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
Pull up a chair and hold on to your Crystal Extractors because this week's update features a whole host of Sailing tweaks and improvements, alongside some hefty XP balancing changes.
Changelog - December 3rd
Sailing XP Changes
Other Sailing Changes
Z-buffer Graphical Fixes
Other Changes
PvP Rota
The PvP rota has moved to Period B:
World 390 (AUS) for LMS Competitive has been de-activated with this rota.
World 569 (AUS) for Bounty Hunter has been de-activated with this rota.
The PvP Arena is using 'Max/Med' loadouts in Ranked Duels and Tournaments this week.
Sailing XP Changes
You've read the newspost's title, you've seen the panicked memes about the Crystal Extractor being thrown overboard, and you've undoubtedly got thoughts of your own regarding Sailing's XP balancing. We've been reading all over, watching your journeys, and working with our Data Analysts to get a real sense of how players are progressing through Sailing, where the common pain points are and areas that might harm our ability to expand the skill with further training methods. With all of that combined, we feel like we're ready to make some tweaks to Sailing XP.
As you might expect, balancing an entire skill (especially one as broad as Sailing) is complex, and we were under no illusions that we'd get it absolutely perfect right out of the gate. That means that while there are some buffs in today's update, there are also a handful of nerfs. We need Sailing to make sense long-term, it's not an update for everybody to blitz through in a week or two and never touch again. Over the course of years it's important that Sailing remains relevant, interweaves properly with Old School's complex web of progression, and has space for additions to the skill at all level ranges. So while we appreciate that nobody likes a nerf, we hope that you're able to meet us halfway and appreciate that we need to finetune things with longevity in mind, rather than a rush to the finish line.
It's also important to make clear that we're likely not going to get it perfect with these changes either - Sailing has a lot of room to grow and evolve, and balancing changes are something that we'll keep iterating on by working with the community's feedback, pairing it up with our own analytics and trying to get things just right.
We know that there's a lot we still need to polish up with Sailing, so before the end of the year we'll be putting together an in-game Opinion Survey (using our fancy new polling system) to gather your thoughts on a whole host of hot topics. While we're doing our best to prioritise working on what's important to ensure smooth seas for our new sailors, we know that there's a lot of feedback out there from all of you and more changes that you'd like to see, so we'd like to really drill down into the details and fully develop our understanding of your feedback so that we can make sure we deliver. This list isn't exhaustive, but you can expect to see questions on things like:
With all of that feedback to look forward to in the near future, let's bring your attention back to now. Before we dive into specifics on the changes we're looking to make today, we've got a quick refresher on where we expect each different Sailing activity to sit alongside each other with regards to XP/Hr and viability as training methods.
Time for some specifics! Drop anchor and take a seat, there's a lot to cover...
Crystal Extractor
We'll start with arguably the most contentious part of Sailing's XP balancing: the Crystal Extractor. This innocuous unlock has sparked a lot of conversation and has - in a sense - warped the majority of Sailing's progression around it.
For those not in the know, the Crystal Extractor is a boat facility that you can build at 73 Sailing. For your troubles (and roughly two million GP), you gain a facility which generates a wind mote every 60 seconds, granting 600 Sailing XP when harvested. It takes three ticks (1.8 seconds) to harvest - or four ticks if you count the time it takes to interact with the extractor - meaning that for the time you're actually interacting with the extractor, your effective XP per hour (XP/hr) is around 1,200,000. In effect, the single most valuable thing that you could possibly be doing if there's a mote ready to be harvested, is clicking on your Crystal Extractor, which adds up to an additional ~34,000 XP/hr for players paying enough attention to click once per minute.
Our initial expectations for the Extractor were for it to close the gap between lower intensity activities such as Port Tasks or Shipwreck Salvaging and higher intensity activities like the Barracuda Trials. Earlier in development, the interaction time on the Extractor was longer than it is now and it had to be placed further away from the helm, so we'd balanced it expecting that players would be less willing to pull away from the helm in order to harvest wind motes. As you might have guessed from the sheer volume of posts around the Crystal Extractor throughout the community, this isn't quite the case, so we feel changes are needed.
