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Slayer Improvements - Poll 75 (Weekly Game Update - July 14th)



[h2]Issues and Hotfixes (July 14th)[/h2]

[expand]
Issue Raised
Current Progress
11:40 BST We are receiving reports of the Alchemical Hydra dissappearing during combat.
13:45 BST [FIXED] These issues have now been resolved and the intended changes that came with this week's update have now been reimplemented. We will continue to monitor the situation and share any further updates. Thank you for your patience.
15:00 BST We didn't include Dawn's stuns with Poll 75's Grotesque Guardian changes.
15:00 BST We apologize for this, it wasn't included in the update but after reviewing feedback it should have been. We'll look to include this as soon as possible.
16:00 BST The final phase of the Alchemical Hydra is not correctly swapping attack styles.
16:00 BST We have deployed a hotfix to correct this. It should be working as intended.

[/expand]
[hr][/hr]

Slayers rejoice, because your Poll 75 changes are here – store your tasks, rock out in a fancy helmet and more! We’ve also updated some of our Terms & Conditions, so please read on for everything you need to know.

[hr][/hr]
[h2]Poll 75 - Slayer Drop[/h2]

The Slayer Helmets have had a facelift! The following helms now look different from their boss counterparts:



  • Black Slayer Helm (King Black Dragon)
  • Green Slayer Helm (Kalphite Queen)
  • Red Slayer Helm (Abyssal Demon)
  • Purple Slayer Helm (Skotizo)
  • Turquoise Slayer Helm (Vorkath)

Not feeling your to-do list? You can now store Slayer tasks for later - unlock this option for 1,000 Slayer Points within the Slayer Store! Only one task can be stored at a time, and it will cost you 50 points, but unstoring a task is completely free – just chat with a Slayer Master. Note that you cannot store Wilderness tasks.



  • There is now a Dust Devil task-only area within the Kharidian Desert Smoke Well.
  • Players can now choose to kill between 3–35 Zulrah bosses for the associated Slayer Task.
  • We’ve added a right-click option to board the Zulrah boat.
  • More Bloodvelds have been added to the God Wars Dungeon, allowing players to complete associated tasks without waiting for respawns.
  • The Alchemical Hydra has gained a new animation that signals when its attack style is changing.
  • Token Slayer XP is now given to players who kill Sire Respirator when fighting the Abyssal Sire. You get 50 Slayer XP for each Sire Respirator killed, with a maximum of four during one encounter.
  • The Kraken can now be awoken using Fishing Explosives. Rise and shine, buddy…
  • A shortcut has been added to the Asgarnian Ice Dungeon, taking you from the area the Hobgoblins inhabited to the Skeletal Wyverns. It requires 72 Agility to use.
  • Grotesque Guardian Energy spheres no longer deal damage when a player absorbs them.
  • In phase two of the Grotesque Guardians fight, you’ll now see an indicator where rocks will land. Heads up!

[hr][/hr]
[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

[hr][/hr]
[h2]Changes To Terms[/h2]

We wanted to let you know about some updates to our End User License Agreement (EULA), Terms & Conditions, and Privacy Policy which are now live as of July 14th 2021. We want to make sure the changes are easy to spot so here's a short summary of the changes:

  • EULA:
    • We're future-proofing our EULA to cover the release of Space Punks, and any other games we might publish in the future.
  • Terms & Conditions:
    • Along the same theme as above, there's now fewer direct references to RuneScape or Old School, and more talk of Jagex Products.
    • Section 5: New content on Anti Cheat Technologies and added detail on Chat Monitors
    • Section 6: Recognition that games can be played via third-party platforms (such as Steam and other gaming platforms) and enhanced restrictions on the use of accounts
    • Section 7: Added further restrictions on the use of virtual currency
    • Section 10: New provisions for 'Must Nots' under our Content Standards Policy
    • Section 13: Reworked the 'Bonds' section
    • Section 15: Added a new section on third-party software
  • Privacy Policy:
    • This has been updated to reflect the new Brazilian privacy law (the 'LGPD'), and has an updated address for our Data Protection Officer.
PLEASE NOTE: The above information is provided as a quick guide only. Make sure you read the full EULA here, the full Jagex Terms & Conditions here and the full Privacy Policy here.

[hr][/hr]
[h2]Other News[/h2]

  • Clan level-up notifications are no longer broadcast for levels below 50.
  • Some errant trees on Tutorial Island no longer render under the coastline.
  • The Ornate Dragon Square Shield has been given a stat buff to match the plain version.
  • Castle Wars Medium Helms have been given a stat buff to match standard Medium Helms.
  • A minigame minimap icon has been added to the Tithe farm in Hosidius.
  • The animation for scattering demonic ashes is no longer disruptive to walking.

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, or the community-led OSRS Discord in the #gameupdate channel.

[hr][/hr]
Mods Acorn, Arcane, Archie, Argo, Ash, Ayiza, Banjo, Boko, Bonsai, Brow, Bruno, Curse, Daizong, Deagle, Dibber, Ditto, Dylan, Ed, Elena, Errol, Fed, Flippy, Gecko, Grub, Halo, Husky, Jarv, Jndr, John C, Kandosii, Katies, Kieren, Kirby, Lenny, Light, Lottie, Mack, Maylea, MikeD, Morty, Nasty, Nin, Oasis, Roq, Ry, Sarnie, Skylark, Squid, Steve W, Sween, Tide, Vegard, West, Wolfy & Zuko


The Old School Team

Small Changes & Tweaks - Weekly Update (07/07/21)



[h2]Hotfixes and Changes - July 7th[/h2]

[expand]
Issue Raised
Current Progress
11:50 BST We've received reports of some issues with Phosani's Nightmare:
  • Phosani's does not appear to wake up after first kill.
  • Thralls do not appear to attack anything inside Phosani's Nightmare.
  • No Sleepwalkers during final Phosani phase.
13:25 BST [FIXED] These issued have been resolved with the recent reboot.

[/expand]



We’re keeping it short and sweet this week with a cosy wee update packed of small changes to improve your day-to-day Gielinorian globe-trotting. But before we get into those tantalising tweaks, let’s take a look at what's on the way for the rest of July…

[hr][/hr]
[h2]What's New [/h2]

Ok, let’s get into this week’s update.



[h3]Phosani's Nightmare[/h3]

  • Personal Best now uses the precise timing setting properly.
  • Rifts will no longer spawn under Spores.
  • Phosani's loot drops will disappear after three hours as normal, rather than vanishing after two minutes.
  • The HP Bar should display correctly within both The Nightmare and Phosani's Nightmare.

We've also implemented various hotfixes since the launch last week. You can find the full list of fixes at the top of last week's newspost.


