RN OSRS Mining XP Event
- Starts
- Mon 17 Aug 2026, 05:00 UK time
- Ends
- Mon 24 Aug 2026, 23:00 UK time
- Start point
- Not applicable
- Prize
- 1st prize - 10m coins 2nd prize - 5m coins 3rd prize - 2.5m coins
Welcome to the first of several bumper blogs about Project Rebalance!
In December last year, we announced Project Rebalance, a massive Game Jam project which will flesh out progression for both skills and gear throughout your Old School adventure.
Since this is such a huge project, you can look forward to several blogs on this topic – including all the details about NPC Defence adjustments, gear changes, and more. We plan to release further blogs in April to coincide with the hands-on Betas. Today though, we’re looking at some smaller, simpler tweaks to skilling content.


Agility, love it or hate it, is one of the most impactful skills in Old School. It offers access to a huge variety of shortcuts across Gielinor and, more importantly, increases the speed at which your Run Energy regenerates.
Despite this, it’s not exactly a fun skill to train. We think you can all relate to the feeling of dread as you level up and see how many laps there are to go until your next milestone! On top of that, some of those shortcuts aren’t so useful after all, and that boost in Run Energy is a bit too subtle for most players to see the benefits.
Our changes to Agility are simple; we’re tweaking the numbers to better position different activities and unlocks, while identifying prime candidates for shortcuts that make training the skill worthwhile. We don’t plan to significantly adjust the skill’s progression, or the speed at which you gain levels.
Got all that? Then let’s get going!
Agility Courses
Agility Courses are your primary training method from 1-99. Unfortunately, it’s not uncommon to unlock a new course, check the Wiki, and see that it’s not really worth your time!
These changes are all about making Agility Courses relevant again, giving you a nice change of scenery and a real feeling of progression in the skill.
| Level Requirement | Course | Approx. Current XP/hr | Approx. Proposed XP/hr |
| 1 | Draynor Village Rooftop Course | 9,000 | 9,000 |
| 5 | Shayzien Basic Course | 8,750 | 9,500 |
| 10 | Gnome Stronghold Agility Course | 9,250 | 10,000 |
| 20 | Al Kharid Rooftop Course | 9,360 | 12,000 |
| 30 | Agility Pyramid (Note: while the access requirement is only 30 Agility, it's typically not worth starting at 30 since failure rates decrease dramatically as your Agility increases up to 75) | 44,750 | 44,750 |
| 30 | Varrock Rooftop Course | 13,000 | 14,000 |
| 30 | Penguin Agility Course | 30,000 | 30,000 |
| 35 | Barbarian Outpost Agility Course | 18,200 | 18,200 + 5,000 Strength XP/hr |
| 40 | Canifis Rooftop Course | 19,200 | 19,200 |
| 48 | Shayzien Advanced Course | 28,000 | 30,000 |
| 48 | Ape Atoll Agility Course (Note: while the access requirement is only 48 Agility, it's typically not worth starting at 48 since failure rates decrease dramatically as your Agility increases up to 75) | 53,300 | 53,300 |
| 50 | Falador Rooftop Course | 27,200 | 35,000 |
| 52 | Wilderness Agility Course | 47,500 | 47,500 Unchanged as part of Project Rebalance, but will change as a result of the recently polled changes. |
| 52 | Hallowed Sepulchre Floor 1 | 45,000 | 45,000 |
| 60 | Werewolf Agility Course | 69,500 | 69,500 |
| 60 | Seers' Village Rooftop Course | 45,600 | 42,000 |
| 60 | Seers' Village Rooftop Course with Kandarin Hard Diary | 58,900 | 55,000 |
| 62 | Hallowed Sepulchre Floors 1 and 2 | 56,300 | 56,300 |
| 70 | Dorgesh-Kaan Agility Course | 63,000 | 63,000 |
| 70 | Pollnivneach Rooftop Course | 52,300 | 52,300 |
| 70 | Pollnivneach Rooftop Course with Desert Hard Diary | N/A | 60,000 |
| 72 | Hallowed Sepulchre Floors 1, 2 and 3 | 66,700 | 66,700 |
| 75 | Prifddinas Agility Course | 66,000 | 66,000 |
| 80 | Rellekka Rooftop Course | 55,000 | 55,000 |
| 80 | Rellekka Rooftop Course with Fremennik Hard Diary | N/A | 65,000 |
| 82 | Hallowed Sepulchre Floors 1, 2, 3 and 4 | 76,000 | 76,000 |
| 90 | Ardougne Rooftop Course | 62,300 | 70,000 |
| 92 | Hallowed Sepulchre Floors 1, 2, 3, 4 and 5 | 90,000 - 108,000 | 90,000 - 108,000 |
These changes will smooth out XP rates between courses, give Rooftop Courses steadier progression, and reward those of you who’ve kept up with your Achievement Diaries with even better rates. Boosted Diary rates also let us improve some of the high-level courses like Pollnivneach and Rellekka, where we currently see players giving up on the grind.
