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Tombs of Amascut Changes & Beta Tweaks | Weekly Game Update (September 21st)

This week's game update sees us make a handful of tweaks to Tombs of Amascut and the ongoing betas!

Last week, we made some changes to Tombs of Amascut and activated beta worlds for Quest Speedrunning, Poison Dynamite and the Wilderness Boss Rework rewards.

Since then, a bunch of you have gotten in touch with suggestions that we've included in this week's update!
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[h2]Tombs Of Amascut Tweaks[/h2]

After a few weeks of dragging sand through the office, we feel like Tombs of Amascut is in a really great spot!

Our last set of changes included a handful of tweaks to Invocations, with a couple of unintended side effects.

Players using 'Need Less Help' noticed that the number of supplies being offered by mid-raid loot was lower than expected. This was an unintentional error on our end and has been fixed in today’s update.

Keen-eyed players noticed that the Summary screen in the Raid Setup interface wasn't accurately reflecting the Deadly Prayers Invocation. The Summary screen now accurately displays Prayer effectiveness in line with the removal of Silent Prayers and the addition of Deadly Prayers.

The crocodile spawns on the Path of Crondis were a little inconsistent, meaning that even tick-perfect players were occasionally having to make an extra run for water. We've improved the consistency of these spawns so players with a need for speed should find the room a little less frustrating.

The max hit threshold when mining the pillar on the Path of Het has been reduced from 102 Mining to 100 Mining. This should alleviate the need for players to keep track of boost timers and lead to more consistency on this Path.

The 'cascading X' attack during Wardens Phase 2 no longer does damage if a Warden is downed, in line with their other attacks.

Finally, Zebak was having trouble sinking his teeth in to players on certain tiles. The colossal croc is now able to melee players stood on the corners of the rocks in his lair.
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[h2]Quest Speed Running Tweaks[/h2]

We’ve really enjoyed watching you all zoom through our first offering of iconic quest speedruns. You’ve sent in lots of great ideas about how to make the experience even more enjoyable, and so we made a handful of hotfixes for you to get up to speed on:

  • Dropped items such as food or untradeables now follow the player between worlds while Quest Speedrunning.
  • Items dropped by the player during an active speedrun are now correctly deleted when the speedrun is abandoned. We plan to have items dropped by NPCs work the same way by launch.
  • Players are now able to abandon their current speedrun while in the Wilderness and should find themselves teleported back to Lumbridge as expected.
  • Ironman chat icons now display correctly on Quest Speedrunning worlds.
  • Players keybinds and other settings no longer reset when starting a new speedrun.

While not strictly speedrun related, we've also disabled the 'Switch View' button for Achievement Diary journals. Players should now be able to enjoy the fancy new Quest 'scroll' interface without any confusion as to what this button does.
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[h2]Wilderness Boss Rework Tweaks[/h2]

We’ve been carefully watching what you’ve been up to with the proposed rewards for the Wilderness Boss Rework and will be making changes accordingly.

It looks as though the upgraded Revenant weapons slot neatly into their role as 'anti-PK' weapons, helping PvMers fight back a little more vigorously against any would-be PKers.

In the Wilderness Boss Rework Design Blog, we made an amendment following early feedback that we would allow both Thamarron's and the Accursed Sceptre to autocast. We've adjusted these items on the Beta worlds so that players can properly experiment with them as Wilderness Slayer powerhouses.

We also spoke about the Voidwaker and our intent for it to be a best-in-slot non-degradeable Strength training option for 75 Attack builds, while still being outclassed in terms of DPS by staples like the Abyssal Whip. After experimenting, some players still feel the Voidwaker is a little lacklustre when compared to the Abyssal Bludgeon, so we've bumped its Melee Strength bonus from +75 to +80 on the Beta worlds.

It's worth remembering that this is still only a beta and that if players feel any of the rewards could use some further balancing, make sure to let us know!
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[h2]A Mysterious Message...[/h2]

Last week, we shared a post from Postie Pete about a mysterious message he'd received from a hooded stranger.

We've had our most inquisitive J-Mods figuring out what it means and will be sharing what we know later today.

Keep an eye on our social channels for more information...
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[h2]Other Changes[/h2]

Rounding off the week are a few smaller changes, let's take a look:

  • The Corporeal Beast's 'drain' attack will no longer hit players after they leave its lair.
  • A quiet audio cue is now played to adjacent players when a Barronite vein depletes in Camdozaal.
  • The Ancient Godsword's Special Attack effect is now cleared upon teleporting or leaving an instance by any means.
  • The Beta World supply chests now offer Menaphite Remedy potions.
  • The chat message for the Keris Partisan's special combat effect has had its wording adjusted.

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[h2]Merch Store Varrock Pins & Keyrings Part 1[/h2]

Get ready to relive your earliest visits to Misthalin with the first of a two-part pin and keyring set celebrating the iconic city of Varrock!



First up, we have the Limited Edition Grey Stray Dog Pin. It’s about time he got a forever home, isn’t it?

Next, meet the Varrock Starter Pack Mini Pin Set, including the Grand Exchange Icon, a Kitten from Gertrude, Rune Essence, a Cadava Potion, and your very own Digsite Pendant.

No visit to Varrock is complete without a trip to the Blue Moon Inn, and now you can bring the party home with a functioning Blue Moon Bottle Opener Keyring!

Last up, we have the Champion’s Cape Keyring. Let Misthalin’s most prestigious guild watch over your keys!

See the rest of the Angels Scapes Cities of RuneScape range on the Official Merch Store!
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[h2]PvP World Rota[/h2]

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

World 390 (AUS) for LMS Competitive has been activated with this rota.
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You can also discuss this update on our official forums, 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 Arcane, Archie, Argo, Ash, Ayiza, Boko, Brow, Bruno, Chilly, Curse, Daizong, Ditto, Dylan, Ed, Elena, Errol, Fed, Gecko, Goblin, Grub, Halo, Havik, Hornet, Husky, Jalo, Kieren, Kirby, Kurotou, Lenny, Light, Mack, Maylea, Markos, Meat, Moogle, Morty, Nin, Nylu, Regent, Redfield, Roq, Ry, Sarnie, Shaun, Shroom, Sigma, Skylark, Soffan, Sova, Squid, Starry, Steve W, Surma, Tide, Torrance, Veda, Vegard, West & Wolfy

The Old School Team.

Wilderness Boss Rewards and More! | Weekly Game Update (September 14th)

This week we’ve got a bunch of Beta worlds for you to explore, plus tweaks to Tombs of Amascut!

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[h2]Wilderness Boss Rework Rewards and Poison Dynamite Beta[/h2]

This is where you'll start your journey in this Beta!

What can we say, things just keep getting 'Beta' this week!

We've set up a bunch of extra channels within the official Old School Discord to help you leave your feedback, so check them out here!



First up, let’s look at the Beta for the Wilderness Boss Rework rewards and Poison Dynamite - if you're here for the Quest Speedrunning Beta, you'll need to keep scrolling.

As always, participating in a Beta won’t affect your normal saved game profile. The following Beta worlds are highlighted in blue on the World Select screen:

  • World 403 (US East)
  • World 405 (Germany)
  • World 407 (UK)
  • World 410 (US West)

Upon logging into a Beta world, your account is automatically set up with the new Wilderness Boss Rework Weaponry, a handful of Poison Dynamite and a trusty Tinderbox, along with most quests auto-completed. You’ll arrive in Ferox Enclave near the loadout table, which gives you a couple of options:

  • Left-click: Offers a wide selection of standard gear, preset loadouts and stats.
  • Right-click: Lets you customise your stats.
Your Inventory when you log in to a Beta World.