[h3]Equipment Rebalance[/h3]

  • On the Set Bonus window, the Crystal Armour will now display the effect of each individual piece equipped, instead of requiring the full set to show you that much-needed info.
  • The Recipe Log for the Singing Bowl has been updated to include the Enhanced Crystal Weapon Seeds.


[h3]PvP World Rota [/h3]

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


[h3]Extras[/h3]

  • Updated the following NPC's to preserve your attacks between type changes:
    • All Tekton Forms
    • All Maiden of Sugadinti Forms
    • All Chambers of Xeric Crystal Crab Forms
    • Wyrms (Including superior)
    • Vet'ion
    • Vespula
  • Slightly altered the healing values for Corporeal Beast to disincentivise purely special attacking the boss down, but still open up the method of killing the boss legitimately.
  • Many weapons have had their positions fixed on female characters so that they appear to be held correctly when equipped. En garde! Etc...
  • Workbenches in the Elemental Workshop have been updated to include left-click options. The bookcase at the quest start location has also been updated to give both items at once.
  • The Player Owned House farming tools in the workshop have been 'rebalanced' and now appear to respect the laws of gravity.
  • Hespori immunity now ends as soon as the last healer plant dies.
  • XP drops no longer overlap the Theatre of Blood Party Formation interface.
  • We’ve fixed the Fishing Trawler interface dodger.
  • The Ape Atoll glider button has been upgraded.
  • It's now a bit clearer visually whether bird nests are empty or contain seeds.
  • Some incorrect numbers have been adjusted in Imerominia's dialogue about the history of Kourend.
  • A grammatical error has been fixed in the description of some Kourend scenery.
  • A spelling error has been corrected in the menagerie of Player Owned Houses.
  • The coloured crystals of the Elf clans now restock faster in the shop, now that they have more uses.


[hr][/hr]
[h2]Upcoming Content [/h2]



July 14th: We're bringing you a bunch of Slayer-related changes that passed in Poll 75, including improvements to Zulrah, Hydra, Grotesque Guardians and more!

July 21st: It's time for the long-awaited Combat Achievements update! Step up to the plate as you face off against some of the toughest foes across Gielinor. Plus, we'll be making some changes to The Gauntlet.

July 28th: The Night At The Theatre quest's rework arrives with the final update of the month. This change will bring a more thematic approach to the quest, and you give you some deeper backstory around the Theatre and some of its mysterious participants.


[h3]Summer Summit[/h3]

With the pandemic scuppering recent RuneFast plans, we’ve committed to offering more regular insights into upcoming content right here. You may remember us mentioning the upcoming Summer Summit – a collection of announcements and information regarding upcoming content? Even though we're not ready to give the exact date yet, it will be coming this month, so make sure to keep an eye on our livestreams and socials for updates.


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, or the community-led OSRS Discord in the #gameupdate channel.

[hr][/hr]
Mods Acorn, Arcane, Archie, Argo, Ash, Ayiza, Banjo, Boko, Bonsai, Brow, Bruno, Curse, Daizong, Deagle, Dibber, Ditto, Dylan, Ed, Elena, Errol, Fed, Flippy, Gecko, Grub, Halo, Husky, Jerv, Jndr, John C, Kandosii, Katies, Kieren, Kirby, Lenny, Light, Lottie, Mack, Maylea, MikeD, Morty, Nasty, Nin, Oasis, Roq, Ry, Sarnie, Skylark, Squid, Steve W, Sween, Tide, Vegard, West, Wolfy & Zuko

The Old School Team

Phosani's Nightmare



[h2]Hotfixes and Changes - June 30th[/h2]

[expand]
Issue Raised
Current Progress
11:52 BST We've received reports of the Corporeal Beast is currently summoning multiple dark energy cores.
12:20 BST [FIXED] The Corporeal Beast will now spawn the correct amount of cores
12:18 BST We've received reports of players spawning into empty rooms whilst facing Phosani's Nightmare.
12:36 BST [FIXED] The team has deployed a hotfix to tackle this issue. We will continue to monitor Phosani's Nightmare and update you here acordingly.
13:30 BST We've received reports of the rifts that appear during the Phosanis Nightmare encounter are stacking on top of each other, causing much more damage than intended.
14:30 BST [FIXED] A hotfix has been deployed which should stop rifts spawning on top of each other. We will continue to monitor Phosani's Nightmare and update you here acordingly.

[/expand]


Phosani’s Nightmare is even more of a scream this week with a daunting new challenge level, plus, we’ve made tons of tweaks as part of the Equipment Rebalance and New Client Feature projects! Read on for parasitic eggs, banana hats and much more! All will be explained…

[hr][/hr]
[h2]Phosani's Nightmare [/h2]

Phosani's Nightmare is back and stronger than ever! This new challenge will test only the bravest warriors as you face off against the toughest version of the boss – all by yourself. Naturally, you'll need to complete The Nightmare at least once before you can take on this terrifying new iteration.



If you think you’re hard enough, journey past the slumbering creature to find Sister Senga and the Pool of Nightmares. Senga will give you some insight into what's happening in this area of the Sanctuary, and upon drinking from the Pool, you'll begin your fight against the toughest Nightmare ever! Hardcore Iron players beware – this will be an unsafe death for you.



If you’d rather sit back and let someone else take the pain while you gloat from the sidelines – good news! By right-clicking on the Poll of Nightmares, you’ll be able to spectate. Yeah, watch other players eat it from the safety of your own cowardice, go on…

There's also a tablet that will record both the personal and global kill counts, death counts and best times. How will you fare?


[h3]Rewards[/h3]

The Parasitic Egg is similar to Metamorphic Dust and can be used on Little Nightmare to transform it into a Parasite version of itself. Gross!



The Slepey Tablet lets you upgrade Drakan's Medallion so you can teleport inside the Sisterhood Sanctuary.

The quantity of regular drops has been increased to match the difficulty of the challenge, and some less desirable drops have been replaced.

Unique drop rates have been updated to match the fight length and difficulty increase – they’re slightly more common to compensate.

[hr][/hr]
[h2]Equipment Rebalance: Ranged Meta [/h2]

[h3]Bow of Faerdhinen [/h3]



The newest bow from the Elven region requires 75 Ranged and 70 Agility to wield, and has the same attack range as the Crystal Bow. The Bow will work best with a full set of Crystal Armour.

The Bow of Faerdhinen’s stats are:

  • Ranged accuracy 128
  • Ranged strength 106
  • Attack speed 5 (4 using the Rapid Attack style)

It will consume one charge per attack. You’ll be able to tell when it's out of charge by its altered appearance.

Like the Blade of Saeldor, the Bow can be corrupted – by paying 2,000 Crystal Shards you can give it unlimited charges. You'll then be able to change its colour (more info on that in the Poll 75 section below)!