Eagle-eyed readers will also note that this proposal includes swapping the requirements for the Draynor Village Rooftop Course and the Gnome Stronghold Agility Course. The Gnome Stronghold may be an iconic Agility location, but newer players aren’t even really sure how to get there, and experienced players get their early-game Agility levels from quests like Tourist Trap. This way, newer players have the opportunity to learn about Agility basically from the start of the game, instead of having to travel across half of Gielinor.
We know you love those little green guys, so we’re open to leaving the Gnome Stronghold Course requirements alone – but no matter what, we’ll be making the Draynor Rooftop Course available right out of the gate.
Also of note is the addition of Strength XP to the Barbarian Outpost course, in-line with the rest of Otto’s Barbarian Training.
There are two more changes we’d like to roll out across all ‘primary’ Agility Courses:
Brimhaven Agility Arena
This next Course is so special, it deserves its own category. The Brimhaven Agility Arena has it all. Rope swings, lava pits, falling rocks, parrots, dart traps, and a fiendish timer that keeps even the most agile adventurer sweating. Plus, it's turning 20 this year, which has us all feeling a little old...
Despite all this cool stuff, the Brimhaven Agility Arena is looking a little deserted these days. Our changes aim to retain its identity while improving its overall appeal:
Those are the broad changes – now let’s see the specifics. If you liked that last list, you’re going to love this one:
So, what do you do with all that extra XP? Unlock a few more shortcuts, of course!
Agility Shortcuts
Warning: there’s another list on the way. Our proposals for shortcuts fall into three categories: removing Achievement Diary requirements, adjusting level requirements, and adding high-value shortcuts to the game.
These changes should ensure that skill progression feels good, that shortcuts are more relevant for their level bracket, and that players are more motivated to train Agility overall.
Ready for that list? Let’s see the specifics!
We’ll remove the Achievement Diary requirements for the following shortcuts:
We’ll adjust the following shortcuts as follows:
Finally, we’ll add the following new shortcuts:
There’s a survey at the bottom of this blog where you can tell us your thoughts about all the above changes. First though, how about some crime?


Have you ever slipped, fallen and accidentally stolen from a hard-working Knight of Ardougne? Ever done that thousands of times? Don’t worry, this is a safe space – we all love a bit of crime around here.
Our Thieving changes are largely about rebalancing failure rates, XP drops and stall respawn times. In turn, this should give players more options when deciding where to train this sneaky skill.
Pickpocketing
The following pickpocketable NPCs are receiving changes:
| NPC | Reduce Failure Rate? | Current XP Drop | Proposed XP Drop | Current XP/hr @ Req | Proposed XP/hr @ Req | Current XP/hr @ 99 + Ardougne Diaries | Proposed XP/hr @ 99 + Ardougne Diaries |
| Yanille Watchman | Yes | 137.5 | 137.5 | 94,188 | 109,038 | 191,125 | 209,413 |
| Paladin | Yes | 151.8 | 151.8 | 108,233 | 120,377 | 179,579 | 211,457 |
| Gnome | Yes | 198.3 | 218.3 | 102,323 | 159,359 | 178,867 | 243,405 |
| Hero | Yes | 273.3 | 293.3 | 129,818 | 192,405 | 198,962 | 282,448 |
| TzHaar-Hur | Yes | 103.4 | 120.4 | 178,365 | 212,144 | 220,552 | 313,040 |
These changes mean that at higher levels you’ll be able to harass NPCs again, instead of relegating yourself to Ardougne’s southern Bank for all eternity. The tweaks to failure rates mean that pickpocketing should feel better, too!