There's also an Altar nearby where you can switch your active Spellbook, along with some handy portals that take you to various locations around Gielinor.

So, time to take some new items for a spin! You can find out more about these updates in their respective newsposts, but let’s have a quick recap:

[h3]Wilderness Boss Rework: Rewards - Click to Expand[/h3]
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Please note these assets are placeholders and are still a WIP.


Accursed Sceptre

The Skull of Vet'ion will be a rare, tradeable drop from – you guessed it – Vet'ion! A player with 85 Crafting can combine the skull with Thammaron's Sceptre to obtain the Accursed Sceptre. If you don't have 85 Crafting, Andros Mai in the Ferox Enclave will combine them for 500,000 GP.

The Accursed Sceptre is a tradeable upgrade to the reworked Thammaron's Sceptre, with a Magic attack of 22 and a max hit that is your Magic level divided by three, minus six. This means that at 99 Magic you'll be hitting up to 27 Magic damage every four ticks/cycles.

The Accursed upgrade also gains a special attack: Condemn. Condemn costs 50% Special Attack energy and gives 50% increased max hit and 50% increased accuracy. On a successful hit, the target's Defense and Magic are reduced by up to 15%.

Defense and Magic reduction from Condemn cannot be lowered beyond 85% of their initial value. For a target with 80 Defence and 80 Magic, Condemn can’t reduce these stats any lower than 68.


Webweaver Bow

The Fangs of Venenatis will be a rare, tradeable drop from – you guessed it again! – Venenatis. A player with 85 Fletching can combine them with Craw's Bow to make a Webweaver Bow. Alternatively, Phabelle Bile in the Ferox Enclave can combine them for 500,000 GP.

The Webweaver Bow is a tradeable upgrade for Craw's Bow. It requires 70 Ranged to wield, has 85 Ranged attack bonus and 65 Ranged strength (compared to Craw's Bow's 75 Ranged attack and 60 Ranged strength) and gains a special attack: Swarm.

Swarm costs 50% Special Attack energy and unleashes four attacks in rapid succession with increased accuracy. Each of these attacks is capped at 40% damage, theoretically maxing out at 160% damage if every attack max hits. On top of this, successful attacks have a chance to inflict poison on hit, starting out at 4 poison damage.


Ursine Chainmace

The Claws of Callisto will be a rare, tradeable drop from... the Deranged Archaeologist! Just kidding, it's Callisto. A player with 85 Smithing can combine them with Viggora's Chainmace to make an Ursine Chainmace. Alternatively, head to the Ferox Enclave where Derse Venator can combine them for 500,000 GP.

The Ursine Chainmace is a tradeable upgrade for Viggora's Chainmace. It requires 70 Attack to wield, has 71 Crush Attack bonus and 74 Melee strength bonus (compared to Viggora's chainmace's 67 Crush Attack bonus and 66 Melee strength bonus) and gains a special attack: Bear Down.

Bear Down costs 50% special attack energy and hits with 100% improved accuracy. If Bear Down hits, it deals 15 damage over 6 seconds and drains 50% run energy over the same time. If a target has 0% run energy, the damage dealt will be doubled.


The Voidwaker

Some kind of a PvP weapon, with Void associations? It rings a bell, but nothing familiar is staring back at us right now...

Each of the three bosses will drop a piece of the separated Voidwaker; the Blade, Hilt and Crystal. As components, these items are tradeable. An NPC beneath the Old Nite will offer to reassemble the Voidwaker for 500,000 coins. The completed Voidwaker is also tradeable, and behaves like any other item on death.

The Voidwaker is a T75 Melee weapon requiring 75 Attack, 75 Strength and 60 Magic.

On top of offering a best-in-slot, non-degradable option for training Strength for any 75 Attack builds, the Voidwaker has a never-before-seen special attack: Disrupt.

Disrupt costs 60% Special Attack energy and deals guaranteed Magic damage between 50-150% of your Melee max hit.

New special attack aside, this item may look a little familiar – it's actually Korasi's Sword with a fresh lick of paint! It should fit a little better within Old School now (and without all those pesky skilling requirements, too).

You can find out more information within the Wilderness Boss Rework Design Blog.
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[h3]Poison Dynamite - Click to Expand[/h3]
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Whoa! Eat veggies much?

Remember us talking about Poison Dynamite during Poll 76? Well, it’s nearly ready, but first we need your help! Log in to a Beta world and give it a whirl for us, would ya?

In case you missed it, Poison Dynamite is a new untradable item that allows you to kill NPCs without gaining XP. This means 10 HP accounts will be able to do various types of activities that they wouldn't otherwise be able to do. Nice!

Poison Dynamite can be created at 50 Firemaking with 1 Dynamite and 3 Nightshade and are lit and deployed like lighting logs, with a tinderbox etc. After 5 cycles the Poison dynamite will explode, rolling off your highest accuracy stat against the target’s appropriate defensive stat (if your ranged stat is highest, roll your ranged level vs the target's ranged defence). This will only hit the target if it is multi combat or if it's a single target and the player is in combat with it.

It will then deal 0-4 damage (depending on your Firemaking level), only hit the target on the coordinate it was deployed on, and have a 25% chance to poison the target if it deals damage (unless they are immune). Only 1 Dynamite may be deployed at any one time and will give you a small amount of Firemaking XP per lit Dynamite. This is to try and replicate the now removed spawn-hitting behaviour.

What do you think? Is Poison Dynamite the explosive shake-up you expected? Let us know!
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[h2]Quest Speedrunning Beta[/h2]

No glitched any% runs allowed here!

Quest Speedrunning arrives at the end of the month – you might even say it’s fast approaching. To make sure everything’s up to scratch, we want you to help us test the system!

But what is Quest Speedrunning? It’s a new game mode where you can play classic quests in Old School at high speed to show off your gaming prowess and quest knowledge: we wrote an explainer blog that you can check out.

For the Beta, we’ve selected a few quests that should be familiar to most players. Even if you’ve never tried speedrunning before, everyone can jump in and give it a go!

Again, participating in the Beta won’t affect your normal saved game profile. The Beta worlds are highlighted in cyan on the World Select screen and are different from the WBR and Poison Dynamite Beta Worlds. They will include the following:

  • World 404 (US East)
  • World 406 (Germany)
  • World 408 (UK)
  • World 411 (US West)
  • World 412 (Australia)

Upon logging on to a Speedrunning world, you’ll be prompted to select the quest you’d like to run. Once you’ve made your choice, the game will automatically adjust your stats to the recommended levels for the quest you’ve chosen, as well as provide all the relevant items. This keeps things fair and ensures that everyone starts in the same place.

A look at the speedrunning setup screen.

There are a few key differences between Speedrunning worlds and normal ones:

  • No tutorial.
  • No trading – all players are considered Iron accounts.
  • No PvP.
  • No access to Castle Wars, the PvP Arena, Fight Pits, Last Man Standing, Rat Pits, Soul Wars, or Trouble Brewing.
  • Teleport cooldowns (such as the Home Teleport) are paused on logout, so players can’t log out and wait 30 minutes to regain their teleport and cheat the system.
  • Shops have a static stock and items are never sold out.
  • Items can still be sold to shops but will be immediately deleted.
  • Items picked up from the floor are player-specific, so multiple speedrunners can obtain the same item without having to worry about competition!
  • Dropped items behave as normal, but they will be deleted once the speedrun ends.
  • Death works as normal.