Having said all that, we appreciate that many sailors are enjoying keeping on top of their extractor and weaving their harvests in between actions, so we're not looking to completely gut it or remove emergence from you all.
We'll be reducing the XP per harvest from 600 XP to 250 XP. This means that you can earn roughly 14,000 XP/hr from your Crystal Extractor, rather than ~34,000. This is a sizeable nerf but one that we think is necessary and one that we'd like to compensate with XP boosts at certain points throughout progression (more on that later). We think this still makes harvesting from the extractor worthwhile (with an effective 500,000 XP/hr while interacting with it) but means we have more freedom to balance other activities appropriately since we're not having to account for a flat 34,000 XP per hour on top of everything, which makes scaling things up or down a little tougher.
Alongside this change, we're making an improvement to the Crystal Extractor which will allow it to generate charges even while you're at a port, until you've been disembarked (meaning running around on land) for around 10 seconds or so. This means that if you're quick, you can pick up or deposit cargo and make it back in time to keep the XP flowing without interruption!
Before we dive into specific activities, we'll say that we're not planning on any XP changes to Barracuda Trials since they're already taking a hit as a result of the Crystal Extractor changes. We're happy with where the XP from trials will sit alongside other options without any further adjustments and we're constantly seeing players push the limits here, exploring options like allowing for 'natural' trimming moments and new more optimal routes are always being discovered to push XP even further.
Port Tasks
Everybody's favourite delivery driver simulator!
Port Tasks are supposed to be a medium-intensity method that sits between Shipwreck Salvaging and the Barracuda Trials, offering a comfortable mid-point in XP/hr. While we expect there are still discoveries to be made in order to maximise the efficiency of tasks like this (particularly with so-called A-B-A tasks, which you can learn more about in these videos from
and ), we think there are some points in progression where Courier Tasks in particular could use a little boost to make them a more appealing option.We'll be increasing the completion XP offered by all Courier tasks from level 40 and above by ~15%. This should help them shine a little brighter in the level ranges between Barracuda Trials where one starts to fall off and you want to progress to the next, particularly at levels 40 to 55 and 60 to 70, as well as make them a more appealing laid-back option for players in the 90s and beyond 99 sporting rosewood upgrades to max out their boat speed.
At this stage we're not planning any changes to the XP offered by Bounty Tasks, for two main reasons! One being that Ship Combat isn't in the best state right now and we need to have a wider review on how best to improve combat before we push it any closer to being the meta at any stage, and the other being that these tasks are supposed to be a nice excuse for you to obtain the Bounty target's unique drops while still getting a little Sailing XP boost on the side.
Deep Sea Trawling
We've not got any specific changes that we're making here this week, but felt it important to at least mention that we're aware of the wider discussions that you're all having regarding Deep Sea Trawling.
Our intent for this method has always been for it to be a lower XP/hr activity with a solid resource output (fish!) so that trawling serves as a solid skilling moneymaker. Though that was our intent, we do understand where many of you are coming from with feelings that the XP offered isn't worth the intensity of the input, especially with the Sailing XP/hr being reduced as a result of the Crystal Extractor changes.
So no changes to trawling this week, but we'll be having conversations around the XP, the output and whether this is more of a Sailing or a Fishing activity, then see what changes we might be able to make that make it a more appealing method, but not making it so appealing that the economy absolutely floods with powerful new fish and Deep Sea Trawling ceases to be a worthwhile moneymaker. Watch this space!
Shipwreck Salvaging
Despite being the 'simple' AFK training method, there's a lot of complexity involved in balancing Shipwreck Salvaging because there are so many ways that players can approach it. Here's a quick rundown of all of the ways that you've been salvaging so far:
Many of these are enabled by the Salvaging Station, which was an addition made late into Sailing's development, which has made "Two Crewmates Salvage, Self Sort" in particular a very strong AFK method that allows almost 30 minutes of downtime with solid XP rates (making it arguably the best AFK method in the game), especially when coupled with the additional XP/hr from the Crystal Extractor. This is compounded by a bug where crewmates are actually salvaging every three ticks, making them faster than players, who salvage every four ticks.
