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Wilderness & Small Changes - Weekly Game Update (November 10th)



This week we've been tinkering with the loot tables for the recent Wilderness & Revenant changes. Getting the loot right is a delicate matter, after all!

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[h2]Small Wilderness & Revenant Changes [/h2]



As promised, we’ve got a few more Wilderness & Revenant changes this week. Keep your eyes peeled for more updates from the Wilderness Changes blog later, but for now, let’s take a look at what’s new!

  • Following your feedback, we’ve tweaked the loot tables of creatures in the Revenant Caves so you can stay (and slay) a bit longer! The tertiary loot table now has a much higher chance of being rolled - depending, of course, on which creatures you’re killing. You’ll also find that the drop chance of Bind and Snare Packs has been reduced, while the drop chance of Blighted Manta and Anglerfish has doubled.
  • We’ve also swapped out some stalagmites in the middle of the Ankou and Black Demon rooms and replaced them with walkable floor tiles.
  • Lastly, from now on players will need to wait three seconds to log out after using a spell at the Fountain of Rune. If an attempt is made during those three seconds, they’ll be presented with this message: “The magic of the Fountain of Rune prevents you from leaving.”

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[h2]Official Merch Store Update[/h2]



Drumroll please… RuneScape: The First 20 Years goes on sale at all good bookstores this week!

If you missed out on pre-ordering the sold-out Deluxe Edition, don’t panic – you can now get your hands on this swanky red standard edition with the same 224 full-colour pages filled with illustrations and interviews.

It was released in the US yesterday and should be hitting shelves across the world from tomorrow. Treat yourself – or add it to your Christmas list!

You can snag your copy from your friendly local bookstore or check out this newspost for page reveals and other juicy details!

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[h2]Other Changes [/h2]



  • The Blast Furnace overheats have been reworked to reduce griefing.
  • There’s now a sound effect and hover-over effect on reordering buttons in the Theatre of Blood interface.
  • Players may now right-click the compass and set their camera to face East, West, and South, alongside the usual North option. These options can be found on desktop, iOS and Android.
  • Players with PvP protection will no longer be eligible to receive the PvP weapons as loot while on Deadman worlds. You can remove your PvP protection by speaking with the Doomsayer.
  • Combat Achievements for killing multiple KBDs or Krakens in an instance were not available on Deadman worlds. These tasks will now be completed automatically for Deadman players the next time they kill the respective bosses outside of an instance.
  • The click-zones on the Agility Pyramid planks have been increased.
  • Shooting Stars now have a chance to land in Darkmeyer, as previously intended.
  • Fixed a bug where mega rare clue rewards were not being broadcasted through the Clan system.
  • Some non-essential messages from Drift Net Fishing and stairs and other passages in the Temple of Marimbo have been removed.
  • Some words in quest dialogue have had their spelling changed to reflect British English conventions.

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[h2]PvP World 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.

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That's everything for this week's game update. We'd love to hear your feedback so please let us know what you think via our official forums, on the 2007Scape Reddit, the Steam forums or the community-led OSRS Discord in the #gameupdate channel.

Mods Arcane, Archie, Argo, Ash, Ayiza, Banjo, Boko, Brow, Bruno, Con, Curse, Daizong, Deagle, Dibber, Ditto, Dylan, Ed, Elena, Ellie, Errol, Fed, Gecko, Grub, Halo, Havik, Hornet, Husky, Jndr, John C, Kandosii, Katies, Kieren, Kirby, KT, Kurotou, Lenny, Light, Lottie, Mack, Matheus, Maylea, Markos, Meat, Morty, Nasty, Nin, Nylu, Oasis, Peppers, Regent, Redfield, Roq, Ry, Sarnie, Sigma, Skylark, Sova, Squid, Steve W, Tide, Veda, Vegard, West, Wolfy & Zuko

The Old School Team

Nex Rewards - Updated



In the recent Rewards Blogs for Nex and Tombs of Amascut, and we revealed the rewards on offer and gave you the chance to try them for yourselves in a special feedback Beta.

The feedback we received was largely positive, although a few changes appear to be required. We’ll be discussing the changes we’re making to the Tombs of Amascut rewards in a separate blog – today, we’re going to focus on Nex!