To discourage chicanery, the following rules apply to players on Speedrunning Worlds who are not on a speedrun:

  • XP gain is disabled.
  • Deaths are safe and any items dropped on death are immediately deleted. If you die while not on a speedrun, you will respawn in Lumbridge with the items you had.

So, let’s take a look at the five quests you’ll be able to test. Please note that during the Beta, trophies will not be unlocked, and any rewards you accrue will not carry over to the main game. This is for testing only!

Quest
Unlocks
Items
Trophy Times (Subject to balancing changes)
Cook's Assistant
10 Agility
100 Coins
Energy Potion
Bronze: 3:30
Silver: 2:45
Gold: 2:15
Platinum: 2:00
Ernest the Chicken
10 Agility
Energy Potion
2 Tuna
Bronze: 6:30
Silver: 5:00
Gold: 4:00
Platinum: 3:30
Demon Slayer
30 Agility
Base 25 combat stats
5,000 Coins
4 Energy Potions
5 Tuna
Bronze: 16:00
Silver: 13:00
Gold: 11:00
Platinum: 10:00
Vampyre Slayer
30 Agility
Base 30 combat stats
8,000 Coins
2 Energy Potions
5 Tuna
Bronze: 7:30
Silver: 6:00
Gold: 5:00
Platinum: 4:30
Dragon Slayer I
34 Smithing
30 Agility
8 Crafting
Base 50 combat stats
32 Quest Points (given via miscellaneous quests)
16,000 Coins
3 Stamina Potions
28 Lobsters (20 in Bank)
Bronze: 44:00
Silver: 38:00
Gold: 34:00
Platinum: 32:00

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[h2]Quest Journal Changes[/h2]

Alongside this week's Beta Bonanza, we've made some improvements to the Quest Journal so you have all the vital information you need at your fingertips. The new-and-improved Journal lists quest series, length, difficulty, and release year - and there's also a handy 'Show on Map' button to help you find your way to the start point.



Let us know what you think of Quest Speedrunning before it launches at the end of this month!

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[h2]Tombs of Amascut Changes[/h2]

We have implemented presets for Tombs of Amascut! Now you can save up to five of your favourite raid loadouts and switch quickly between them. Only the party leader can edit and choose presets. Additionally, new players entering the raid for the first time are now introduced to the Invocation system.

Save your favourite raid set-ups with ease!

The player will have two options when introduced. If the player states that they are experienced, they will have a Normal Mode (Raid Level 150) preset saved as their first preset. Otherwise, the player will have first preset empty and will start with zero Invocations active.

We've also made some changes to a few of the Invocations:

  • Silent Prayers has been replaced with Deadly Prayers, a new Invocation that drains your prayer by 20% of damage taken, rounding down. This is worth 20 Raid Level.
  • Upset Stomach has gone from 10 to 15 Raid Level.
  • Stay Vigilant has gone from 10 to 15 Raid Level.
  • Feeling Special l has gone from 15 to 20 Raid Level.
  • No Help Needed has changed from a 100% loot reduction to 90% loot reduction. The supplies offered cannot be reduced below one.

In other changes:

  • You will no longer get duplicate drops of Keris Partisan Jewels until you have received all three at least once.
  • Elidinis' Ward (or) now correctly boosts Magic Strength by 5% rather than 3%.
  • The Max Cape version of the Ava's Assembler Ornament Kit can now be converted into a Trouver version and can be stored within your Player-Owned House.
  • The Kit itself can also be used directly on the Assembler Max Cape, instead of getting another Vorkath Head.
  • We've made some artistic tweaks to the Max Cape version of the Ava's Assembler Ornament Kit.
  • The Path of Het challenge room now has a Pickaxe Statue near the exit.
  • Fixed an issue causing Akkha's Phantom to change styles way too often when using the 'Stay Vigilant' Invocation.
  • The Arcane Scarab now plays the correct spawn animation during the Kephri encounter.
  • Interfaces can now be opened if a bomb is flying towards you as the Obelisk is defeated during the Warden encounter.
  • Fixed the issue in Phase 3 where the Warden would stop attacking for a brief moment after one of the players died.
  • Fixed a second issue in the Wardens Phase 3 where the lightning would sometimes stop unexpectedly.
  • You can now select the various difficulty levels of Tombs of Amascut as possible activities for a clan event.
  • When Akkha changes attack styles it will now stop the player from attacking, similar to the Nylocas boss in theatre of blood.
  • Fixed an issue where crocodiles were not being cleaned up in the Zebak boss fight.
  • Fixed an issue where players could sometimes walk inside of rubble in Baba's boss fight.

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[h2]Other Changes[/h2]

Here are some smaller changes:

  • Mac users rejoice! You can now access the new Steam Client, through Steam, obviously.
  • The Grand Exchange's trading rate caps for Catalytic Runes have been raised a little. They may be able to increase further if the supply of Runes into the GE can satisfy this increased outflow.
  • The Corrupted Gauntlet's unicorns no longer have a cool but ultimately superfluous triangle floating to the right of their head.
  • An unnecessarily hurtful insult has been removed from the fight against Me in Lunar Diplomacy.
  • Clan members who have temporarily left their clan's chat-channel will not trigger broadcasts to that channel about their loot or similar achievements.
  • A crate near the Lumbridge water mill has been converted back into a fence.
  • You can now cook on the fire at Port Khazard by left-clicking or tapping on it.
  • Getting hit while wearing a Torva Chestpiece now sounds suitably metallic.

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[h2]PvP Rota Changes[/h2]

The PvP rota has moved to Period B:

  • 560 - (UK) - PvP World
  • 579 - (US) - High-Risk PvP World
  • 561 - (Uk) - Free-to-Play PvP World
  • 580 - (US) - LMS Competitive

World 390 (AUS) for LMS Competitive has been 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 this update on our official forums, 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 Arcane, Archie, Argo, Ash, Ayiza, Boko, Brow, Bruno, Chilly, Curse, Daizong, Ditto, Dylan, Ed, Elena, Errol, Fed, Gecko, Goblin, Grub, Halo, Havik, Hornet, Husky, Jalo, Kieren, Kirby, Kurotou, Lenny, Light, Mack, Maylea, Markos, Meat, Moogle, Morty, Nin, Nylu, Regent, Redfield, Roq, Ry, Sarnie, Shaun, Sigma, Skylark, Soffan, Sova, Squid, Starry, Steve W, Surma, Tide, Torrance, Veda, Vegard, West & Wolfy


The Old School Team.

Tombs of Amascut and Other Changes | Weekly Game Update (September 8th)

This week, we have more Tombs of Amascut changes and an update on the Activity Advisor!

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Just to let you know, from this week's update onwards we'll be using a 45-minute in-game timer starting at 10:45 BST. This allows players more time to finish up longer activities (such as a Raid) before game updates.


[h2]Tombs of Amascut Changes[/h2]


You’ve made it clear that the balancing changes we introduced last week missed the mark. We’ve since made a number of hotfixes, the details of which can be found in this newspost. Go check it out if you haven’t already!