[h3]Enhanced Crystal Weapon Seed [/h3]

To incorporate this fancy new Bow, we've elected to change the way that receiving the Blade of Saeldor works. Instead of the Blade itself, you'll now be able to obtain a Seed from either version of the Gauntlet. The drop rate remains 1/2000 for the regular Gauntlet and 1/400 for the Corrupted Gauntlet.

With this Seed, players can head to a Crystal Singing Bowl and turn it into either the Blade of Saeldor or the new Bow of Faerdhinen, for an additional cost of 100 Crystal Shards. This can only be done with 82 Crafting and 82 Smithing, and will reward players with 5,000 XP in each skill once the Seed is transformed. If you lack the requirements to change the Seed yourself, you can speak to any NPC near a Crystal Singing Bowl and pay 150 Crystal Shards, but you won’t get an XP reward (this will still result in either weapon gaining 10,000 charges).

Changed your mind? By paying 250 Crystal Shards, you can transform the weapon back to its original form. The Collection Log has been updated to include the Enhanced Crystal Weapon Seed, replacing the Blade of Saeldor.


[h3]Crystal Armour[/h3]

The following changes have been made to the Crystal Armour’s pieces:

(Green = Buff, Red = Nerf)



Please note that the Set Bonus for individual pieces of the Crystal Armour doesn't appear on the Equipment Stats Interface when wearing parts of the set as oppose to the full set. This will be fixed with next week's game update.


[h3]Toxic Blowpipe[/h3]

The Toxic Blowpipe accuracy has been reduced to 30.

The Toxic Blowpipe strength has been reduced to 20.

The Ranged strengths of Darts used with the Blowpipe have changed as follows (and apply to all variants):

  • Bronze to +1
  • Iron to +2
  • Steel to +3
  • Black to +6
  • Mithril to +9
  • Adamant to +17
  • Rune to +26
  • Dragon to +35

The accuracy of all darts has been reduced to +0.


[h3]Amethyst Darts [/h3]

These new Darts will require 50 Ranged to equip (now reflected in the Skill Guide) and have poisoned, poisoned+ and poisoned++ variants. You can remove poison using a Cleaning Cloth. The Darts will have an Accuracy of +0 and a Strength of +28.

You are also able to make Amethyst Darts. Up to 8 Dart Tips can be created by using a Chisel on each gem (with 89 Crafting), which will award the player 60 Crafting XP per Amethyst. These Tips can be fletched into a full Dart using Feathers along with 90 Fletching. You’ll gain 21 Fletching XP per dart created.

You can also craft Amethysts into Bolt Tips (83 Crafting), Arrowtips (85 Crafting) and Javelin Heads (87 Crafting), which will all grant 60 Crafting XP per Amethyst.


[h3]Shayzien Armour [/h3]

The Shayzien Platebody has been renamed the Shayzien Body. In order to allow the Shayzien Armour to better function as Ranged Armour, we’ve given all of the pieces Ranged accuracy but lowered the Melee defences of the Shayzien Body

Wilderness Changes



For a full list of survey results please visit the newspost on the official Old School website.


Dating all the way back to 2001, the Wilderness is the only place where players can engage in PvP combat and gain all the items dropped by their defeated opponent. If you want to test your fighting mettle and scoop up your opponents' rewards, it’s the only place to be.

Since the release of Old School RuneScape, the area's undergone a few changes, most notably the Wilderness Rejuvenation projects in March 2014 and November 2018. These revamps introduced new bosses, monsters, resources and activities.

However, those who brave the Wilderness still face some frustrations, and today we're going to look at how we're hoping to address them.

It's important that we highlight from the get-go that this blog isn't going to mention adding large pieces of new content. That will come later this year when we tackle the fabled Wilderness Bosses rework, which will include a host of new rewards and more, but that will be covered in a separate blog post. The intention of this blog is to address many of the long-standing issues that have been raised by all types of players, providing a strong foundation for future change that we can build upon.

[hr][/hr]
[h2]General Wilderness Changes[/h2]

The main issues we're addressing today are long-standing and largely relate to balancing. Many of the changes outlined here are also intended to benefit those who engage with the activities listed the most. As such, the content offered within this blog will not be polled. This approach is similar to our previous balancing efforts, only rather than simply adjust numbers, we're hoping to achieve better results by focusing on much higher-quality changes.

Firstly, we’d like to share the results of a recent survey.

The following results are from a total of 30,064 respondents.

Which of the following best describes how often you enter the Wilderness:

I don't go into the Wilderness - 5.67%
I rarely go into the Wilderness - 55.91%
I often go into the Wilderness - 38.42%


Which of the following best describes the main reason you enter the Wilderness:

Fighting other players - 23.73%
Completing Clue Scrolls - 45.03%
Skilling content - 5.08%
Money-making - 4.44%
Killing the Wilderness bosses - 14.07%
Unique rewards - 7.66%


I understand how the Wilderness works (e.g. unique game mechanics and game rules):

Agree - 92.79%
Disagree - 7.21%


The Wilderness offers a good balance between risk and reward:

Agree - 31.05%
Disagree - 68.95%


I try to avoid spending time in the Wilderness where possible:

Agree - 68.10%
Disagree - 31.90%


I try and fight back if another player is attacking me within the Wilderness:

Agree - 31.87%
Disagree - 68.13%


I think 'Skulltricking' within the Wilderness is a problem:

Agree - 69.95%
Disagree - 30.05%


I would spend more time in the Wilderness if 'Skulltricking' was less common:

Agree - 49.62%
Disagree - 50.38%


I think organised groups of players have too much of an advantage over solo players in single-way combat:

Agree - 87.95%
Disagree - 12.05%


I would spend more time within the Wilderness if fights were fairer for solo players:

Agree - 74.91%
Disagree - 25.09%


I think the Wilderness needs more content added to it:

Agree - 77.11%
Disagree - 22.89%


When adding new content to the Wilderness, the focus should be on end-game, best-in-slot rewards:

Agree - 38.77%
Disagree - 61.23%


When adding new content to the Wilderness, the focus should be on new skilling activities:

Agree - 52.43%
Disagree - 47.57%


When adding new content to the Wilderness, the focus should be on PvP based rewards:

Agree - 83.17%
Disagree - 16.83%


When adding new content to the Wilderness, the focus should be on money-making methods:

Agree - 67.66%
Disagree - 32.34%


I think the Wilderness bosses need to be reworked:

Agree - 86.42%
Disagree - 13.58%


If the Wilderness bosses are reworked they should have new rewards added to their drop table:

Agree - 85.70%
Disagree - 14.30%

[hr][/hr]
[h2]Skulltricking[/h2]

Skulltricking takes various different forms, but ultimately the end goal is the same – to trick an unsuspecting victim into attacking another player, causing them to become skulled. This puts the victim in a position where they are risking much more than they had intended.