While we love AFK methods just as much as you, and we're no strangers to some second-screen salvaging while at work, we think that the XP/hr on offer from some of these is a little too good for the effort required, which weakens the appeal of Port Tasks and Barracuda Trials and makes it possible to reach 99 Sailing without moving your boat much at all.
We're looking to make some changes here that might not be easy to understand from the numbers, so we'll state our goals clearly:
Now let's dive in to how we're looking to realise those goals, starting with all of the ways we'd like to improve your quality of life when salvaging shipwrecks.
These tweaks should help improve the social aspect of Salvaging, cut down on annoyance when getting into the right spot or hopping at the same location, and improve the consistency with which crewmates do what you'd expect them to!
You might have noticed that the above list also states that players will salvage on a 5-tick cycle, rather than the current 4-tick cycle. This is slower than before, but we're buffing success chances at all tiers of shipwreck to compensate - this aims to keep the XP/hr of actually Salvaging at a similar or slightly lower level than before, but will also increase your AFK time when actively salvaging. Here's how success rates are changing to compensate for this adjusted speed:
On top of this, we're buffing the XP that you get from actually pulling up Salvage for some of the higher-tier shipwrecks as follows:
However, we're reducing the XP that you get from sorting Salvage to try and better emphasise getting involved on the hooks yourself and reducing some of the strength of the "Two Crewmates Salvage, Self Sort" method. We love an AFK method, but with Sorting XP being as good as it is, we think relying solely on Sorting and letting your crewmates do all of the Salvaging little too AFK to be healthy long-term.
It's hard to put all of this together and understand exactly how each of the approaches to Shipwreck Salvaging might be impacted, the oversimplified version is that we estimate these numbers to be a 20-30% nerf for AFK salvaging from level 35 shipwrecks and beyond, and around a 20% buff to more high intensity approaches to salvaging. It's worth noting that majority of the '20-30% nerf' here assumes that you're maintaining good uptime on your Crystal Extractor, so if you've been taking it easy and missing out on harvesting every minute then you'll likely see a smaller reduction in XP. Additionally, shifting more XP onto salvaging rather than sorting means you'll notice more of the benefits from upgrading your hook - the current paradigm with sorting doing so much lifting (coupled with the sheer volume of XP added by the Crystal Extractor) means upgrading your salvaging hook multiple tiers doesn't result in noticeable increases in XP/hr, but these increases should be more noticeable with today's update.
We believe these numbers should help bring them into a healthier spot so that they're still a solid social/AFK offering but not so solid that they lead to many players not engaging with other training methods whatsoever, coupled with a bunch of QoL improvements that should improve consistency (which will boost XP/hr slightly in a way that's tougher to model), and position high-intensity Salvaging methods as something that might be a competitive alternative to Barracuda Trials for endgame sailors looking for a change of pace.
Nobody likes nerfs, or feeling like they missed out on stronger early XP rates because of real life commitments, but we hope that you can appreciate our desire to better position Sailing's core training methods relative to each other now that we're equipped with more data and feedback than we could ever have gathered by ourselves. These changes also create more space for us to add new methods or activities in the gaps to flesh out a varied progression curve with a large breadth of gameplay for players to enjoy for years to come, so we can't wait to see what we come up with together as more and more suggestions for new activities flood in.
Oh and one last thing before we move on, we're fixing the Horizon's Lure so that it correctly applies its +2.5% XP boost to all activities in Sailing, meaning:
Remember what we said before, these changes aren't set in stone and unchanging forever - this balancing process will be iterative and take time to get right. Let us know your thoughts once you've gotten hands-on in-game and we'll take those on board to see how they might contextualise the data that we get to continue getting things into the right spot.
Thanks for bearing with us, now let's talk about booty!
Sailing Drop Rates & Mechanics
Let's talk drop rates!
As always, the combined forces of the OSRS Wiki and RuneLite mean you should already have a rough idea of what the rates are for any items that you're chasing, but we commit to releasing drop rates in full within two weeks of an update so that you can know for sure and perhaps spot if anything seems awry. There are a lot of items added with Sailing, so we'll be putting them into an 'expand' section to avoid cluttering the blog if you're not interested.