In today’s update, we’re following up with more fixes:

Wardens

  • The in-raid timer now ends when the remaining Warden reaches 0HP, instead of after its death animation.
  • Fixed a bug where Monster Examine did not work on the Obelisk.
  • Fixed an issue where players could get stuck in purgatory.
  • Fixed an issue where the Warden could attack during the transition to Phase 3.
Mid-Raid Loot

  • Ambrosia and Adrenaline now come in 2-dose variants again; however, the quantity offered has been decreased.
  • The 'Life' and 'Chaos' options have been rebalanced to be more appealing.
  • Ambrosia now has a rare chance to appear in 'Chaos' again.
Tumeken's Shadow

We want Tumeken's Shadow to feel like a dominant force and a huge upgrade both inside the Raid, and out. On that theme, the following stat boosts will now apply when wielding Tumeken's Shadow in Tombs of Amascut:

  • Accuracy modifier while inside the raid has increased from 3x to 4x.
  • Magic strength modifier while inside the raid has increased from 3x to 4x.
Miscellaneous Changes

  • Fixed pathing issues caused by the rocks added to Zebak’s lair. The rocks next to Zebak will no longer block ranged attacks.
  • The time between waterfall refills on the Path of Crondis has been slightly reduced in all scales.
  • Right-click 'Quick pass' options have been added to various entrances in Tombs of Amascut.
    • Please note that the party leader must still enter first.
  • Although we were unable to reproduce a reported issue where boulders in Baba's fight were turning invisible, we have attempted to fix the problem.
  • Players are no longer able to farm Honey Locusts in Expert Mode.
  • Fixed an issue where Kephri and Baba's defence could not be reduced.
New Ornament Kits



Amascut’s plans have been foiled over a million times now, so we think you daring tomb-raiders deserve a reward! How about some of that fancy new FashionScape you’ve been drooling over?

Three new Ornament Kits have been added to the Tombs of Amascut. You’ll be guaranteed the following items when you complete the Raid with no deaths at or above a certain Raid Level:

Ava's Assembler Ornament Kit



The Ava's Assembler Ornament Kit will be unlocked when you complete the Raid with 350 Raid Level or higher. You’ll notice that it perfectly complements other recent ranged gear…

Ward of Elidinis Ornament Kit



The Ward of Elidinis Ornament Kit will be guaranteed as an unlock when you complete the Raid with 425 Raid Level or higher! The dark red look is sure to make players turn heads when you walk past!

Osmumten's Fang Ornament Kit



If those weren't badass enough, the Osmumten's Fang Ornament Kit will be guaranteed as an unlock when you complete the Raid with 500 Raid Level or higher! You’ll want to handle this one with care… it looks sharp!

Tumeken's Guardian Transmogs

And if that’s not enough, check this out: ambitious raiders will now be able to unlock various transmogs for Tumeken’s Guardian!

There are eight transmogs available in total – the existing two, modelled after the Wardens, two are destroyed versions of the Wardens, and four more which correspond to each boss.

And you get these fantastic beasts guaranteed after meeting certain conditions. These include:

  • Must be at or above level 450 raid level.
  • No deaths can occur in the run from anyone in the team.
  • You must have all the invocations on for the boss you want to get the morph for.
  • After today's changes to path levelling, you must also complete that boss at level four or higher (the exception being the Wardens).
  • You have not already obtained the item used to morph your pet already.

Please note, only one morph can drop per run.

If you can meet the above conditions, you will receive an item in your loot chest to use on the pet!

Best of luck!

Invocation Balancing

As promised, we’re also making some minor changes to Invocations, to ensure they’re balanced. Because we’ve increased the reward space for the raid with this week’s update, it’s especially important that Invocations add the appropriate amount of Raid Level for their actual difficulty.

Here’s what’s changing:

Invocation
Previous Raid Level Modifier
New Raid Level Modifier
Effect
Walk the Path
+45
+50
The invocation effect has been increased by 15 levels.
Pathfinder
+25
+40
The invocation effect has been increased by 15 levels.
Pathmaster
+40
+50
The invocation effect has been increased by 10 levels.
More Overlords
+10
+15
The invocation effect has been increased by 5 levels.
Arterial Spray
+5
+10
The invocation effect has been increased by 5 levels.
On a Diet
+20
+15
The invocation effect has been decreased by 5 levels.
Lively Larvae
+10
+5
The invocation effect has been decreased by 5 levels.
Acceleration
+15
+10
The invocation effect has been decreased by 5 levels.
Overclocked
+15
+10
The invocation effect has been decreased by 5 levels.
Overclocked 2
+15
+10
The invocation effect has been decreased by 5 levels.
Blood Thinners
+10
+5
The invocation effect has been decreased by 5 levels.


These balancing changes are not intended to make Tombs of Amascut unreasonably difficult. We’re proud that this is our most accessible raid yet, and we intend to keep it that way!

That said, small tweaks here and there are critical to preserve the longevity and enjoyability of our content.

The changes above are moderate and should not adversely affect players of general raid accessibility.

As always, we welcome your constructive feedback. Are there any more Invocations you feel should be changed? Let us know! You can submit feedback through all the channels mentioned at the end of this blog.

Further Tombs of Amascut Changes

Invocations

  • The small blood clouds that appear with the ‘Blood Thinners’ Invocation now have slightly higher health.
  • Path leveling now affects mechanics at level 2 and 4, instead of 1 and 2.
  • Altered the amount of stats added from Path Leveling from 10/20/30/40/50/60 to 8/13/18/23/28/33, these modifiers only apply to hitpoints and damage; not defence.
  • Increased the speed at which boulders come out when the Boulder dash invocation is activated.
  • Path leveling now no longer affects the speed at which the Arcane Scarab charges.
Other Changes

  • Players will now be prompted to claim their XP Lamp from Maisa if they haven’t yet done so.
  • HP Orbs during the Wardens fight are now at the correct height.

[hr][/hr]
[h2]Activity Advisor[/h2]





Some of you will have had the chance to test and provide feedback on our new Activity Advisor – and you liked it so much that it’s going live for everyone in this week’s update!

The Activity Advisor is an in-game tool for new and returning players to receive bespoke recommendations for activities they might like to try. It tracks your progress, automatically tallying your skill levels, quest status, recent activity and other essential stats to figure out which new adventures you might be interested in. At the moment, the Activity Advisor only suggests quests, but we’re looking to expand the system to include skills, minigames, and other activities later.

Please note that due to their unique gameplay features, Deadman Mode and (future) Quest Speedrunning Worlds will not have access to the Activity Advisor.

Lastly, if you decide the Activity Advisor is not for you, you can disable it at any time via the Settings menu.

We’re really interested in seeing your feedback on this one, so it’s time for a survey! Click the button below to tell us your thoughts.



[hr][/hr]
[h2]Other Changes[/h2]

  • Mobile: Skills tab tooltips no longer disappear after gaining XP.

[hr][/hr]
[h2]PvP Rota[/h2]

[h2]The PvP rota has moved to Period A:[/h2]

  • 539 - (US) - PvP 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 de-activated with this rota.

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

[hr][/hr]
Discuss this update on our official forums, 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 Arcane, Archie, Argo, Ash, Ayiza, Boko, Brow, Bruno, Chilly, Curse, Daizong, Ditto, Dylan, Ed, Elena, Errol, Fed, Gecko, Goblin, Grub, Halo, Havik, Hornet, Husky, Jalo, Kieren, Kirby, Kurotou, Lenny, Light, Lottie, Mack, Maylea, Markos, Meat, Moogle, Morty, Nin, Nylu, Regent, Redfield, Roq, Ry, Sarnie, Shaun, Sigma, Skylark, Soffan, Sova, Squid, Starry, Steve W, Surma, Tide, Torrance, Veda, Vegard, West & Wolfy

The Old School Team.