In our survey, 68% of respondents reported that they do not fight back within the Wilderness, and almost 70% of all respondents believe that Skulltricking is a big problem. This is not something we can simply ignore.

The easiest way to prevent Skulltricking is to turn off your attack options and disable auto-retaliate. However, by literally deterring players from fighting back, is it even PvP combat anymore? It’s easy to see why the majority of players don’t like this solution.

We want to make it so that players who are not planning to skull can still fight back when attacked – without falling into a position where they’re risking more than they initially intended. We are investigating the possibility of additional menu options such as ‘disable attacks that would result in getting skulled’.

In addition to this, we will also stop players from losing their skull whilst in combat with another player.

This is a big change to the unruly nature of the Wilderness, but we feel it will better the long-term health of this iconic area. We're hopeful that empowering players to fight back will bring new life to the Wilderness and create a much fairer platform for satisfying combat experiences.

[hr][/hr]
[h2]Luring[/h2]

Luring is any instance where a scammer tries to trick another player in order to steal their items. We’re committed to preventing these types of scams, and we’ve made good progress in the past, especially in regards to animation stalling and the mapping down of additional safe areas.

We want to make the following changes:
  • Map extra safe areas around Banks and hotspot locations in PvP worlds, to stop players from unintentionally straying into a danger zone.
  • Make doors always open in PvP worlds.

Are there any particular areas you’ve experienced this issue that we should focus on? Let us know!

[hr][/hr]
[h2]Combat Area Tricks[/h2]

The whole Wilderness is a PvP area, but some areas limit who you can attack and when. Currently the region is split as follows:
  • Single-way Combat Area: An area where a player or monster can be attacked by only one player or monster at a time.
  • Singles-plus Combat Area: Similar to single-way combat, with the exception that if a player is fighting a monster, they can be attacked by another player. Currently, only the Revenant Caves are singles-plus.
  • Multi-way Combat: An area where a player or monster can be attacked by more than one player or monster at a time.

It is currently possible to abuse these restrictions in certain situations. For example:
  • Player A and Player B are fighting in a single-way combat zone.
  • Player C is stood nearby in a multi-way combat zone.
  • Player A is close to dying but can instantly attack Player C, due to them being in the multi-way combat zone.

In this scenario, Player B is no longer able to attack Player A, as they are now in combat with another player!

To avoid this, we will ensure that if Player A is fighting Player B first, the rules of their area apply, and they can no longer attack Player C.

[hr][/hr]
[h3]Single-Plus Combat & ‘PJ’ Timer[/h3]

In most parts of the Wilderness, players who are attacked by an NPC cannot be attacked by other players. This normally is all well and good, but can cause issues when players run into a field of NPCs and "box" them, providing protection against a PK.

Some of you have also fallen victim to ‘Pile Jumping’ or ‘Player Jumping’ (both generally abbreviated to ‘PJ’) i.e. a player might attack you while you’re busy collecting loot from a kill, or steam into your fight when your opponent is nearly dead, taking the kill from you and swiping the loot.

We’re going to kill two birds with one stone here: we’ll be replacing all single-way combat areas in the Wilderness with singles-plus. This means that PvP will always take priority, so if a player is in a fight with a monster, they can be attacked by another player. In all other aspects, the old single-way combat mechanics would still apply.

Secondly, we’ll be adding a ‘PJ’ Timer to singles-plus combat areas. This will mean that players have a grace period in which they cannot be attacked by other players if they’re still fresh from an encounter.

Here's an example of how a typical combat scenario might work with the singles-plus mechanic:
  • Player A is attacking an NPC. Player B comes along and attempts to attack Player A. With singles-plus in effect, the NPC loses interest in Player A.

This means that Player A can now attack Player B. If Players A and B stop fighting each other, then other players could then attack Player A instead… but because of the PJ Timer, they would need to wait 10 seconds before they were able to do so.

This should mean that players can't be attacked by multiple aggressors in quick succession outside of multi-way combat zones. Speaking of which, no changes are planned at present for multi-way combat zones, and we expect those areas to remain suitable for those of you who want to group up and fight against other players.

[hr][/hr]
[h2]Loot Keys[/h2]

Back in November 2017, we pitched the idea of bringing across the Loot Key system from Deadman Mode, via Loot Key Scrolls. These would be a tradeable drop from Revenant NPCs found within the Revenant Caves, redeemable at Krystilia (the Edgeville witch). They would give players the ability to toggle Loot Keys.

When we put this to the polls, it narrowly failed with a 'Yes' vote of 73.9%. We haven’t revisited the possibility of adding these into the game – until now.

We’d like to bring Loot Keys to the game.

We think Loot Keys could help reduce the number of players waiting around PvP areas to simply loot leftover goodies, while also promoting a higher risk vs reward factor, as players could choose to stay within the Wilderness for longer without banking, or go for multiple kills in a row on PvP worlds without fear of losing their hard-earned spoils!

However, Loot Keys will work slightly differently from how they were originally proposed. Instead of being a tradeable drop, they will be a purchasable and permanent unlock for 5 million gold that will grant players the ability to toggle the functionality on or off as they please. This will only be possible at the Ferox Enclave, the same location the unlock is purchased.
  • Loot Keys will turn all the loot you'd normally get from a player in the Wilderness or PvP worlds into a Key, which will only use one inventory slot.
  • A player can hold up to five of them at once, after which PvP drops will revert to normal functionality until they have either redeemed or destroyed a Key.
  • Keys can only be redeemed at a Bank or destroyed. They cannot be banked.
  • Killing another player who has Loot Keys will assign you their most valuable Keys. If you already have a lot in your inventory, you will receive the most valuable Keys until you are holding a total of five.
  • Skulled players that have two or more Keys in their inventory will have a skull icon over their head that shows how many keys they hold.

We'll also be updating the functionality of Loot Keys by adding various levels of customisation, allowing you to tailor the benefits they provide based on your playstyle. The following options will be available on release:
  • The ability to exclude food and/or potions from Loot Keys, causing them to drop to the floor as per existing behaviour.
  • Players will be able to set a loot threshold, causing any items above that value to be excluded from Loot Keys. Instead they'd drop to the floor as per existing behaviour.
Ultimate Iron players will not be able to unlock Loot Keys, preventing them entirely from gaining access to the benefits they provide.

[hr][/hr]
[h2]Fountain of Rune[/h2]

In order to tackle risk-free usage of the Fountain of Rune, we will prevent players from logging out for three seconds after they use a spell that benefits fountain effects.

This only applies when the Fountain of Rune effect is used to get a free rune cost for a spell and will not apply to players using the fountain to charge an Amulet of Glory.

[hr][/hr]
[h2]Iron Accounts & PvP Loot[/h2]

With so many different ways to approach Old School, it’s great to see the many unique builds that players create to maximise their potential strength, especially when it comes to PvP content!