As always, we refer to the in-game timings as cycles. Each cycle is equal to 0.6 seconds and is also commonly referred to as a 'tick' by the wider community.

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[h2]Powercreep[/h2]

It’s become clear from your feedback that many of you feel it’s time for new items to claim the spotlight. Too many items have remained best-in-slot for ages, and players now expect rewards that will shake up this status quo.

To 'fess' up: we’ve been hesitant to introduce more best-in-slot items, as doing so inevitably creates powercreep. This can result in a number of issues, particularly the devaluation of older content. We want to avoid this at all costs: OSRS thrives because old content is kept as relevant as possible!

Therefore, we’d like to slow the process of powercreep where possible, but we’re aware that we also need to provide powerful incentives to play difficult content. We’ve set a precedent for ‘big ticket’ items, and we want you to feel truly rewarded for taking down the toughest foes!

For this reason, we’re making a number of changes to strike a better balance and better reward you for the risks you’ll take in fighting Nex. Let’s have a look at what’s changing!

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[h2]Rewards[/h2]

[h3]Introducing... Torva Armour! [/h3]



We received some great feedback about the Virtus Armour, but it’s clear that it didn't excite you as much as the prospect of a new best-in-slot melee set.

In light of this, we’ll be swapping the Virtus Armour set from Nex for the highly requested Torva Armour! Torva was a powerful warrior who once directly served Nex. She still holds on to his powerful armour, and may drop it to those lucky enough.

This doesn't mean we have no plans for Virtus in the future, and there are more details on these plans below.







This is a melee armour set, consisting of a Full Helm, Platebody and Platelegs. It offers better offensive and defensive capabilities than Bandos, with slightly worse defensive capabilities and Prayer bonus than Justiciar. Therefore, we think this makes Torva a very appealing offensive armour set upgrade over Bandos, whilst still leaving Justiciar in a solid place for its purpose.

As we mentioned above about power creep, we don't want Bandos armour to devalue as that could make General Graardor less worth doing, and we want it to still have a purpose in the game. We think that a good way to keep it within the ecosystem of the game is to use it as a component to upgrade Torva Armour.

Pieces of the Torva set are going to drop as broken and unequippable, and must be revitalised using components salvaged from the Bandos set. You’ll be able to break down your Bandos pieces in a furnace found within the Ancient Prison and receive tradeable Bandosian Components in return. Combine these with the broken Torva pieces, and you’ll assemble the set!

There are no skilling requirements to break down the Bandos pieces, but you’ll need level 90 Smithing to attach the Bandosian Components to broken Torva pieces.

Here’s how many components you’ll get per armour piece:

  • Chestplate: 3 Components
  • Tassets: 2 Components

And here’s how many Components you’ll need to repair the Torva pieces:

  • Helm: 1 Component
  • Chest: 2 Components
  • Platelegs: 2 Components
The broken Torva, Bandosian Components and repaired Torva are all tradeable. We did consider Bandos Boots providing components, however this takes away from the potential Bandos Chestplate/Tassets item sink, and those are the items we really want to keep a decent value.

As detailed above, since the Virtus Armour got generally good feedback, we aren’t scrapping it completely. We’d still like to introduce it as a reward a little later down the line, and with a few tweaks based on your feedback. You might remember that our original plans were to release Torva later down the line alongside a different update themed around a certain ancient god. With the changes in this blog, we now think Virtus would be a suitable reward for that update instead.

The inevitable question is: why not both sets, right now? Well, other content of the same difficulty level has the same number of rewards, and we don't feel like she needs any more right now. What you get is pretty awesome.

As always, please do share your feedback on this decision – but first, let’s take a look at the other changes we’ve made.


[h3]Zaryte Vambraces[/h3]

Nex is the only survivor of a mysterious race known as nihil. The nihil were deemed a failure by Nex's master, but some of their remains were repurposed to be used as armour by Nex's army.

We’re very happy to see that so many of you are excited about the Zaryte Vambraces!



However, we’ve noticed that the 50 Defence requirements locks certain restricted accounts out of using this awesome equipment, so we thought we’d change that so it's more accessible for ‘zerk builds looking to try the Vambraces out. The Defence stats are close to this threshold already, so it makes sense.