Tombs of Amascut: Balancing & Bugfixes | Weekly Game Update (September 1st)

This week is packed with Tombs of Amascut tweaks! Read on to see what’s changed…

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[h2]Tombs of Amascut Balance Changes[/h2]

If you haven’t been living under a pyramid for the last week, you’ll know that our newest raid, Tombs of Amascut, is live and kicking with over one million completions so far!

We’ve been poring over the ancient scrolls (Reddit etc) to uncover your feedback– we’ve addressed a whole bunch of it! Keep reading for all the deets.

Zebak

  • Raised base Hitpoints by ~10%.
  • Increased the base number of jugs by two.
  • Jugs no longer set attack delay, but still respect it – so you should be able to pop a jug and hit Zebak immediately, but might have to wait if you hit Zebak before the jug.
  • Jugs roll two tiles further before stopping.

Overall, we feel like Zebak’s in a pretty good place (balance wise – we won’t comment on his swampy prison). He does, however, have a tendency to die off before he really gets going. We reckon a few extra Hitpoints will make the fight more challenging, without letting it drag on forever.

Although there’s a solution for every jug setup, player positioning can make it tricky to utilise this mechanic. Given how punishing Zebak’s roar is, we’ve made things a bit more consistent with this suite of helpful jug-based changes.

Akkha

  • Orbs spawned during the enrage phase will now only deal full damage to one player.
  • The number of orbs spawned during the enrage phase has been slightly reduced, since many players felt dodging them wasn't really feasible.
  • To compensate, the base damage of the enrage phase orbs has been slightly increased, However the max damage of the orbs is capped at 25 to prevent them from being overly punishing on higher Raid Levels.
  • Akkha will change styles if he hasn't swapped for over 60 seconds. We apologise to any would-be lepidopterists out there!

Akkha’s also pretty much functioning as intended. Our chief concern is that the enrage section of his fight is extremely punishing, especially at higher Raid Level. We hope that the above changes will help players feel like dodging the orbs is worth their time.

Additionally, an incredibly creative, tick-perfect kiting tactic known as ‘the butterfly method’ recently surfaced, allowing super-skilled players to take 0 damage and avoid all of Akkha’s special attacks. The method requires some pretty precise clicks, and we’re definitely impressed by the ingenuity, so we’re not removing it entirely. That said, we don’t want to negate the fight completely (or negate the effects of Invocations), so after a short while Akkha will switch things up a bit.

Ba-Ba

  • Bananas spawned via the Jungle Japes Invocation now occurs on monkey death rather than randomly.
  • Bananas spawned via the Jungle Japes Invocation now deal significantly reduced damage.
  • The damage done by open sarcophagi is no longer dealt in a 3x3 area.

Ba-ba’s looking pretty healthy at the moment – considering the whole skeleton thing – although we have had some feedback regarding the bananas and sarcophagus damage. We hope these changes will make the fight a bit less frustrating!

Wardens

  • Adjusted the damage formula for Phase 2 to benefit less from accuracy and have a lower max ceiling.
  • Reduced core exposure time by 7 cycles.
  • Increased the Wardens’ Hitpoints during Phase 2 for high-scale groups.
  • Slightly reduced the amount of damage dealt to the Warden when successfully clearing the Phase 3 skull mechanic.
  • Slightly increased the base Hitpoints of the Warden during Phase 3.
  • Reduced the base allowed duration for solving the skull mechanic during Phase 3.
  • Slightly reduced the Magic level of the Warden during Phase 3.

We may be a little biased, but we think you’ll agree that visually and conceptually, the Wardens are a fantastic fight. That said, the balance is a little off.

As the final boss of the raid, the Wardens should be challenging and resource-intensive – but during Phase 2, arguably the toughest part, players spend more time attacking the core than fighting the boss.

These changes should ensure that the battle feels a little more back-and-forth for big groups and players with high-end gear, without significantly affecting smaller groups with less flashy gear.

Phase 3's skull mechanic deals enough damage that the surviving Warden is almost instantly pushed into the next skull mechanic. Players spend more time interacting with this mechanic than anything in the rest of the fight, so we’ve gone ahead and tweaked the pacing to keep you all on your toes.

Similarly, most groups have never even seen the fail condition for the skull mechanic – so we’ve tightened up the timing to make sure more of you get the full Wardens experience. Good luck!

Path of Apmeken

  • Reduced the number of monkeys that spawn in each wave.
  • Adjusted the timings of the waves so they overlap more smoothly.
  • By default, players will now receive 100 Potions from the crate rather than 20.
  • Completing the room will now delete the regular Hammer from your Inventory.

Ba-Ba’s troop of baboons are definitely an engaging encounter, but their antics do mean that the Path of Apmeken takes longer than the other paths. These changes should make it a bit more reasonable, and properly reward you for moving fast!

Path of Het

  • Changed the health scaling of Het's Seal for different group sizes.

This change aims to make 1-downs a little more reliable in groups where there may be big differences between the highest and lowest Mining levels.

Mid-raid Loot

  • Ambrosia and Liquid Adrenaline are now 1-dose potions.
  • Liquid Adrenaline now rarely shows up in the Chaos pack.
  • Ambrosia now only shows up in the Life pack.
  • Adjusted the quantity of items provided in the Chaos pack.
  • Increased the amount of Run Energy that Smelling Salts restore.
  • The mid-raid loot interface no longer stops your movement, so you'll be able to withdraw your supplies on the fly!

Ambrosia and Liquid Adrenaline are both items we wanted people to opt in to if they felt needed, at the high price of losing out on other useful items.

When they were both available alongside Smelling Salts in the Chaos pack, players could get everything they wanted without any real decision making. We hope that these changes get players making more meaningful choices, especially at higher skill levels.

General Changes

  • Players can now boost to hit the Prayer level requirement for creating Elidinis' Ward (f).
  • Players can now boost to hit the Crafting level requirement for creating the Divine Rune Pouch.
  • Reduced the number of AoE mechanics that stack with each other – for example, walking into a Kephri bomb on a tile where two players once stood will no longer result in taking double damage.
  • Players using the 'On A Diet' Invocation will be longer be provided with Silk Dressings or Honey Locusts.
  • Monster Examine has been re-enabled within the Tombs of Amascut.

We noticed that grouping up for ToA could be less desirable because on top of the sheer number of obstacles to dodge, you’re also being more harshly punished for running into them. Previously, if two people were caught in the same AoE attack, the damage would stack, which could result in innocent players getting absolutely obliterated if they wandered into the splash zone. Now that’s fixed, players can group up and run headfirst into danger without endangering anyone else.

You’ll also notice that Monster Examine has been re-enabled, as promised. Enjoy!

Drop Rates

  • Slightly reduced the base drop chance for tradeable uniques.
  • Slightly increased the effect that Raid Level has on tradeable unique drop rate.

We’ve been carefully monitoring the drop rates since release and have decided that some small changes are needed to keep rewards in line with the difficulty of the raid.

While Expert is significantly better than Normal Mode if you’re hoping for uniques, Normal is proving a bit easier than expected, and Expert perhaps a little harder. We want players to really feel the value of trying higher Raid Levels – hence the changes.

We’ll be keeping a very close eye on this as further balancing changes come in and metas develop.

Speaking of further changes, next week we’ll be addressing the balance of specific Invocations, Invocation presets, Ornament Kits, and pet transmogs! Stay tuned!