Players looking for a challenge might create an Iron account with the sole intention of excelling in PvP situations. These accounts cannot gain experience from combat with other players, so they must work around that limitation to create extremely powerful builds that would otherwise be impossible. And of course, Iron accounts can’t trade with other players, so they need to gather many items and supplies for this to be effective.

Currently, if an Iron player defeats another person in the Wilderness or PvP worlds, they cannot pick up the dropped items. This means that the defeated player can run back to where they perished and simply loot their items back, removing a lot of the thrill involved in fighting another player on such dangerous terms in the first place.

To make things more nail-biting, we’d like any items that would normally drop on death to still appear on the floor upon defeat, but no one will be able to pick them up – including the player who lost them. Untradeable items will still be able to be picked up by the defeated player where they aren't automatically added to your inventory (broken items, Graceful below 20 wild, etc.).

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[h2]Equipment Rebalancing[/h2]

With the recent Ranged Meta portion of the Equipment Rebalancing out of the way, our focus now shifts to PvP changes. For those unaware, we originally pitched them as focusing on Dragonhide armours and Dinh’s Bulwark. However, there some additions have been thrown into the mix. Let’s take a look.

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[h2]Dinh’s Bulwark[/h2]

Dinh’s Bulwark is an overwhelming defensive force in PvP, and a niche item. It gives certain account builds the potential to ‘tank’ in some encounters, such as the God Wars Dungeon. This is thanks to its incredibly high defence bonuses, with no negative stats to offset them.


Our previous proposal was to change its defensive bonuses, with a focus towards reducing Melee and Magic defence, making it an outstanding Ranged defence item instead. This would mean players using the shield in PvP situations would have to make up the lost defence in other aspects of their equipped gear, helping to further balance out the combat triangle.

A lot of you were worried that by reducing the defensive stats of Dinh’s Bulwark, we were effectively removing its only use. This wasn’t entirely accurate, given the shield does have uses outside of PvP, which the proposed changes would only have improved further. Nonetheless, we have a new idea that will ensure Dinh’s Bulwark has plenty to offer beyond just its reduced defensive capabilities.

We’ll achieve this by addressing one of the main feedback points we received – giving you the ability to fight back when using the shield!

This new design retains the existing nerfs to the Bulwark’s defensive stats, but allows it to better fill the ‘tank’ role, while also creating a niche defence-scaling offensive item; -something which doesn't exist in the game currently. Here’s what we’re changing:
  • We’ll increase its attack speed and attack bonus, giving it increased DPS and additional utility in a ‘tank’ role.
  • We’ll buff its special attack, allowing it to reduce the offensive capabilities of each monster it hits.
  • While in offensive mode, the Bulwark’s Strength bonus will scale based on the defence bonus of any equipped gear.
  • We’ve upped the Crush attack bonus to +124 to help slightly with its new role.
  • We’ve also increased the attack speed from 7 to 5. With its new passive effect (see below), having a more reasonable attack speed is more in-line with other slow two-handed weapons used for DPS, such as the Scythe of Vitur.



New Passive Effect:

When not in defensive mode, your Melee strength is increased by the following:

((Average stab, slash, crush, ranged defence - 200)/3)-38
  • This results in one max hit every 12 average defence bonus above 200.
  • With less than 200 average defence bonus, this results in a max hit of 15 down from 24 (with no Melee strength bonus).
  • In full best-in-slot defensive gear, providing an average defence bonus of +498, this results in a max hit of 46 from 32 (32 would have been the previous max hit in this same gear).

All of which results in Dinh's Bulwark having an exciting new role as the only weapon which scales its offense on defensive gear!

This change makes a huge difference to where you would use the Bulwark. Notably, you would be able to achieve more DPS with it than when using a Zamorakian Hasta in full Justiciar against creatures like General Graardor (though it is still weaker than a Dragon Scimitar in full offensive gear). Essentially, where you would usually use Dinh’s Bulwark in a ‘tank’ role, you’ll be able to deal even more damage than before.


New Special Attack Effect:

In addition to the current area of effect damage of the Bulwark’s special attack, we’ll make it so that enemies hit by the special attack will also have their highest offensive stat reduced by 5% of its current value, either Melee (attack + strength), Magic attack or Ranged attack.

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[h2]Xerician Robes[/h2]

Xerician Robes are fabled for being a cheap alternative to Mystic Robes, and their low cost means they see great use throughout the Wilderness. Much like Dragonhide Armours, many players feel like their strength is too high for an incredibly low cost.



As such, we’ll be changing the offensive capabilities of Xerician Robes slightly by reducing the Magic attack bonus they offer. In total, 10 Magic attack bonus will be removed, with changes being made to the both the top and bottom.

This will also help offset the Magic defence lost from Black Dragonhide (which is itself covered later in this blog), while still ensuring that they are a stronger Magic option than Wizard Robes.

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[h2]Elemental Staves[/h2]

During our initial Equipment Rebalancing proposal, many of you were interested in the rebalancing of lesser used and lower tier items to make them more effective. A popular suggestion was that we improve Elemental Staves, given how as you progress through the different tiers of staves, the only thing that increases is their Melee capabilities... which is rather irrelevant for Magic-based attacks!



The above changes would see each tier of stave benefit from a linear increase of 2+ to Magic attack and defence bonus.

This keeps them below the Ancient staff, which has +15 in both Magic attack and defence, but helps to alleviate some of the changes to Xerician Robes by providing better bonuses for higher valued items.

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[h2]Dragonhide Armour[/h2]

As we’ve mentioned in previous iterations of the Equipment Rebalance, Dragonhide armour has been notoriously powerful for an incredibly low cost. It offers high Defence bonuses, especially against Magic Attacks, with negligible negative stats to offset this. The armour generally goes against the combat triangle, and doesn't follow the same stat distribution as similar Ranged armours.

As the issue with Dragonhide is most prevalent in PvP, we feel it’s important that any changes are made as part of the Wilderness Changes project.

Our focus remains on changes to both the Melee and Magic defence bonuses of standard Dragonhide armours, in an attempt to encourage players to try different armour pieces. This will have a much lower impact on players focusing on PvM encounters, and naturally balances the Combat triangle.

We have adjusted our approach slightly based on your feedback, which can be seen in the tables below.

D’hide Bodies



We’ve scaled back on some of the nerfs to D’hide body Melee defence bonuses, but stuck with the previously proposed Magic defence bonus reduction.

To give an idea of how much of a difference this is from our previous proposal, here's the side-by-side:
  • Old proposal - 27% nerf to defensive stats of Black D’hide bodies
  • New proposal - 22% nerf to defensive stats of Black D’hide bodies
To see what a Black D'hide Body is currently like in-game, refer to the God D’hide row.