Stalls
Outside of early levels and the odd pet grind, stalls have too long a respawn time to be worth engaging with, even when targeting a specific resource.
These changes aim to breathe new life into Gielinor’s marketplaces and are aimed at more casual players. We bet the stallholders can’t wait!
| Stall | Current Respawn Time (Ticks) | Proposed Respawn Time (Ticks) | Current XP Drop | Proposed XP Drop | Current XP/hr | Proposed XP/hr | New Resources |
| Crafting | 16 | 8 | 16 | 20 | 5,647 | 13,333 | Amulet Mould, Bracelet Mould, Gold Bar |
| Monkey Food | 12 | 6 | 16 | 16 | 7,385 | 13,714 | N/A |
| Monkey General | 12 | 8 | 16 | 25 | 7,385 | 16,667 | N/A |
| Tea | 8 | 6 | 16 | 16 | 10,667 | 13,714 | N/A |
| Wine | 16 | 8 | 27 | 27 | 9,529 | 18,000 | N/A |
| Seed | 16 | 4 | 10 | 10 | 3,529 | 12,000 | N/A |
| Fur | 16 | 12 | 36 | 45 | 12,706 | 20,769 | N/A |
| Fish | 16 | 12 | 42 | 42 | 14,824 | 19,385 | N/A |
| Crossbow | 16 | 8 | 52 | 52 | 18,353 | 34,667 | Mithril Crossbow, Mithril Bolts |
| Silver | 32 | 32 | 54 | 205 | 9,818 | 37,273 | Tiara, Silver Bar |
| Spice | 64 | 10 | 81 | 92 | 7,477 | 50,182 | N/A |
| Magic | 64 | 12 | 100 | 90 | 9,231 | 41,538 | Nature Runes, Law Runes |
| Scimitar | 64 | 32 | 160 | 210 | 14,769 | 38,182 | Adamant Scimitar |
| Gem | 180 | 100 | 160 | 408 | 5,304 | 24,238 | N/A |
| Ore | 100 | 50 | 180 | 330 | 10,693 | 38,824 | N/A |
Our intention here isn’t for stalls to surpass pickpocketing in terms of XP/hr, but to provide attractive alternatives for low intensity skillers and those hoping to stock up on particular resources.
We’d really like to hear your feedback on these numbers – how rewarding would you like your criminal activity to be?


Slayer is an Old School classic, but newer players are often confused by its popularity – after all, the early levels can be a real grind. Beginner Slayer relies on lots of out-of-game research. The tasks you encounter are sluggish and slow, and unless you’ve been boosting your points somehow you don’t have a surplus available to skip the less exciting assignments you receive.
Our proposals aim to improve the early-game Slayer experience by removing the more egregious Slayer Tasks. We’d also like to help newer slayers stock up on Slayer Points by reducing the kill counts in early tasks – which should in turn smooth out the transition into the ‘fun bits’ of the skill.
On that note, we want to bring the thrill of obtaining a special drop into early-game Slayer by adding a small number of uniques which will provide limited utility against other low-level Tasks.
Slayer Task List Changes
The following Slayer Tasks are being removed from these Slayer Masters' task lists:
Mazchna
Vannaka
Chaeldar
The remaining Tasks now better reflect the stats we expect low-level Slayer players to have, and keeps them doing level-appropriate content throughout the grind.
In addition, the above three Slayer masters have had both the minimum and maximum quantity reduced for most of their remaining Tasks. This means that lower-level players will complete Tasks faster and unlock their Block Slots nice and early, in a more organic way than the current Turael-boosting meta.