We’ll be lowering the Defence requirement for the Zaryte Vambraces to level 45.


[h3]Zaryte (Cross)Bow[/h3]

Concept Art of the Zaryte Crossbow.


The Zaryte Bow got a lot of great feedback, but we noticed that many of you were hoping for a new crossbow instead - especially following the introduction of the Bow of Faerdhinen. So, we’d like to introduce the Zaryte Crossbow! Like with Zaryte vambraces, Zaryte crossbows were crafted from the remains of long dead nihil, taking full advantage of the magical abilities of this ancient race.

This item is best-in-slot Tier 80 Crossbow, and that’s especially exciting because Nex just happens to be vulnerable to Crossbows!



The Zaryte Crossbow requires 80 Ranged. It comes with a neat passive effect that makes bolt effects 10% stronger – for example, Ruby Bolts would hit 22% of the target’s current HP, instead of 20%, with the cap also being raised by 10%, from 100 to 110. It also has a special attack which guarantees that your bolt effect if you succeed at hitting the target/passing accuracy at the cost of 75% of your energy.

Now, you might be wondering – if there’s a new Crossbow in town, what happens to everyone’s favourite noisemaker, the Armadyl Crossbow? We’ve decided to take a similar approach to the Torva Armour; the Zaryte Crossbow will drop as a broken item that comes from Nex herself, which must then be combined with an Armadyl Crossbow and 250 Nihil Shards to make it usable.

We heard your suggestions that crossbows haven't had enough love lately, introducing this new T80 crossbow should make them a stronger and more appealing option. We look forward to seeing how this will shake things up!


[h3]Ancient Godsword[/h3]



When Nex escaped her icy prison, she found herself in the middle of the battle over the Godsword. Realising the potential of this weapon, Nex arranged for a fifth hilt to be made. However, the four armies joined forces to imprison Nex one more, meaning her hilt never saw use.

It seems that players weren’t quite sure how the Ancient Godsword’s special attack would stack up against the others, especially in PvM situations.

We want the Ancient Godsword to excel in its own way. It’s not our intention to replace the existing Godswords or make this newest one better than the others. For this reason, we focussed on its PvP abilities – but that doesn’t mean we won’t create interesting PvM encounters that might benefit from this type of weapon in the future.

Basically, we’re deciding to keep changes to this item modest. Now that you’ve seen the changes to Nex’s loot table as a whole, we hope you’ll all be more comfortable with the Godsword remaining in its own cosy niche.

However, to give it a little more oomph, we’re increasing the damage and healing on the Ancient Godswords special attack from 20 to 25.



If the special attack hits, it deals a normal hit with 10% extra damage. In addition, an eight-cycle (4.8 seconds) timer starts. If the target doesn’t move more than five tiles away before the timer ends, they’ll be hit for 25 damage, and the attacker will be healed for the same amount.

During the recent Beta, we also noticed that in PvP situations, Praying Mage would completely negate the Ancient Godsword's special attack. This was unintentional, and we would like to clarify that this effect would not be present in the live game if the Ancient Godsword were to pass poll.


[h3]Further Clarifications: Blood Essence[/h3]

Before we go, we’d also like to explain a bit more about Blood Essence, since we previously kept those details pretty sparse. Blood Essence is a semi-rare item dropped by Nex and various other monsters in the Ancient Prison. It is both tradeable and stackable.

A player can activate a Blood Essence to toggle it to its ‘active’ state. If they then craft Blood Runes with the active Blood Essence, they’ll have a 50% chance to create extra runes. Each blood essence has 1000 charges (or can craft 1000 runes per essence).

A player can only have one active Blood Essence at a time. An activated Blood Essence will become untradable.

This is intended to promote skilling moreso and alleviate the complaints about blood rune generations via skilling somewhat, we're aware that shops are still the most efficient way to get blood runes, and hope to introduce stronger ways to craft runes in the future.


[h3]Nihil Shards[/h3]

These have remained unchanged. Nihil Shards are consumables dropped by all foes in the Ancient Prison – including Nex. They can be used to charge the Zaryte Bow, or they can be crushed to make Nihil dust, which is a secondary ingredient in new Ancient Brew potions.