[hr][/hr]
[h2]Tombs of Amascut Bug Fixes[/h2]

As with any major release, some pesky bugs have slipped through our net – and we’re not talking about Kephri!

So, without further ado, here’s what we’ve fixed or changed during the week. Please note that many of these were addressed in the ‘Your Feedback, Our Response’ section of last week’s newspost – this is just here to keep everyone in the loop.

  • Max hits on the Wardens' cores are now only guaranteed with Melee weapons.
  • Thralls and pets will no longer appear on top of the skulls during the final phase of the Wardens' encounter, nor on the jugs in Zebak's encounter, nor on the eggs in Kephri's encounter.
  • Players will no longer find themselves blocked from completing the raid if they die at the same time as the final Warden.
  • Zebak will now properly reset following a wipe, so no more getting swept away on re-entry!
  • Players can no longer safespot Ba-Ba using the fallen rubble in some positions. Ba-Ba wanted us to let you know that she's grateful for the occasional downtime but would much prefer to get back to punching anybody who disturbs her.
  • Players are no longer able to get stuck inside a big rock when fighting Ba-Ba.
  • Fixed a bug where Akkha's orbs occasionally wouldn't spawn for his enrage phase.
  • Kephri no longer regenerates HP during her final phase.
  • Venom pool duration on the Path of Apmeken was reduced from 30 seconds to 20 seconds.
  • Placing two mirrors in the same location on the Path of Het no longer deletes one of the mirrors.
  • Mirrors in the Path of Het can no longer be pushed into walls.
  • Damage dealt to Het's Seal now scales properly with the tier of Pickaxe you're using. Don't forget to store a Pickaxe with the statue if you want to save yourself an Inventory space!
  • Charged Crystal Pickaxes can now be deposited to the Pickaxe storage on the Path of Het.
  • Tumeken's Shadow now only grants passive Magic Attack and Damage bonuses to its in-built spell, not to other spells.
  • Saradomin Brews are no longer disabled by the 'On A Diet' Invocation. Note that Honey Locusts and Silk Dressing are considered food by this Invocation - this is intended.
  • Players using specific RuneLite plugins will no longer turn invisible when using a Blessed Crystal Scarab, even if those plugins are still turned on.
  • Grand Exchange clerks will now display the values of new items added alongside Tombs of Amascut.
  • Pieces of Armadyl Armour now break down into the correct amount of Armadylean Plates for you to fortify your Masori Armour with:
    • Armadyl Helmet gives one plate.
    • Armadyl Chestplate gives four plates.
    • Armadyl Chainskirt gives three plates.
  • The Divine Rune Pouch can now be picked up from the ground. Ultimate Irons who've looted a Thread of Elidinis can carry on using their place of death as a morbid storage option for their upgraded Pouch!

Now that you're all up to date with what changed during last week, let's have a look at what we're doing today:

  • 1-dose variants of Nectar and Tears of Elidinis are now more visually distinct.
  • The Infernal Max Cape no longer has an unusual graphical interaction with Tumeken's Shadow. You can finally return to flexing in style!
  • The Masori Mask no longer has any graphical issues when worn with Tumeken's Shadow or Osmumten's Fang.
  • The MVP board has had some adjustments made so that players see a wider spread of the various titles available.
  • Players can no longer melee Zebak without risking being melee’d back.
  • Zebak's roar can no longer knock players into safespots at the edges of the room.
  • Jugs should no longer roll through rocks in Zebak's fight.
  • Jugs should more reliably explode on contact with a rock.
  • Fixed a bug where the Arcane Scarab was nullifying damage in some instances.
  • Fixed a bug where the Arcane Scarab was teleporting immediately after firing.
  • The exploding scarabs between Kephri's shield phases should now detonate more consistently.
  • Fixed a bug where players could click through the Wardens Phase 1 Obelisk.
  • The 'tile push' during Wardens Phase 3 no longer pushes players into the terrain.

We’re keeping a close eye on balancing for both difficulty and rewards, but rest assured that we won’t be making any knee-jerk reactions. You can look forward to any balancing changes in later weeks.

We've made some early changes that should alleviate some of the world lag people have been experiencing; we don't think this will be enough and will continue working on the recent server issues. However, we do hope to see some improvements with this update.

Alright – who fancies a celebration?

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[h2]Tombs of Amascut World Firsts[/h2]

In last week's newspost, we challenged players to race to complete the first Normal Mode and Expert Mode runs.

In case you missed it on our socials, we'd like to once again congratulate our Tombs of Amascut World First winners!

  • Normal Mode World First (Any Raid Level between 150 and 299) - Group Size: 7
    • Rovint
    • Oblv Yuumi
    • Oblv Poenari
    • 54N Kappa
    • Animeme
    • Hardesnikkel
    • Kanao


  • Expert Mode World First (Any Raid Level above 300) - Group Size: Solo
    • Oblv Jraze


Congratulations to all of the World First runners! Everybody named above will receive 12 months of Membership, so keep a close eye on your in-game inbox to claim your prize!

Everyone else: don’t be disheartened! There are still lots of achievements to go for. We've started to see more than a handful of clears north of 400 Raid Level, who knows where the ceiling might be?!

We can't wait to see just how high players are able to push their Raid Level over the coming weeks!

[hr][/hr]
[h2]Tombs of Amascut Route Races[/h2]

Now that people are starting to get a little more comfortable within the raid, we'd like to challenge you to go faster.

The Tombs of Amascut Route Races is a speedrunning competition for each of the four paths in Normal Mode Tombs of Amascut.

Simply pick one of the four routes, clear the path, defeat the boss at the end and submit a clear video of the whole thing to us – no extra prizes for filming on Unregistered Hypercam 2. The fastest team for each of the four races will receive two months of Membership for everyone in the group!

We’ll say it again: you must have a recorded video of your speedrun for it to be eligible for the competition. To submit your entry, simply fill out this form, including a link to the video.

T&Cs for the competition can be found here. Good luck!

We'd like to take a moment to thank everybody who's gotten stuck into the Tombs of Amascut over the past week.

The team has absolutely loved watching you take on the various bosses, and we really appreciate all the feedback you've given us so far!

If you've not had a chance to try Tombs of Amascut yet, complete Beneath Cursed Sands and give it a go! Entry Mode is very accessible, so get some friends together and get tomb raiding.

[hr][/hr]
[h2]Other Changes[/h2]

Don’t worry, we haven’t forgotten about the rest of the game! Here are the other patch notes from this week:

  • Fixed a bug that allowed players to access total level worlds without meeting the required total level.
  • Fixed a bug that prevented Rune Thrownaxe special attacks working on the door supports on Waterbirth Island.
  • Skill XP tooltips have been adjusted on the C++ client and should now be working as expected on both Desktop and Mobile.

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[h2]PvP Rota[/h2]

The PvP rota has moved to Period B:

  • 560 - (UK) - PvP World
  • 579 - (US) - High-Risk PvP World
  • 561 - (UK) - Free-to-Play PvP World
  • 580 - (US) - LMS Competitive

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

The PvP Arena is now using 'Pure' loadouts in Ranked Tournaments this week.

[hr][/hr]
That about wraps it up for this week!

As always, make sure to get in touch with us using the links at the bottom of the post if you have any thoughts, feedback or further issues to report with Tombs of Amascut.

Thanks for reading and happy raiding!