Dragonhide Chaps



Much like bodies, we’ve scaled back on some of the nerfs to D’hide chaps' Melee defence bonuses, but kept the previously proposed Magic defence bonus reduction.

Here's the difference:
  • Old proposal - 35% nerf to defensive stats of Black D'hide chaps
  • New proposal - 24% nerf to defensive stats of Black D'hide chaps
To see what Black D'hide Chaps are currently like in-game, refer to the God D’hide row.


Dragonhide Vambraces



There are no stat changes here compared to our previously proposal.

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[h2]Blessed/God D’hide Armour[h2]

With both Crystal and Karil's armour base stats remaining as they are, they naturally become a more expensive alternative to help fill the gap left by the changes to the standard and much cheaper Dragonhide armours.

As Blessed Dragonhide armour is locked behind the completion of Treasure Trails, the pieces typically hold a much higher cost than their craftable counterparts. We know there is a lot of support within the community to leave Blessed Dragonhide out of the rebalancing changes, so we're going to do exactly that. All God variations of the armour will retain the same stats they have right now.

It is important to note that due to the reduction in stats for both Black D’hide Chaps and Vambraces, accounts that were previously able to equip them will be more negatively impacted than before. Our intention was to ensure Dragonhide armour was reduced in strength relative to its cost as opposed to simply its stats.

As such, we’ll be removing the Defence requirement needed to equip both Blessed D’hide Chaps and Vambraces to match that of their Black D’hide equivalent. This will ensure no accounts are negatively impacted in a way which we did not intend with this portion of the Equipment Rebalancing project. As a result, low Defence account builds will gain access to an additional +2 Prayer bonus over what they would have had before.

Blessed D’hide bodies will still require 40 Defence to equip as Black D'hide bodies also have a 40 Defence requirement.

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[h2]Revenant Caves[/h2]

In October 2020 we made some significant changes to the Revenant Caves. This included redistributing the Revenants all throughout the caves and rebalancing of their drop tables. You can read all of the changes here!

Following the results of the survey, and plenty of time to monitor the impact of the changes made last year, we have a host of changes we’d like to propose for the Revenant Caves. These focus on tackling some of the more prominent issues within the caves, such as increasing the amount of gold that can be earned per hour.


Revenant Cave Entrance

We’ll be making the entrance to the Revenant Caves in level 26 Wilderness one-way only. The Caves rely heavily on a risk vs reward element, and while this location offers great accessibility to them, it also provides a rather convenient escape route for those trying to avoid action!


Revenant Changes

In response to the survey results, internal monitoring, and player feedback, we’ll be making a series of balancing changes to Revenants:
  • We’ll be increasing the number of Revenants available within the caves, starting with an additional spawn in each location.
  • We’ll be reducing the spawn timer by ~30%, so they respawn faster and players don't have to hop worlds in order to maintain a good level of kills per hour.
  • We’ll be adding a cooldown to their healing mechanic, so they cannot heal again for a set amount of time if they have healed recently.
  • We’ll add unique mechanics to Revenants Dragons, Dark Beasts and Orks, so they are more engaging to fight.
  • Revenants will be weaker against different combat styles, encouraging use of a variety of weapons. It’s time to dust off your bows, sceptres and chainmaces!
  • Certain item drops from Revenants will no longer be noted, meaning players will need to keep an Amulet of Avarice equipped if they want to ensure notes of all drops.
  • The Amulet of Avarice will be upgraded to provide 20% more accuracy and damage towards Revenants – much like the Salve Amulet does currently.
  • The standard drops from the Revenants drop table will be improved by ~50%.


Revenant Boss

Balancing changes aside, we wanted to spice things up in the caves, so we asked how you felt about us adding a Revenant boss!

This received an overwhelming amount of support in the survey, with over 80% of respondents in favour. Here’s the design we came up with:

Initial concept art for the Revenant boss, designed by Mod Jerv.



This fearsome foe has a chance to spawn after a Revenant has been killed. A broadcast will be sent to everyone within the caves to make them aware when it spawns. From there, the race is on to find it and take it down!

While the Revenant Caves are singles-plus combat, the boss will be excluded from this restriction, meaning multiple players can attack it at the same time. It will have various special attacks you’ll need to avoid, and the drop will go to the player who dealt the most damage... unless that player was an Iron account!

There will be no new uniques added to the boss. Instead you’ll be rewarded handsomely with three rolls of the Revenant Dragon drop table!


An in-game render of the Revenant boss based on concept art.


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[h2]Wilderness Slayer Caves[/h2]

Finally, let's turn our attention to the Wilderness Slayer Caves. Added to the game back in October last year, they are home to a small variety of monsters that are commonly assigned by Krystilia.

These monsters are stronger than their other Wilderness counterparts, and as such have an improved drop table, and a 15% increased drop rate of Larran's Key.

Much like with the Revenant Caves, we’d like to propose some changes to the Wilderness Slayer caves to make them a better place to train. The survey results provided us with some great insight into which changes we should prioritise:
  • We’re going to remove the stalagmites from any room where they impact the effectiveness of using a Dwarf multicannon. As this cave is a multi-way combat area, it makes sense for them to be utilised to their fullest potential!
  • We’ll be updating the drop table of all cave monsters so that they are unique to the area (much like how creatures within the Catacombs of Kourend work). This will include some of the Wilderness-exclusive consumables that are currently only obtainable via Last Man Standing and Soul Wars. We’re hopeful this change will provide some additional revenue to those taking the risk to train here!
  • New Slayer-only areas will be added to the cave for Abyssal Demons, Dust Devils, Jellies and Nechryaels. Each of these will also benefit from the previously mentioned Wilderness Slayer cave unique drop tables! These areas will have enough of each creature in to make spells such as Ice Barrage a viable option.

We’ll also tweak the Slayer assignments given by Krystillia as follows:
  • Number of Fire Giant kills required per task reduced from 100-150 to 75-125.
  • Number of Hill Giant kills required per task reduced from 100-150 to 75-125.
  • Number of Bloodveld kills required per task reduced from 90-140 to 70-110.
  • Additional Bloodveld spawns will be added to the Wilderness God Wars dungeon. These additional spawns will replace some of the werewolves that roam the area.
  • Additional bear spawns will be added north of the Ferox Enclave.

At the moment we are not looking to implement Wilderness-only Clue Scrolls, though this is something we may revisit again in the future.


Superior Wilderness Slayer Cave Creature

Last but not least, we’ll be looking to implement a unique Superior Slayer creature which has a chance of spawning while the 'Bigger and Badder' perk is unlocked. All you have to do is kill any creature in the cave while on a Wilderness Slayer task.

This Superior Slayer creature will spawn regardless of which creature was killed, excluding new Slayer-only area creatures (they all have their own Superior counterpart already).

