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
We’re back from Bank Holiday with a bumper newspost filled with Combat improvements from Project Rebalance!

You know all about Project Rebalance by now, so we shan’t repeat ourselves. If you’d like to catch up, you can check out the top-level NPC Defence Changes and Other Combat/Item Adjustment blogs, the dedicated Q&A, or this video which summarises the Defence changes.
Just like our last Project Rebalance update, today’s newspost covers a lot of ground and highlights some pretty big alterations to the status quo. With that in mind, we want to reiterate that we love Old School’s combat system exactly as it is. The aim of these changes is not to fundamentally change Combat, but to further improve the parts of the system which make it so satisfying to play. These changes open up new space for rewards that don’t contribute to bloat and powercreep, while leaning into the ‘right tool for the job’ element that makes getting gear upgrades feel like progress.
Over the coming weeks, we’ll no doubt find small tweaks we can make to ensure Combat is running smoothly. While we’ve run betas and worked with the community to make sure we’re on the right track, no amount of testing can compare to thousands of you getting stuck in and letting us know how these changes actually feel. If something doesn’t seem right, you can let us know, and we’ll do our best to sort it out – even if that means rolling changes back.
If this sounds a bit scary, don’t panic! Most of these changes won’t impact current gameplay at all, and simply pave the way for future activities, bosses and rewards. All your existing gear setups will still work just fine, although you may want to make one or two adjustments to squeeze a little extra power out of your equipment.
If that sounds exciting, keep reading to learn more!

This video guide will tell you all you need to know about the two primary components of this segment: Elemental Weaknesses and split Ranged Defence types. Have a watch – we’ll wait.
If this video doesn’t load on your browser, click here to watch!
Time to put your popcorn down and learn more about Elemental Weaknesses!
Elemental Weaknesses have always been present in a complex, roundabout way. Perhaps the most well-known example is the Ice Demon's weakness to Fire spells. These changes standardise the existing system, roll it out to more NPCs, and make it more readily accessible in-game via Monster Examine.
In short, for every point of Elemental Weakness an NPC has, spells of that element will gain +1% Accuracy and +1% Damage. For example, if you cast Fire Surge on an NPC who’s got a 50% Fire Weakness, you’ll gain 50% bonus Accuracy and Damage.
When you factor in your base Magic Damage, the formula looks like this:
Base Damage x (Magic Damage % + Elemental Weakness %)
This additive approach means elemental spells receive bigger buffs in middling setups, but don’t become overpowered in setups offering high Magic Damage boosts.
This gives the good ol’ Standard Spellbook more of a foothold in combat progression, fleshing out options for players throughout their Magic journey without displacing properly optimised setups.

A monster’s Elemental Weakness will be clearly visible in the ‘Other Attributes’ tab of Monster Examine. Alternatively, you can check out the OSRS Wiki or this handy spreadsheet with a granular and detailed list of changes.
For convenience, here’s a big list of the enemies impacted by this change:
Air Weakness
Water Weakness
Earth Weakness
Fire Weakness
We’ve kept this list relatively tight so it doesn’t feel like every NPC in the game has changed overnight. While we’re not opposed to adding more NPCs to the list, we’re keen to let the dust settle and see how these changes impact the game before making further changes. Don’t worry – we won’t be drip-feeding them week by week, either. As much as we love writing the weekly newsposts, we know you don’t want to be constantly checking them for minor balancing changes!
Any wizard knows that Fire is stronger than Air – which rather throws a spanner in the works when it comes to making Elemental Weaknesses feel impactful.
For this reason, your max hit with elemental spells (Strike, Bolt, Blast, Wave, and Surge) will now scale to the highest level spell you have unlocked.
For example, a player with Level 5 Magic has a max hit of 4 for both Wind Strike and Water Strike, since Water Strike is the highest tier of spell they have unlocked. If that same player reaches the lofty heights of Level 13 Magic, then all their elemental Strike spells will have a max hit of 8, since the highest level spell they’ve unlocked is now Fire Strike.
Note that no spells hit higher than their tier’s max hit – if you have Level 99 Magic, your Fire Strike will still have a max hit of 8.
If you’re wondering how this affects the Tomes of Fire and Water, keep scrolling – we have more information about that later in the blog.
For now though, let’s take a look at the other side of the combat triangle...
Ranged Defence for NPCs is being split into three categories: Light, Standard, and Heavy. These are based on the type of ammunition used, as follows:
This change won’t mean significant shifts in gameplay today, but it lets us target NPCs towards a specific Ranged style in future, and make cool new rewards to match. Imagine an enchanted bow that fires Light arrows, or a Ballista that’s actually worth shooting at something with.
The overwhelming majority of existing NPCs, therefore, aren’t seeing any adjustments. For a detailed list of the changes we are making, check out this spreadsheet.
Alternatively, here’s a top-level summary of the NPCs affected:
Short term these changes mostly improve the standing of Crossbows in places where they’ve fallen behind the Bow of Faerdhinen or Twisted Bow. Again, the real benefit of these changes will be more flexibility when designing future updates – so keep your eyes peeled, and your arrows at the ready!
On top of the above set of changes, we've made a handful of minor adjustments to existing Melee defences on NPCs to better accentuate their weaknesses:

This section deals with changes to items in order to spread progression out and bring certain pieces of gear up to par. You can read all about our reasoning in this blog.

After a lot of back and forth, we're satisfied that this set of changes successfully spread out Magic progression and make gear upgrades feel more impactful.
Keep in mind that 'set pieces' for Robes means the Helmet, Body and Legs slot items. Now, here are the changes!
Magic gear isn't the only thing that's changing! Today’s update also includes the highly-anticipated Elder Maul buff and a few other gear improvements:
That’s all from Project Rebalance for now, but if you’d like more details about any of the changes we’ve discussed today, be sure to read through the blogs linked above.
Do remember that we’re open to making further changes based on your feedback – so be sure to share your thoughts on all things Project Rebalance and let us know what you think of today’s changes!

For dessert, a short but sweet selection of miscellaneous changes:

RuneScape Kingdoms: Shadow of Elvarg has been shortlisted for a UK Games Expo Award!
The judges at UK Games Expo (also known as UKGE, the largest hobby games convention in the UK) shortlisted RuneScape Kingdoms as Best Boardgame (American-style).

The UKGE People’s Choice Winner in this category will be decided by an online public vote from 9am BST on the 31st May, which means YOU can help RuneScape win! Steamforged Games have really done a great job bringing the RuneScape experience to the tabletop and we’d love the Old School community to show their appreciation by voting for the game!
If you would like to vote:
If you’re going to UKGE, RuneScape Kingdoms is being demoed on the All About Games stand. Do stop by and give it a go!

If you don’t yet have a copy of the RuneScape Kingdom board game, the core game, Shadow of Elvarg, sold out in the Steamforged US store within weeks of release but there’s still stock available in other hobby board game retailers around the world (and on the RuneScape merch store). Steamforged is reprinting the game as we speak, and will announce a restock date soon!
In other board game news, we continue to be blown away by the painting skills of the community – check out a few more recent pictures of some painted miniatures from the RSK board game below. Do keep sharing - we love seeing your creativity on display!


The PvP rota has moved to Period A:
World 390 (AUS) for LMS Competitive has been activated with this rota.
World 569 (AUS) for Bounty Hunter has been de-activated with this rota.
The PvP Arena is using 'Zerker' loadouts in Ranked Duels and Tournaments this week.

You can also discuss this update on the 2007Scape subreddit, the Steam forums, or the community-led OSRS Discord in the #gameupdate channel. For more info on the above content, check out the official Old School Wiki.
Mods Abe, Abyss, Arcane, Archie, Argo, Ash, Ayiza, BigRig, Blossom, Boko, Bruno, Chilly, Criminal, Crystal, Curse, Daizong, Dylan, Ed, Elena, Enigma, Errol, Gecko, Gengis, Gizmo, Goblin, Grub, Halo, Harold, Hend, Hooti, Hornet, Husky, Jalo, Jerv, Keyser, Kieren, Kirby, Kurotou, Leebleh, Lenny, Light, Liron, Mack, Manked, Markos, Maylea, Meat, Moogle, Morty, Necro, Nox, Nylu, Other, Pumpkin, Redfield, Regent, Rice, Roq, Ry, Sarnie, Saiyan, Shogun, Shroom, Sigma, Skane, Skylark, Smithy, Sova, Squid, Starry, Suharun, Surma, Sween, Tide, Titus, Torrance, Tsourorf, Tyran, Veda, Vegard, West & Wolfy
The Old School Team.