. We're sure this will have some of you cooking up some utterly bananas builds and we can't wait to see them!

With that, you should be up to speed! Get those routes figured out, but stay alert and be ready to improvise at a moment's notice - even the best-laid plans can fall apart in an instant in Deadman mode.

We'll see you at the Breaches!
[hr][/hr]
Move Your Built-in Facilities Around in Your Boat


As your adventures across the seas of Gielinor progressed, so did the facilities in your boats. With more options unlocked over time, the ability to rearrange built-in facilities without losing all the materials you've used to build them has become a need. If you relate to this, we've got good news for you: You can now move built-in facilities to other suitable spots on your boat without removing them. Customise your ship to suit your journey, all while keeping the materials you used to build your Sailing facilities in the first place.

Introducing: Facility Bottles!

By using Facility Bottles, you can now store your facilities as an object which goes to your inventory, don't think too hard about it - it's boat magic.

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

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

You can then use the bottled-up facility to build its contents at any other suitable hotspot on board! Doing so consumes the bottle and does not provide any XP.

Great, but how do we get Facility Bottles? These can be found in various types of salvage such as Large, Pirate, Mercenary and Fremennik shipwreck salvaging - so get those hooks ready!

Note that empty bottles without facilities in them are tradeable, but bottles with facilities in them are untradeable.
[hr][/hr]
Bank UI Changes & 'Empty Containers' Button


In April last year, we asked an innocuous question as part of Poll 84: "Should we add an "Empty Containers" button to banks and deposit boxes, allowing you to quickly empty things like Coal Bags, Essence Pouches, Herb Sacks, and more - with custom toggles to control exactly what gets emptied?"

Naturally you were thrilled about this one and it seemed like a simple addition at the time. It's been 9 months since then and is perhaps evident that this was not, in fact, a simple addition...

Our bank UI has been cramped for some time, meaning just adding an extra button wasn't an option and we needed to move some bits around to make things fit, which has the added benefit of making the UI more intuitive for new players and easier to interact with for mobile players. We've showed off screenshots in the past and had a lot of feedback to take on board, so today we feel confident in launching this tweaked Bank UI, featuring a swanky new 'Empty Containers' button!

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

As you can see, we're not exactly reinventing the wheel here. We've opted for diagrams instead of text which should help new players identify what Swap/Insert actually do, or perhaps learn where bank notes come from without embarrassing themselves at the Grand Exchange, this also unifies the UI by reducing the blend of 'old' text (e.g. Swap/Insert, Note) and 'modern' images (e.g. Search, Placeholders, Deposit Inventory). The 'quantity' buttons remain but have been sized up a little, which should be a nice helping hand for mobile players. You can still search your bank and toggle placeholders as before, but just to the right of those is a brand new 'Empty Containers' button.

Clicking the 'Empty Containers' button will - you guessed it - empty any containers from your inventory. The future is now: Essence pouches, Coal bags, Herb sacks, Meat pouches, Log baskets, Reagent pouches, Fish barrels, Plank sacks, Fur pouches and even Looting bags - all of them emptied in an instant! Note that if you have a container in a 'locked' slot (meaning it isn't deposited when using the 'Deposit Inventory' button) then its contents will not be emptied when using the 'Empty Containers' button.

To make space, the 'View worn items' button has been shifted to the top right, and we've moved some features to the left-hand side. If toggled on, the Incinerator will appear on the left-hand side, which is also where Potion Storage and the Group Storage (for Group Iron players) are housed. Players who have both Group Storage and Potion Storage available can collapse them using the drop-down arrow shown in the screenshot above, which should help them see a handful of extra Bank Tag Tabs if they have any set up via third-party clients like RuneLite!

The unfortunate piece of news here is that we're not yet at a point where we can configure what you deposit via custom toggles, as we mentioned in the poll question, but will revisit this feature if we feel able to confidently deliver this in the future.

All of the above UI elements are plugged into the bank tutorial too, which sits at the top left to prevent you from misclicking it quite as much while you're trying to close the bank. If you run into any problems or have any feedback for us then make sure to let us know, even if you're a UIM and aren't really sure what all of this means!

Finally, Coffins from the Shades of Mort'ton minigame now have a right-click "Empty" option while you're in the banking interface. Note that this coffin is excluded from the "Empty Containers" button we spoke about above, since players tend to want to keep their shade remains in here rather than the bank.
  • Clicking the "Empty" option deposits all Shade remains in the Coffin into your bank, as long as there's enough bank space for them.
  • If there isn't enough bank space for all Shade remains, as many remains as possible will be deposited.

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Other Changes
  • Last week, a community favourite made its way into the game: Holy Moleys. One frustration for Ironman players who’d already upgraded to Devout Boots was needing to regrind Holy Sandals to make them. To address this, Devout Boots can now be dismantled back into Holy Sandals, giving Irons a way to create Holy Moleys without starting the grind over, if they wish to!
  • On that note, the Holy Moleys icon is now correctly centered in the Worn Equipment interface.
  • We've made various Wilderness adjustments to combat unscrupulous sorts and give those playing by the rules a fairer experience:
    • Entering the lairs of Callisto, Venenatis and Vet'ion now requires completion of the Medium Wilderness Diary. If you're no longer eligible to complete an existing Slayer task targeting those bosses, speak to a Slayer Master to get a new assignment. This does not reset your streak.
    • Entering the lairs of Artio, Spindel and Calvar'ion now requires completion of the Hard Wilderness Diary, instead of the Medium Wilderness Diary.
    • Irons are now eligible for loot from Undead Pirates even if another player has damaged them, but the loot obtained will be proportional to the damage dealt. This number always rounds down, meaning alchables that drop as a single item won't appear, but things like runes, coins or blighted supplies will still drop.
    • Chests at the Rogues Castle now provide no loot without completion of the Medium Wilderness Diary. The existing behaviour is that the loot scales down for players without this diary completed, but it's still too strong for how easily accessible it is. You'll still receive XP from the chests even if you're not eligible for loot.
  • The floor mural and the tiles at the Gauntlet now render in the correct order.
  • Razmire's Building Supplies Shop is now completely separate for Irons and Mains.
  • Fixed a bug where the Oddskull couldn't be picked up by the opposing team after it's dropped on the ground in Clan Wars.
  • Added Monkey Bars in the Yanille Dungeon which requires Level 57 Agility to the Agility skill guide.
  • The Monkey Bars under Edgeville that requires Level 15 Agility now have the correct icon instead of a jump one.

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PvP World Rota


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

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

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

The PvP Arena is using 'Max/Med' loadouts in Ranked Duels and Tournaments this week.
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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.

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The Old School Team.

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