If the beast is defeated, players will be rewarded with three rolls of the drop table of whichever creature it spawned from. Also, you’ll be guaranteed a roll on the Blighted item drop table, a Larran’s Key, and an Ensouled Head (should the downed creature be eligible to drop one).

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[h2]Your Feedback Matters[/h2]

We’re hopeful that these changes will put some pizzazz into the Wilderness, and make it a fun and fair fight for all. As always, your feedback is invaluable for shaping any changes to the game, so please keep it coming!

Let us know what you think of this Wilderness proposal by posting on the official forums, on the 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel.

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Mods Acorn, Arcane, Archie, Argo, Ash, Ayiza, Banjo, Boko, Bonsai, Brow, Bruno, Curse, Daizong, Deagle, Dibber, Ditto, Dylan, Ed, Elena, Errol, Fed, Flippy, Gecko, Grub, Halo, Husky, Jndr, John C, Kandosii, Katies, Kieren, Kirby, Lenny, Light, Lottie, Mack, Maylea, MikeD, Morty, Nasty, Nin, Oasis, Roq, Ry, Sarnie, Squid, Steve W, Sween, Tide, Vegard, West, Wolfy & Zuko


The Old School Team

New Client Features: Milestone 1



With the introduction of our new client features, many things have changed. If you're experiencing issues when using a 3rd party client, consider switching over to the Steam client until they have been fully updated!

[h2]Hotfixes and Changes - June 23rd[/h2]

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Issue Raised
Current Progress
11:50 BST STEAM ONLY - Players can't mark tiles at Sire.
11:50 BST This issue will be fixed next week.
11:50 BST STEAM ONLY - Players clients are crashing.
11:50 BST Please make sure to update your game client via Steam before logging in to avoid these crashes.

To do this: right-click the game in steam, go to Properties -> Local Files -> Verify integrity of game files.
12:10 BST STEAM ONLY - The "minigame teleport cooldown"option has the same description as the home teleport cooldown option.
12:10 BST This issue will be fixed next week.
12:35 BST STEAM ONLY - The XP bar clashed with the Theatre of Blood interface.
12:35 BST This issue will be fixed next week.

[/expand]

The first raft of new client features is here! Keep reading for a breakdown of all the nifty toggles ‘n’ tweaks that will make your game smoother than ever. And that’s not all – A Kingdom Divided, Theatre of Blood and Clans have all had a polish, and we’ve got some dazzling new merch to show off…

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[h2]New Client Features: Milestone 1[/h2]

Today sees the arrival of the first batch of shiny new client updates that we announced last week! We’re starting with some really core features, which will in turn provide the foundation for the next milestone that's coming very soon.

We must stress that right now these features can only be used on the C++ client through Steam, but don’t worry device-tappers – they’ll be arriving on mobile later. Stay tuned to our socials as we push forward with this game-changing project!

Here’s what’s in store for the first batch:


[h3]Opponent Information HUD[/h3]



They say information is the greatest weapon. Err… they say that, right? Well, anyway – we’re saying it now. And when you’re facing off against an opponent, it’s always good to have the information you need to hand! In the latest update, you’ll see your adversary’s name and hitpoints bar in the top left corner of the screen, so you can watch those points plummet with every bludgeon. This is a toggleable feature, but it’s switched on by default.

For regular enemies, there’s a top-left interface that displays HP and monster name. This will be replaced by the larger boss HP bar for enemies with more factors to keep an eye on, for example:

  • Bosses in Chambers of Xeric have HP threshold indicators for Vanguards.
  • The Nightmare has both shield and HP values.


[h3]Buff Bar[/h3]



When using timed buffs such as Stamina Potion effects, you'll now be able to see which buff is active and how much time you have left with it.

Regularly in the buff? Here are some of the toggleable options you might want to use:

  • Show/hide Buff Bar (it’s shown by default)
  • Show/hide Tooltips
  • Show/hide Leagues Relics on the Buff Bar
  • Show/hide Home Teleport Cooldown
  • Show/hide Minigame Teleport Cooldown


[h3]Stat Boosts[/h3]

These are new info boxes that show any skills which are boosted or drained from a base level, alongside their skill icons. You’ll be able to see the boosted level/base level comparison, always prioritising combat skills.

Options for this feature include:

  • Show/hide Stat Boosts (it’s showing by default)
  • Display Stat Value (60) or Relative Value (+4)
  • Show/hide Tooltips
  • Change the number of maximum boxes shown at once (from 1–6, with 6 as default).


[h3]Fishing Spot Indicators[/h3]



We’ve made it easy to figure out which fish are bobbing about in your fave spots. When you have a relevant piece of fishing gear, spots corresponding to that item become highlighted. The indicator reacts to multiple pieces of equipment in your inventory, meaning you can see all available spots at once! Hover over the fish icon to reveal which slippery swimmers are up for grabs.

This option is on by default and should work for most fishing spots. You can also set the indicators to display at all times rather than being dependant on what gear you’ve got.


[h3]Tile Markers [/h3]



Gielinor is massive, and sometimes you’ll want to revisit somewhere (or someone) cool. With the new tile markers, you can highlight key locations in red by holding shift, right-clicking any tile and selecting the ‘Mark Tile’ command. Easy! Only the player setting the markers will be able to see them, so go wild. There's also no limit to the number of markers you can place, and we are looking to include more options for them in the near future.


[h3]Chambers of Xeric Helper[/h3]



Raiders rejoice! You now have the option to see useful information about your Chambers of Xeric raid with our new Helper. This handy feature will show you how much time has elapsed in your raid, your current points, and an ordered list of rooms to scour, including information about the contents of those rooms and scavenger and connection rooms.

You can view more or less information clicking the button on the bottom right of the Helper. Once again, the feature can be enabled and disabled – but it’s on by default.


[h3]Mouse-Over Tooltips[/h3]



Before interacting with an NPC, object or item, you have the option to see a handy tooltip below your mouse pointer. This option is on by default.

You’ll also find tooltips for the Spellbook, but of course, you can disable them if you just want to see the spell icons and information on that screen.

You can also toggle the standard top-left option text on and off!


[h3]Chat[/h3]



Within the Chat Settings, you can now include timestamps within your chat to see when messages were sent. These can be changed from server time (default) to your local time – or switched off altogether.

Your chat history will also be kept for up to 15 minutes after you log-out, and will be visible if you log-in within that time.