Shellbane Gryphon
Gryphon
Aquanites
Boat Paints
Dragon Sheet
Dragon Nails
Dragon Cannonballs
Broken Dragon Hook
Great White Shark Drop Mechanics
Great White Sharks have a 1 in 1,024 chance to roll on their 'Dragon table'. Due to a nasty bug, these haven't been rolling as intended, but we're fixing that as part of today's update. Once rolled, Dragon items have the following weightings:
Armoured Kraken Drop Mechanics
Armoured Kraken have a 1 in 256 chance to roll on their 'Dragon table'. Once rolled, Dragon items have the following weightings:
Echo Pearl
Swift Albatross Feather
Narwhal Horn
Squid Beak
Ray Barbs
Bottled Storm
Shipwreck Salvaging
Soup (the Sailing pet)
Soup is only obtainable on player rolls, meaning your crew do not roll pet chances for you.
Giant Fish
We think we've caught everything here, but let us know if we've missed any or there are other items that you're curious about! Good luck on those grinds!
Other Sailing Changes
So far it's been a pretty information-dense post, full of numbers and balancing changes, but it's time to ease up a little and talk through all of our simple fixes and straightforward improvements this week! There's bound to be something in here that might win a nod of approval from you, so let's dive in:
Just in case you missed it, we made a handful of hotfixes after last week's Game Update to fix some issues you might have encountered:
Z-buffer Graphical Fixes
Following our big leap into true 3D depth with our new Z-buffer system, we’ve been hard at work smoothing out some of the quirks you’ve spotted. Thanks to your reports, a batch of visual issues has been addressed.
Here’s what’s been tidied up this week:
As always, these fixes are part of our ongoing effort to polish the new depth system, so you may notice subtle improvements rolling out between updates. Keep an eye on the world, and keep sending us your feedback! You can keep track of known issues and updates in the official OSRS Discord’s #zbuffer-known-issues channel.
Merch Update
Merch Store – Xmas Lines!
Looking for something festive to collect? Check out this Xmas Pudding Capybara and Baby Mole with Santa Hat from AngelsScapes – cute!
The full range of AngelsScapes pins and keyrings are great gifts for any Scaper – tell your loved ones what you want now to ensure you find them in your stocking this year!
Holiday Offers
This holiday season, spend a minimum of £50/$55/E60 on the official merch store and receive 15% off your order.
Select lines are also discounted whilst stocks last.
Check out all the deals here or browse the full collection here.
Latest Comic Releases this Week
Issue #4 of the RuneScape: Untold Tales of the God Wars comic series releases 3rd of December globally. Get it from the official merch store, other online retailers or from your local comic store.
There are 3 different cover variants available to collect!
Graphic Novel Coming 2026
If you missed the earlier comic issues, fret not – a graphic novel collecting together issues 1-4 of the comic series, plus the Free Comic Book Day 2023 Special releases end of March next year and is already on pre-order.
Untold Tales of the God Wars explore the lore behind the Temple of Lost Ancients, the 4 Generals, and the Godsword!
Delve into the Temple of Lost Ancients during the catastrophic and iconic God Wars, as four warring armies fight for control of the Godsword: the only weapon capable of killing a deity. Trapped in the centre of the conflict is the undead Maro, who dreams of breaking free of his master’s clutches. But escaping from the necromancer leads to a twisting, thrilling journey for Maro when he finds allies – and enemies – across the front lines. What was once myth becomes legend in this gripping series about gods and mortals.
Don’t forget the novels also available now from online and local bookstores, including the latest release, Shadows of Amascut. Available as digital books for your kindle, physical books and also out now or coming soon as audio books!
Other Changes
PvP World Rota
The PvP rota has moved to Period B:
World 390 (AUS) for LMS Competitive has been de-activated with this rota.
World 569 (AUS) for Bounty Hunter has been de-activated with this rota.
The PvP Arena is using 'Max/Med' 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.
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