An Ancient Brew is a combination of Nihil dust and a Dwarf Weed potion, and requires 85 Herblore to make, giving 190 Herblore XP. When drunk, this primordial concoction boosts Magic by 5% +2 and restores Prayer by 10% +2 with the ability to boost up to 5% over the player’s base Prayer level. However, it also drains Attack, Strength and Defence by 10% +2, so think before you drink.


[h3]Ecumenical Key Shards[/h3]

For those that missed it you can gather 50 of these for one Ecumenical Key. Please note that you can't convert the Shards to a Key if you already have the cap on Keys.

Remember to keep your eyes peeled for a second rewards feedback blog, focusing on the loot from Tombs of Amascut.

That's everything for this blog. Remember and we'd love to hear your feedback so please do...

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Mods Arcane, Archie, Argo, Ash, Ayiza, Banjo, Boko, Brow, Bruno, Con, Curse, Daizong, Deagle, Dibber, Ditto, Dylan, Ed, Elena, Ellie, Errol, Fed, Gecko, Grub, Halo, Havik, Hornet, Husky, Jndr, John C, Kandosii, Katies, Kieren, Kirby, KT, Kurotou, Lenny, Light, Lottie, Mack, Matheus, Maylea, Markos, Meat, Morty, Nasty, Nin, Nylu, Oasis, Peppers, Regent, Redfield, Roq, Ry, Sarnie, Sigma, Skylark, Sova, Squid, Steve W, Tide, Veda, Vegard, West, Wolfy & Zuko

The Old School Team

Deadman Reborn: Finals Re-Run



It's been a while since we last spoke about Deadman, and for that, we apologise. We've been hard at work putting together a solution that might allow us to re-run the Deadman Reborn finals, which were severely impacted by lag on Friday, September 17th as a result of direct network attacks.

Deadman demands so much from its competitors, and to see all that terrific effort wasted was truly heartbreaking. We are determined to do right by affected players, and today, we're very happy to announce that it's likely we'll be able to re-run the event!

We've begun work on a solution that will improve our mitigation against direct network attacks, which is due to be ready early next year. With this in mind, we'd like to schedule a beta for the Deadman Reborn re-run sometime around January, with the full re-run to follow shortly after.

We'll provide a firm date closer to the completion of the mitigation work - we just wanted to ensure that you're all kept in the loop. It's important we highlight that whilst we're confident in our solution, there is still a chance that unexpected problems will crop up - and of course, they'll need fixing before we can officially re-run the finals.

We appreciate that you've all been waiting patiently for some time already, but we feel it's vital for you to have confidence in our ability to deliver a smooth event, free from issues, before we fully commit to a re-run.


What's the plan?
  • We intend to host a beta of the Deadman Reborn finals re-run in January (exact date TBC).
  • We will only be inviting those who participated in the Deadman Reborn Finals on Friday, September 17th.
  • The goal of the beta is to verify we have the correct savegames for when the Finals took place, so all participants have the exact same gear and levels they worked so hard for ready and waiting for them in the official re-run.
  • We also intend to test some additional bug fixes for some of the more minor issues encountered during the previous Finals.
  • An official re-run will follow the beta. Please note that there may be issues that need fixing between the beta phase and the live event.
  • Each participant will be given membership on their invited account to ensure they're able to participate in both the beta and the official re-run.


We’d like to apologise to all Deadman participants once more, thank all our players for your patience and continued support whilst we've been working to make this re-run a possibility.


The Old School Team

Old School Economy - Future Plans



Whether you're selling your PvM drops, stocking up for your next PKing trip, or simply in the market for skill-boosters, the economy underpins everything in Old School for non-Iron players. It might sound a little dry, but it’s actually pretty interesting to think about how it all works and, we reckon we have some pretty good solutions for keeping it healthy and improving your game experience – including more Bank space! Read on and we’ll explain.

First things first: how does the economy work in Old School?

Well, item prices are dictated by players, and they fluctuate based on the number of coins available in the game. Essentially:

  • If there is more gold coming into the game than there is leaving, then we experience inflation. The value of gold falls, so items cost more to compensate.
  • If the demand for an item goes up, it will rise in price. If the supply of an item is higher than the demand, prices go down.