[hr][/hr]
Discuss this update on our official forums, 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 Arcane, Archie, Argo, Ash, Ayiza, Boko, Brow, Bruno, Curse, Daizong, Ditto, Dylan, Ed, Elena, Errol, Fed, Gecko, Goblin, Grub, Halo, Havik, Hornet, Husky, Jalo, Katies, Kieren, Kirby, Kurotou, Lenny, Light, Lottie, Mack, Matheus, Maylea, Markos, Meat, Morty, Nin, Nylu, Regent, Redfield, Roq, Ry, Sarnie, Sigma, Skylark, Soffan, Sova, Squid, Steve W, Tide, Torrance, Veda, Vegard, West & Wolfy

The Old School Team.

Quest Speedrunning Blog

Ever enjoyed a quest so much that you want to experience it all again? Or hated one so much you reckon you deserve a big shiny trophy for completing it? Then Quest Speedrunning is the update for you!

Zoom your way through Gielinor in our newest official game mode: Quest Speedrunning!

It's time to square up your strategy, turn 'numbers go up' on its head and test how well you really know Old School’s most iconic quests!



[hr][/hr]
[h2]Speedrunning Worlds[/h2]



Quest Speedrunning takes place on members-only worlds with separate save files, so your actions here won’t affect your usual account. Speedrun effectively, and you’ll earn reward points which will transfer across to your main account in the normal game mode.

Upon logging on to a Speedrunning world, you’ll be prompted to select the quest you’d like to run. After you’ve made your choice, the game will automatically adjust your stats to the recommended levels for the quest you’ve chosen, as well as providing all the relevant items. This keeps things fair and ensures that everyone starts in the same place.

There are a few key differences between Speedrunning Worlds and normal ones:

  • No tutorial.
  • No trading – all players are considered Iron accounts.
  • No PvP.
  • No access to Castle Wars, the PvP Arena, Fight Pits, Last Man Standing, Rat Pits, Soul Wars, or Trouble Brewing.
  • Teleport cooldowns (such as the Home Teleport) are paused on logout, so players can’t log out and wait 30 minutes to regain their teleport and cheat the system.
  • Shops have a static stock and items are never sold out.
  • Items can still be sold to shops but will be immediately deleted.
  • Items picked up from the floor are player-specific, so multiple speedrunners can obtain the same item without having to worry about competition!
  • Dropped items behave as normal, but they will be deleted once the speedrun ends.
  • Death works as normal.

In addition, to discourage chicanery, the following rules apply to players on Speedrunning Worlds who are not on a speedrun:

  • XP gain is disabled.
  • Deaths are safe and any items dropped on death are immediately deleted. If you die while not on a speedrun, you will respawn in Lumbridge with the items you had.

While not speedrunning, you’re free to roam the world and watch other speedrunners do their thing. That said, they might not have time for a chat!

[hr][/hr]
[h2]Quest Speedrunning Menu[/h2]



Your journey begins in the Quest Speedrunning Menu, which will pop up when you log in to a Speedrunning World. Here, you’ll be able to see all the key information about your run, including:

  • Current Speedrun Time
  • Personal Best Time
  • Global Best Time
  • Times required for each trophy (see Rewards section)
  • Unlocks
  • Items

Again, once you’ve set up your speedrun your character will be fully reset, and your stats and items will be readjusted to the preset for that quest.

When you’re ready to go, you’ll be conveniently whisked away to the start point of your chosen quest.

You can also open this menu mid-run to cancel your current adventure and start over if things go wrong.

Unlocks

Under this heading you can see all the stats, quests, travel, and other unlocks you’ll get when speedrunning the selected quest. These unlocks are the same for everyone.

Items

This heading shows the items you’ll get when starting your chosen quest. Be aware that the items given are not necessarily the items required – for example, if the quest requires a dagger, you may be given a suitable pickaxe (or the money to buy one) to go mine some ore and smith it into the dagger you need.



[hr][/hr]
[h2]Speedrun Timer[/h2]

The race will begin after you speak to the relevant NPC and begin the quest – after that point, the Speedrun Timer will be ticking!

Logging out will pause the timer but be aware that doing so will add a couple of seconds to your time to prevent logging out becoming a viable strategy.

Your current time is shown on the Speedrunning Menu and the Speedrunning Helper, which appears onscreen throughout the run and displays the time required for the next trophy.

The timer will automatically stop once the quest is complete or when the speedrun is abandoned, which can be done at any time via the Speedrunning Menu.



[hr][/hr]
[h2]Implementation[/h2]

Quest Speedrunning will launch with five iconic quests for you to try. This will limit your ability to obtain Reward Points to a maximum of 1600 points, as four trophies can be earned for each quest – but be assured that more are on the way!

Once we’ve given players the chance to try speedrunning and are satisfied that no major changes are needed, we’ll introduce two additional quests a month for at least five months. That means that the number of Reward Points available will increase by 640 Points per month.

We’re hoping that this schedule will also create a sense of community among speedrunners as they try to figure out the monthly quests. We can’t wait to see what wild and wacky strategies you go for!

After five months, we’ll reassess how frequently new quests should be added, and which ones will make it into the game mode.

We want to make sure that any additional quests we add are suitable for speedrunning. In some cases, we’ll need to remove bottlenecks so that people’s world record attempts aren’t ruined by other people standing in the wrong spot!

For now though, let’s take a look at the five quests you’ll be able to speedrun at launch:

Quest
Unlocks
Items
Trophy Times (Subject to balancing changes after feedback from players)
Cook's Assistant
None
100 Coins
Energy Potion
Bronze: 3:30
Silver: 2:45
Gold: 2:15
Platinum: 2:00
Ernest the Chicken
None
Energy Potion
Bronze: 6:30
Silver: 5:00
Gold: 4:00
Platinum: 3:30
Demon Slayer
20 Agility
Base 20 combat stats
5,000 Coins
4 Energy Potions
5 Tuna
Bronze: 16:00
Silver: 13:00
Gold: 11:00
Platinum: 10:00
Vampyre Slayer
10 Agility
Base 25 combat stats
8,000 Coins
2 Energy Potions
5 Tuna
Bronze: 7:30
Silver: 6:00
Gold: 5:00
Platinum: 4:30
Dragon Slayer I
34 Smithing
30 Agility
8 Crafting
Base 45 combat stats
32 Quest Points (given via miscellaneous quests)
16,000 Coins
3 Stamina Potions
28 Lobsters (20 in Bank)
Bronze: 44:00
Silver: 38:00
Gold: 34:00
Platinum: 32:00


Please note that the times given above are subject to balancing changes following player feedback. We’re especially interested to hear from the speedrunning community, as these are the players most familiar with what we’re trying to achieve – but any and all feedback is very welcome.

Additionally, although the first five quests available are all free-to-play, Quest Speedrunning is a members-only game mode.

In the next five months, we’ll be making the following quests available to speedrun:

Month
Quests coming to Quest Speedrunning
Month 1 after launch
· Prince Ali Rescue
· Beneath Cursed Sands
Month 2 after launch
· A Taste of Hope
· Sins of the Father
Month 3 after launch
· Below Ice Mountain
· Temple of the Eye
Month 4 after launch
· X Marks the Spot
· A Kingdom Divided
Month 5 after launch
· Black Knights' Fortress
· Dragon Slayer II


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[h2]Beta[/h2]

The Quest Speedrunning beta will begin on September 14th, 2022, and last for two weeks. We’ll be using the beta, and corresponding player feedback, to make adjustments and ensure that this game mode hits the right mark.

Keep your eyes peeled for more beta news!