Slayer Monster Changes
We’ve also made a couple of changes to some under-utilised Slayer monsters you might encounter early in your monster-hunting careers:
Killerwatts
These changes intend to make Killerwatts a much faster task and less of a guaranteed 'Skip' for players, while giving players the satisfaction of having the right tools for the job.
Fever Spiders
Revolutionary, we know! These creepy crawlies won’t become goldmines overnight, but we hope to have them drop something – especially considering that you require specialist equipment and a quest to unlock them in the first place.
Cave Bugs
This relies on us actually defining ‘bugs’ as a class of NPCs. We could roll this out to spiders, the nylocas… if it’s got more legs than charisma, it just might make the cut. There's a survey question on this exact topic, so if you know a bug that needs a good bashing, let us know!
That’s all we’ve got on the Slayer front for now, but we’d love to hear your feedback!


While 2023’s changes to Shooting Stars have resulted in more Mining levels than before, there are still a huge variety of training methods that players just aren’t interested in.
To set expectations, we’re not overhauling Mining in the style of RuneScape’s Mining and Smithing Rework – but we are looking to bolster a few activities, make them more approachable, and help players experience all the skill has to offer.
We’re not ruling out a wider rework down the line (we know that Smithing progression is a particular point of interest), but for now we want to try maximising what we’ve got rather than deviating from the core concept of the skill.
Mining Minigames and Activities
Motherlode Mine
These changes make unlocks more impactful while making the activity more reliably low intensity. Additionally, increasing XP rates at lower levels mean the activity is more worthwhile for newer players – and less like a chore to tick off your Falador Hard Diary.
Volcanic Mine
These changes give players more reasons to engage with Volcanic Mine by presenting a faster way to get your hands on the Prospector’s Outfit.
By improving the viability of solo play, we’re also encouraging players to explore different roles at their own pace, with the end goal of finding a team and maximising their gains.
Blast Mine
Blast Mine is chill, fun, and the massive XP drops offered when claiming ores make it a unique kind of satisfying. These changes are about making the activity more approachable, especially for Irons looking to stock up on ores and players hoping for something more engaging than Motherlode Mine.
Amethyst/Mining Guild
Gem Mining
Sandstone and Granite Quarry
'Regular' Mining
Our changes to ‘core’ Mining don’t overhaul the skill in any significant way. Instead, we’re hoping to cement the AFK status of Amethyst Mining for high-level players, strengthen the utility of Mining Gloves, and making Gem Mining more approachable.
Zalcano
Zalcano gets a section all to herself, in the biggest change we’re proposing today.
Right now, Zalcano is a potent moneymaker, but we see a lot of calls to make this high-intensity boss a more viable training method. Our intent has always been to put profit over XP here, so we’d like to propose something new.
We’d like to add a new currency to Zalcano’s regular loot table, which players will be able to trade in to an NPC. The unique loot table will not be affected. When handing over currency, you’ll be able to choose whether you’re paid back in XP or cold, hard cash. This neat solution lets players get more XP out of Zalcano if they want to, while keeping the boss a consistent moneymaker.
We will still be capping XP rates somewhere in the 50,000 XP/hr region, to make sure there’s still a good balance. We don’t want Zalcano to become the one-stop Mining shop!
Lastly, we want to resolve scaling issues so that it’s easier to jump into this activity without world-hopping to find the perfect group size. This may mean making instances available, changing how Zalcano scales, or adjusting the way contribution works. Stay tuned!
With that, we’ve covered the majority of our skilling proposals – but before we sign off, we have a few more miscellaneous improvements to tell you about.

Final list, you're on the home stretch!
There’s a lot to chew on in this first blog. For dessert, might we suggest this survey? We’re keen to hear your thoughts on everything we’ve covered above! Fair warning, there are a lot of questions - so make yourself comfortable!
Meanwhile, those of you interested in combat will want to keep an eye out for our next Project Rebalance blog, where we’ll be taking aim at a variety of combat improvements. Until then…
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.

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