Being a very financially literate lot, you’ve been asking us to pay close attention to the game's economic health – so we went and hired some actual real world economists to help us! We had a really good series of discussions with them, and today we're going to talk about our findings.

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[h2]Grand Exchange Tax[/h2]

The Grand Exchange is OSRS's auction house and the vast majority of player-to-player trades take place here. It is currently untaxed, but to help remove wealth from the game and slow the rate of inflation, we'd like to explore taxing items that are sold on the Grand Exchange. You know what they say - in Old School nothing is certain... except PKing and taxes.

We’re thinking of adding a tax amount of 2% that would be removed from the final sale value. This means there would be no change to what the buyer pays, as the tax cost is always passed on to the seller.

In the case of selling multiple stacks, the tax would be applied per item sold, rather than the total received.

The Grand Exchange interface would be updated to clearly show how much tax the seller would have to pay if their sale is successful – so don’t worry about hidden costs!

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[h2]Item Sink[/h2]

While the introduction of a Grand Exchange sales tax helps reduce the amount of gold in-game, it doesn't reduce the number of items available.

Old School RuneScape generates many of its most prestigious items via loot from bosses or raiding dungeons. The rate of these items entering the game depends on the number of people playing that content. Many encounters within Old School are instanced, meaning that the number of players is unlimited (it's not even capped by the number of game worlds available). This can lead to more items coming into the game via drops than there are actual players to use them!

Old School has almost no mechanisms whereby such items may be removed from the game. Some items have very specific situations that delete them, such as the Abyssal Tentacle, which consumes whips. But this only sinks very specific items, so it’s not a scalable solution.

We can use items as payment for in-game fees. For example, Death's Coffer allows players to sacrifice any tradeable item worth more than 10,000 coins, adding their value plus 5% into a coffer that can pay down certain in-game fees. This can work for any item in theory, but in practice, the fees in the game are so low that players need never sacrifice any high-end items like this.

With the introduction of a Grand Exchange tax, there is a huge opportunity to introduce effective and scalable item sinks. How will we achieve that? Well, we could use the tax collected from Grand Exchange sales to purchase items from other players with the simple intention of deleting said items once the purchase is complete.

Essentially, rather than just deleting the coins that are taxed, we can 'spend' them on buying items off players – and then delete those items. This doesn't need to be the case for every item in the game, of course – we’d have the flexibility to pick and choose.

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[h2]How does it work?[/h2]

When a taxed trade takes place through the Grand Exchange, we'd allocate an amount of wealth from those taxes to a virtual coffer. This coffer would be used to fund the purchase of specific items that's chosen by us and based on the estimated quantity of the item entering the game per day and the amount we'd like it reduced.

This is what would happen when a player creates a Sell offer for an applicable item:

  • If the virtual coffer's funds are below a specified item's value, we do not interfere because we can't afford to buy the item. The player's Sell offer is created normally on the Grand Exchange.
  • If we've already removed the required amount of items for the day, we do not interfere because we don't want to create supply issues. Again, the player's Sell offer is created normally on the Grand Exchange.
  • If the virtual coffer has enough funds, and the number of items removed for the day hasn't yet hit the limit, then instead of creating a Sell offer, we delete the item, and immediately pay the player a number of coins (minus the Grand Exchange's tax).

Here's what we’re thinking of adding to the Grand Exchange tax item sink:

  • Spectral and Arcane Shields
  • Nightmare Staff and Orbs
  • Twisted Bow, Elder Maul, Kodai Insignia, Dinh's Bulwark, Prayer Reward Scrolls
  • God Swords, Armadyl Armour, Bandos Armour, Saradomin Sword, Zamorakian Spear
  • Abyssal Bludgeon
  • Kraken Tentacle, Trident
  • Dark Bow
  • Smoke Battlestaff, Occult Necklace
  • Toxic Blowpipe

Note: this list is not final and is subject to change. Are there any other items you think we should add? Let us know via one of the feedback links at the bottom of this post!

Now you've seen the detail, it's important we highlight our intentions with these changes before moving on. The economy plays a crucial role in Old School and ensuring it remains healthy is integral to the future health of the game. As such, we do not intend to poll the introduction of Grand Exchange Tax or the Item Sink inclusion, as we consider these changes a matter of integrity. However, as always, we'd love to hear your feedback on how the two systems might be improved!