[hr][/hr]
[h2]Rewards [/h2]

Since Quest Speedrunning is ultimately a niche way to play the game, we think the rewards should be as accessible as possible, rather than limited to the small cohort of players who engage regularly with the game mode.

The vast majority of rewards will be purchasable with Reward Points and tradeable on the Grand Exchange. If you have enough gold, you can get all the rewards simply by paying someone else to do the hard work!

The major exception to this rule is that trophies will be untradeable. Earning a trophy should feel like a real achievement, after all.

With only five quests available at launch, Reward Points will be limited for a short time – but don’t panic! As we said above, each month following launch will bring two new quests, and a whopping 640 Reward Points to earn.

Reward Shop and Reward Points



Reward Points

You can earn four different trophies per quest, ranging from Bronze to Platinum! Earning a trophy for the first time will get you Reward Points – the better the trophy, the more Points you’ll get!

  • Bronze: 10 Points
  • Silver: 30 Points
  • Gold: 80 Points
  • Platinum: 200 Points

The total Reward Points available for each quest is 320 Points.

But that’s not all – you’ll also unlock your hard-earned trophies as in-game items! They provide no mechanical buffs, but they will show everyone you meet that you’re a Quest Speedrunning champion.

To unlock the trophies as items, you’ll need to unlock every trophy of that level for all the quests on the Speedrunning list – so to wield the Bronze Trophy, you’ll need to complete all the quests to at least Bronze standard.

You can only earn a given trophy once, but you can always go back and try to earn a higher-level one! Be aware that you can earn multiple trophies in one speedrun, so if you get the Platinum on your first go, you’ll also unlock Gold, Silver, and Bronze.

The Speedrunning Menu will help you keep track of which trophies you’ve already earned, and the Speedrunning Helper will let you know which time you need to beat to earn your next trophy.

Right, before we move on to the other rewards, we’ve got our first poll question!

Poll Question #1: Should untradeable trophies be added to the game as rewards for Quest Speedrunning, as described in the blog? Please note that the exact number of points earned from trophies is still subject to balancing changes.


[hr][/hr]
Reward Shop

Once you’ve got some Reward Points saved up, you can spend them in the Quest Speedrunning Reward Shop, which can be found just outside the Grand Exchange on main game worlds.

Here’s what they have in stock:

Adventurer's Outfit (Tiers 1-3, Tradeable)



The Adventurer’s Outfit has no stats, but it is the new best-in-slot fashionscape for Quest Cape enjoyers! Choose from one of three distinct sets, each including boots, legs, a body and a hood.

Tier 1 costs 200 Reward Points, Tier 2 costs 600 Reward Points, and Tier 3 costs 1800 Reward Points.

Poll Question #2: Should the Adventurer's Outfit (Tiers 1-3) be added to the game as described in the blog?


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Speedy Teleport Scroll (Tradeable)



The Speedy Teleport Scroll changes your Home Teleport animation to make your character run on the spot! It’ll cost you 600 Reward Points, but we reckon the cardio benefits are worth way more than that.

Poll Question #3: Should the Speedy Teleport Scroll be added to the game as described in the blog?


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Giant Stopwatch (Tradeable)



There’s no excuse to be late when you’re carrying the Giant Stopwatch around! This titanic timepiece is held in the weapon slot, and overrides your ready, walk, and run animations. Take it home for a meagre 1,200 Reward Points!

Reward
Cost
Description
Tradeable
Adventurer's Outfit Tier 1
200 Points
An outfit consisting of legs, boots, body and hood. Outfit is themed around the quest cape.
Yes
Adventurer's Outfit Tier 2
600 Points
An upgraded version of Adventurer's Outfit Tier 1. It consists of legs, boots, body and hood. Outfit is themed around the quest cape.
Yes
Adventurer's Outfit Tier 3
1800 Points
An upgraded version of Adventurer's Outfit Tier 2. It consists of legs, boots, body and hood. Outfit is themed around the quest cape.
Yes
Giant Stopwatch
1200 Points
A large stopwatch held in the weapon slot that overrides the players ready, walk and run animations.
Yes
Speedy Teleport Scroll
600 Points
A scroll that can be used to unlock a new speedrunning themed home teleport animation.
Yes


Poll Question #4: Should the Giant Stopwatch cosmetic be added to the game as described in the blog?


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[h2]Feedback and Survey [/h2]

As always, we’ve been paying close attention to your feedback. Here’s what you had to say about Quest Speedrunning:

Community Feedback
Our Response
Quest Speedrunning mostly appeals to niche communities. There isn't a strong desire among the average player base to engage with it.
We think it's important to encourage niche ways to enjoy the game, and we think this update will actually increase the appetite for speedrunning in Old School.
Right now, speedrunning is impractical, especially for late-game content. Players have been unofficially speedrunning quests for some time, but there's no simple way for people to practice and set best times. Having an official game mode will make things easier for the existing community and open up the wonderful world of speedrunning to other players, too!
Quest Speedrunning will also appeal to players outside the community. HCIMs and HCGIMs will get the chance to carry out a practice run (or twelve!) before trying a quest in the main game. Lorehounds will be able to revisit iconic story moments, and regular players will finally be able to replay the quests they spacebarred through back in 2013. The ability to replay quests is an oft-requested feature, and Quest Speedrunning will make it possible.
Lastly, all the rewards from Quest Speedrunning - apart from the Trophies - are tradeable, so everybody can enjoy the benefits of Quest Speedrunning without ever having to participate.
There are already a lot of additional game modes in Old School RuneScape. Do additional game modes drain resources from the main game?
We spoke to some of this feedback in our leadership livestream, so please give that a watch if this is something you're interested in!Although Quest Speedrunning is technically a new game mode, we see it more as a minigame. Game modes typically require players to spend months and months leveling a new account, whereas Quest Speedrunning will let anyone jump in and get started.
In terms of development, it did take some time and effort to get the core system up and running - but it was mostly completed as part of an ideation project during our last Game Jam, and now that the system is in place, it takes minimal effort to add new quests to the roster. It's nowhere near as complex as building Group Ironman, or a new League.
Some players expect speedrunning to give players max stats and gear to see how quickly quests can 'truly' be completed while pushing the game to its limits.
There's no plan to let players have max stats or best-in-slot gear while speedrunning. Instead, we've given each quest a bespoke loadout that encourages players to strategise creatively while providing them with suitable resources.
Some players might want to see more quests added to the Quest Speedrunner! When can we see more?
We've already picked out a selection of quests that we'd like to add over the five months after launch - but the fun doesn't have to end there! Make sure to tell us which quests YOU'D like to see, and we'll take your suggestions into account when adding quests in future.


And if that wasn’t enough feedback for you, feel free to tell us what you think of our latest plans in our latest Quest Speedrunning survey, which you can find here. We’ll make sure to carefully review your feedback and make any necessary changes before the poll goes live.



Assuming all is well, we’ll be launching the Quest Speedrunning beta on September 14th, and it’ll last two weeks. As we said, we’re especially interested in feedback from the speedrunning community, but we’ll take everyone’s thoughts and ideas into account while deciding our next steps.

We’re aiming for a September 28th release date, which is slightly earlier than the October launch we promised in the Gielinor Gazette. Hurrah!

Last but by no means least, we’d like to thank the speedrunning community for all the time they’ve already spent helping us fine-tune this update. We really appreciate it, and hope that this game mode will exceed all your expectations!

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Discuss this update on our official forums, 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.