[h3]Other Features[/h3]

  • Your Health and Special Attack Orbs will display a visual timer to indicate when the next HP and Special Attack will be restored.
  • You’re now able to apply anti-drag to the Settings, allowing you to hold shift and move multiple items in your Inventory.
  • On desktop, you can now control your FPS-limiting options! Choose between Uncapped, 15FPS, 20FPS, 30FPS & 60FPS.
  • You can keep your current combat style displayed on the screen without having to open the Combat Interface.
  • In PvP zones, you can now see the level ranges of the players you can attack.
  • For new players, the Settings menu will show less information by default. Keep it simple, eh?
  • The transparent chatbox will now appear the same in the C++ client as it does on the Java client.
  • The C++ client will remember your display settings the next time you log-in.

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[h2]A Kingdom Divided [/h2]



The Dark Lure spell has been changed slightly with regards to how it interacts with implings. Previously, the spell would cause an impling to briefly drift towards the player, before returning to their normal wandering routine. Now, lured implings will follow the player in a 2x2 area for 6 seconds, after which they will go back to wandering. This should make the spell more useful for this activity and alleviate some of the frustrations being expressed by players about how unreliable it was.

We've also made the following changes:
  • You can now add X amount of runes to the Ash Sanctifier (where X is the number input by the player).
  • Fiendish and Vile Ashes have been added to free-to-play, and Zalcano drops Infernal Ashes on death.
  • The Book of the Dead's left-click option has been changed to 'Equip'.
  • Thralls now give points for damage when used within the Chambers of Xeric.
  • Thralls will now aggro when a player splashes a monster using a Magic attack.
  • The north-western area of Piscarilius has reverted to multi-way combat.
  • The Quest Journal for A Kingdom Divided no longer cuts off when viewed.
  • The Chasm of Fire Cave shows up correctly on the minimap.
  • Boars now drop raw boar meat when killed.

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[h2]Theatre of Blood Modes [/h2]



You'll also find a few changes within Ver Sinhaza's very own Theatre of Blood:
  • Fixed a bug where Verzik's Nylocas explosion damage increased in lower scales.
  • Insulated boots now correctly reduce the damage from the lightning attack in Hard Mode.
  • We've fixed an issue where the non-melee Verzik Nylocas in Hard Mode could be damaged with any style - now they can only be damaged with their respective style.
  • The Duo Normal Global Bests will be reset, as they were displaying incorrectly.
  • We’ve fixed an incorrect Nylocas transition on Wave 20.
  • In all modes, the overall raid timer now starts after the team commences the Maiden fight.

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[h2]Clans [/h2]



Clans can now choose to receive automatic broadcasts when their members do any of the following:
  • Obtain valuable loot (the value at which notifications go out can be determined by senior Clan members, and must be done at least once to start this alert)
  • Obtain a Pet drop
  • Complete quests
  • Reach milestone skill levels
  • Join or leave the Clan

All active recruiters are now notified when applications are received or withdrawn.

We are currently aware that the broadcasts are using the default chat message colour. We're are working on a fix to have them look better than the default colour but felt broadcasts were more important to have than them looking their best.

Barbarian Assault has now been added as a social activity, so your Clan can run one as an event.

When resigning as a Clan Leader, you’ll now be told who else is eligible to become the new Leader in your stead. Make sure they’re big boots to fill!

We’ve also made a couple of rank and title amendments:
  • The Clan rank 'Peon' has been renamed to 'Pawn'.
  • The new rank 'Helper' has been added, using a smiley face icon. This is so you can use smiley face icons in the Clans channels like you could in the legacy Chat Channels.
  • The 'Ruby' rank icon is now a darker shade of red. Touch of class, that!
  • The Metal Bars have been recoloured to match their in-game counterparts.

While you’re here, look out for these features in the near future:
  • The ability to opt-out from your Clan's channel without leaving the Clan (for privacy).
  • The option to left-click Attack members of your Clan for a friendly battle!
  • New ways to sort the Clan lists by various criteria, beyond just alphabetically.

These features are currently in development with help from the Engine team, but they aren’t quite ready for launch this week. We’ll release these as soon as we can!

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[h2]Merch[/h2]

The official merch store has new stock!

Looking for something to while away those long summer evenings? Look no further than the Map of Gielinor Puzzle! Featuring the iconic map design you know and love, this 1,000pcs brainteaser is sure to get you working those cognitive muscles.

We've also got new Angels Scapes lines! Feast your eyes on the gorgeous Dusk Variant Tutorial Island Pin, a sunset-toned version of the pin made to celebrate our 20th Anniversary.



Plus, there’s a new Fishing Skill Cape Keyring, and restocks of the trimmed Strength and HP Skillcape Keyrings. Check out the full collection here.


[h2]RuneScape: The First 20 Years[/h2]

We’re very excited today because we can finally prise open the covers of our forthcoming book, RuneScape: The First 20 Years! Coming October 2021, the book is available for pre-order now, but if you can’t wait to get a gander at its hallowed pages, here’s your first look:



The book has 224 full-colour pages, including illustrations and exclusive interviews with J-Mods past and present!

And if that’s not enough, today we can also reveal the Deluxe Edition Cover Design and second folio print!

While the first folio print is an iconic Tim and Crunchy illustration, we can reveal that the second is a battle scene from the archives featuring the formidable General Graador! Created in 2012 for a series of prospective loading screens depicting the God Wars, the note on the illustration reads ‘The Lesser Gods opened gates between Gielinor and other neighbouring realms and brought into it new races to fight their battles.’ We think it makes a striking image for our second folio!

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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

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[h2]Extras[/h2]

  • Vanguards can no longer become immortal after reaching 0 HP.
  • The model of the Naval Shirts from Trouble Brewing have been edited/replaced to fit the female torso better. Now pose…
  • Models within Mushroom Meadows have been optimised to improve performance.
  • Ploughs in Hosidius will push any players who are standing in front of them.
  • The rocks that lead from the Kharidian Desert surface down to the Agility Pyramid will now walk you to the correct spot if you attempt to use them from the wrong sides.
  • Celestial rings and signets are now protected on death with higher priority.
  • The silver needle in Shayzien has been replaced with a normal one.
  • The new Antipoison potion can go in the shared storage at the Chambers of Xeric.


That's everything for this week's game update. As always, feedback is greatly appreciated, so please let us know what you think via our official forums, on the 2007Scape Reddit, or the community-led OSRS Discord in the #gameupdate channel.

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Mods Acorn, Arcane, Archie, Argo, Ash, Ayiza, Banjo, Boko, Bonsai, Brow, Bruno, Curse, Daizong, Deagle, Dibber, Ditto, Dylan, Ed, Elena, Errol, Fed, Flippy, Gecko, Grub, Halo, Husky, Jndr, John C, Kandosii, Katies, Kieren, Kirby, Lenny, Light, Lottie, Mack, Maylea, MikeD, Morty, Nasty, Nin, Oasis, Roq, Ry, Sarnie, Skylark, Squid, Steve W, Sween, Tide, Vegard, West, Wolfy & Zuko

The Old School Team