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[h2]Additional Bank Space[/h2]

We're always asked about increasing the size of the Bank. In the past, we've been held back by technical constraints, but we have good news - following some game engine changes, we've been carrying out tests and we can now increase it. By a lot... Huzzah!

The current bank size is 800 for P2P and 400 for F2P. However, eight extra spaces are given for having a bank PIN and a further eight for enabling an Authenticator. So technically the maximum Bank size is actually 816. However, with this potential update, the maximum size could be increased to 1,200. That’s a big leap!

You would be able to go to any Banker and pay them for additional Bank space. Bankers will sell Bank space in blocks of 40, with each block costing more than the last. You'll of course be able to buy multiple blocks of space in one go if you’re feeling flush.

Buying Bank space would be a non-refundable and permanent unlock.

Let’s look at the cost of each Bank space block:

Block
F2P Bank Space
P2P Bank Space
Cost (Coins)
1
440
840
1,000,000
2
480
880
2,000,000
3
520
920
5,000,000
4
560
960
10,000,000
5
600
1000
20,000,000
6
640
1040
50,000,000
7
680
1080
100,000,000
8
720
1120
200,000,000
9
760
1160
500,000,000
Total
888,000,000


With all of the above, there are still 40 Bank spaces left over. As before, these extra spaces will be given for having a Bank PIN and an Authenticator. However, it’s not just eight spaces for each – now it will be 20. Much space! Very roomy!

Poll Question #1:

Should it be possible to purchase additional bank space at the cost of Coins as described in the Economy blog? It would be possible to purchase up to a total of 400 additional bank spaces. If this question passes, we'll also increase the amount of bank space given for having a Bank PIN and an Authenticator from 8 to 20 each respectively. With all bank slots purchased, the maximum storage space available would increase from 816 to 1,200.


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[h2]Literal Gold Sink[/h2]

Yeah, so the gold sink is quite literally… a Golden Sink.

We know how much you love to show off your wealth. What better way to showcase how deep your pockets run than by adding a sink made of gold into your Player Owned House?!

Mounted coins
100.1m
Crystal throne
14.7m
Demonic Throne
24.5m
Most gilded furniture
~200k
Marble furniture
~400k


Poll Question #2:

Should it be possible to create a Golden Sink that is mountable in your Player Owned House? The Golden Sink would require 47 Construction to create and costs 10 Condensed gold, 5 Gold leaf and 5 Mahogany planks to mount. If this question passes, Condensed gold would be added to the Keldagrim stonemason shop, costing 10,000,000 coins each.


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Thanks for reading – we hope you find it interesting, and we think this is going to make a big difference to the economy of Old School RuneScape. Let us know what you think!

Mods Arcane, Archie, Argo, Ash, Ayiza, Banjo, Boko, Brow, Bruno, Con, Curse, Daizong, Deagle, Dibber, Ditto, Dylan, Ed, Elena, Ellie, Errol, Fed, Gecko, Grub, Halo, Havik, Hornet, Husky, Jndr, John C, Kandosii, Katies, Kieren, Kirby, KT, Kurotou, Lenny, Light, Lottie, Mack, Matheus, Maylea, Markos, Meat, Morty, Nasty, Nin, Nylu, Oasis, Peppers, Regent, Redfield, Roq, Ry, Sarnie, Sigma, Skylark, Sova, Squid, Steve W, Tide, Veda, Vegard, West, Wolfy & Zuko

The Old School Team

Android Beta Signup & Small QoL Changes - Weekly Game Update (November 3rd)



This week, we bring you the Mobile Beta Signups, an update on the Duel Arena and some smaller QoL changes.

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[h2]Android Beta Signup[/h2]



Whether you're a casual couch gamer or a full-time hardcore player, we want to make sure your mobile experience is the best it can be - so it’s time for Old School on Mobile to get an upgrade!

With last year's Steam Client release, we've been able to implement features that take Old School to new heights, with three drops of new and exciting features that enhance gameplay. We'd like to push these to the mobile platform.

This means between November 24th and December 8th you’ll be able to get your hands on awesome features like:
  • Buff Bars
  • Fishing Spot Indicators
  • HUD Improvements (NPC Information & Combat Styles)
  • Agility & Slayer Helpers
  • Chambers of Xeric Helper
  • Woodcutting & Ore Respawn Timers
  • Increased Draw Distance
  • Navigation Tile Indicators
  • Chat Improvements
  • And more!

In order to participate in the Android Beta you’ll need to fill out the Android Beta Form and supply the following details:
  • Google ID
  • RSN
  • Discord ID (NAME#0000)
  • Your main device and any other devices you play Old School on
  • The platform you play Old School on the most
  • The main activities you complete whilst playing on Mobile

Successful applicants will only be contacted through their account mailbox. Please be aware of potential mobile phishing scams.

Once the Beta has been made live, any further communication will be made through the official Old School RuneScape Discord in exclusive channels (#AndroidBetaAnnouncements, #AndroidBetaBugs, #AndroidBetaFeedback & #AndroidBetaGeneral).

So what are you waiting for? Register your interest today!

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[h2]Duel Arena Update[/h2]



As we said in our previous blog, we're looking to phase out the Duel Arena completely. In 2022, we plan to replace it with more engaging and enjoyable content in an effort to address the RWT and toxic behaviour that surrounds the arena.

While we're not quite ready to share our plans just yet, we can confirm that the limit to stake values we discussed in the blog will be implemented on November 17th. After this date, it will not be possible to stake values of more than 10million GP per duel.

This change will occur in both RuneScape and Old School RuneScape. Because the games have different update schedules, RuneScape will implement their own staking cap a little earlier, on November 8th.

We're also adding two new presets based on settings players commonly use for 'whip duels' and 'boxing duels' - this should make it easier to see whether you have the options you expected, and make scamming more difficult. These are just presets of the players' existing settings and do not specifically enforce the use of a whip in a preset 'whip duel'.

Thank you for your patience in this matter while we continue to look for more ways to maintain the integrity of the game.

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[h2]Other Changes[/h2]
  • The Amulet of Avarice now gives +20% Accuracy and Damage versus Revenants.
  • On Deadman Worlds, players unnoting noted items by using them on a Bank Booth will now experience a short delay before they can eat food or drink potions, matching the delay triggered when closing the Bank screen.
  • Thanks to the timely intervention of a pair of terrifying ghosts (and their very capable assistant, Death), the Edgeville Monastery has been saved, and the monks have stopped protesting outside Varrock Palace.
  • The Global Best Times for Floors 1 and 4 of the Hallowed Sepulchre have been reset, as they were only accomplished via bug abuse. The bug in question has been fixed.
  • A “Yes, and don’t ask again” option has been added to item reclaim chests when coins are used to unlock them at bosses like The Nightmare and Vorkath.
  • Barlak now explicitly warns players if they’ll miss out on his XP due to having low stats.
  • The Tackle Box can now be taken into areas with restrictions such as Glarial’s Tomb, provided that its contents also pass the restrictions.
  • The Seed Vault’s capacity has been increased.
  • The Basilisk Jaw now has a buy rate limit for Grand Exchange purchases, to discourage players from monopolising them.
  • The permanently empty Amethyst vein in the Mining Guild has been replaced with a blank wall.

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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
  • 390 - (AUS) - LMS Competitive - world becomes active with this rota.

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That's everything for this week's game update. We'd love to hear your feedback so please let us know what you think via our official forums, on the 2007Scape Reddit, the Steam forums or the community-led OSRS Discord in the #gameupdate channel.

Mods Arcane, Archie, Argo, Ash, Ayiza, Banjo, Boko, Brow, Bruno, Con, Curse, Daizong, Deagle, Dibber, Ditto, Dylan, Ed, Elena, Ellie, Errol, Fed, Gecko, Grub, Halo, Havik, Hornet, Husky, Jndr, John C, Kandosii, Katies, Kieren, Kirby, KT, Kurotou, Lenny, Light, Lottie, Mack, Matheus, Maylea, Markos, Meat, Morty, Nasty, Nin, Nylu, Oasis, Peppers, Regent, Redfield, Roq, Ry, Sarnie, Sigma, Skylark, Sova, Squid, Steve W, Tide, Veda, Vegard, West, Wolfy & Zuko

The Old School Team