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 too late for spring cleaning, but just in time for a Summer Sweep-Up! Strap in because we've got a lot to talk about!
Everybody in the office is starting to complain about the heat in the UK, which can only mean one thing: it's time for another Summer Sweep-Up!
For the uninitiated, the Summer Sweep-Up is a collection of changes aimed at improving quality of life, addressing long-standing pain points and often introducing tough topics like rebalances to address long-standing main game issues. The primary goal of projects like this is to modernise parts of Old School that have fallen out of favour (while staying true to our Old School roots) and to future-proof various parts of the game to ensure they remain healthy in the long-term, safeguarding key aspects of the game for years to come. The Sweep-Up spawned following the success of Project Rebalance, which saw the introduction of Elemental Weaknesses alongside gear, defensive stat and skill rebalancing - all things that we built-on for 2025's Sweep-Up alongside improvements to content like Tombs of Amascut and Abyssal Sire and adjustments to loot tables for a variety of resources.
This year we're back with a whole host more tweaks, alongside a handful of topics that we'd like to gauge your thoughts on before committing to a specific direction. We'll waste no more time and kick things off with the changes we're certain will make at least a handful of you say "Oh that's a good change"!
Hunter Improvements
Hunter is technically Old School's second-most recent skill behind Sailing, being added in November 2006. Despite that, the skill has its fair share of 'jank' or clunky interactions that can make it a bit of a slog to train conventionally, particularly at the earlier levels. It's true that the addition of Hunter Rumours with Varlamore's Hunter Guild improved the value-proposition of conventional Hunter training outside of Chinchompas, but for many training methods there are still changes that could be made to drastically improve the feel of them.
We'll keep things concise with bullet points but aim to expand where needed so that we're all on the same page and understand the aims of all of the key changes we're planning to make!
Falconry

This is perhaps the most-popular 'traditional' Hunter training method for players midway through their progression, but players engaging in falconry might wonder why Matthias' falcon seemingly lacks all of the speed and grace that these birds of prey are known for. Fortunately, all of that GP that Matthias has taken from you has been put towards some bird-sonal development, meaning you can look forward to the following:
Aerial Fishing
Despite its lack of popularity, Aerial Fishing is a reasonably efficient use of time for the min-maxers among you. We suspect that the XP output is appealing to players but that this activity is held back by extremely high intensity with limited downtime, some clunky interactions, and some excessive 'time-to-complete' for its unique rewards. Here's what we'd like to do to make the most of Aerial Fishing.
Deadfall Traps
Deadfall Traps are generally associated with the earliest of Hunter levels (which have been more-or-less superseded by Birdhouses for the better part of a decade), with Maniacal Monkeys being a notable exception for their relatively low intensity. We've got a handful of changes that should breathe new life into these dead(fall) traps!
Other Hunter Changes
Agility Changes

As much as it will pain some of you, Agility is here to stay! We've got some spicy Sepulchre changes, some term-iffic changes to Varlamore's Wyrm course, and as is tradition: shortcuts, shortcuts, shortcuts!
Course Changes
The Hallowed Sepulchre is a real standout as far as modern skilling methods go, it's fast-paced, intuitive and interactive. Having said that, many players bounce off of their Agility training before getting to the Sepulchre's best parts, and players looking to focus solely on Sepulchre for their training can find some parts of progression to get a little tedious. Here's what we're proposing:
Ultimately the aim here is to reduce the time spent running the 'comfortable' floors ad nauseum. 72 to 82 Agility stands out for many as a bit of a slog, since Floor 3 gets to be quite mundane after a little while. These changes are aimed at getting players moving through the floors more quickly and putting themselves to the test against the more challenging obstacles early - a perfect excuse for you to burn through that stuck of Summer pies!
On the other end of the intensity spectrum is the Colossal Wyrm Agility course, nestled into Varlamore's Sunset Coast. This was initially billed as a more low-intensity alternative to rooftops for reduced XP output, but it's more or less the same amount of effort and sees little use beyond players going after their Varlamore Graceful recolour.
Now let's see what you'll be able to unlock with those Agility gains!
Shortcuts

We'll not waste any time, here's a list of brand new shortcuts that we'd like to add - these aid general traversal, serve as time-saves for Treasure Trail steps or perhaps just feel like they make sense!
New shortcuts are all well and good, but we'd also like to take a look at some of the most frustrating out there - grapple shortcuts. There's no shortage of shortcuts in the game that you'll look at and think 'my character's done way tougher than this', so we'd like to allow some grapple/crossbow shortcuts to be 'overlevelled' and able to be completed without any gear at all. The shortcuts we're looking at here are:
Traversing Gielinor gets better with every Sweep-Up, here's hoping that more variety in Agility's pinnacle training method coupled with more use-cases for training beyond level 70 will have more of you getting your steps in than ever before!
Other Skilling-related Changes
There's more on the table for a variety of Skilling activities or quick-fix improvements, and we think there's one part in this section in particular that you'll really enjoy, so let's start with that one!Guardians of the Rift

Runecraft's premier minigame has been a fan favourite since its release, but its reward structure and offering has left a little to be desired. Having borderline-mandatory Skilling upgrades gated behind RNG with high variance can sour the enjoyment of activities like GOTR, so we've got a couple of tweaks to make your time spent there feel more valuable and more finite if you're looking to grab some rewards and go.
Tempoross
In a similar vein to the above, we've another rewards-related readjustment here.
Coral
Introduced alongside Sailing, Coral farming currently occupies a really strong position for Irons and UIMs when it comes to Herblore 'EHP'. EHP is a term you'll see used by the high-level community than means efficient hours played, which means that if you could gain a maximum of 100k XP from an hour of training a skill, then gaining 50k XP would equate to 0.5 Efficient Hours Played. Ordinarily this sort of thing is something we let happen organically and shift over time, but in Coral's case, there is a risk that associated methods becoming more widespread could shift Herblore progression for all Irons over to mass-farming Coral rather than the healthy spread of Herbs that you currently harvest and use for a variety of potions.
It's important to note that this is currently only significant at the very top end, which means players with 99 Farming, Attas Seeds planted, Magic Secateurs on-hand etc. are enjoying disproportionately high gains. We'd like to enact some changes that increase the amount of Coral gained at lower Farming levels and without all of these extra conditionals, but bring down the top end slightly - ultimately meaning that Coral becomes more appealing for most of you reading, while becoming a little weaker at the very top end.
These top-end yields for Coral function a little peculiarly, and harvest-boosters like Magic Secateurs, Attas Seeds and Farming levels appear to be doing much more lifting than they would for traditional herbs. As an example, check out these two graphs for a more 'normal' Ranarr seed vs. an Umbral frag:
Here's what we'd like to tweak:
These changes are quite number-heavy, but the tagline is that you'll see more Coral as you progress through Farming, and less Coral at the very top end (i.e. 99 Farming with modifiers like Attas seeds in the mix).
Other tweaks
Rounding off the Skilling changes are a small group of tweaks that don't fit neatly into any broader category.
PvM Changes
We don't have a huge number of NPC- or content-specific changes here, but similar to our Tombs of Amascut changes in last year's Sweep-Up we're targeting one piece of content in particular to take a real pass over, with some smaller/miscellaneous changes to follow up.
Our focus this year is a fan favourite! You know it, you probably have a complicated relationship with it, it's the red prison: the Gauntlet.
The Gauntlet & Corrupted Gauntlet Changes

This one's already generated a lot of conversation, hopefully seeing what's actually on the table might calm things down a little!
We'll start this section by saying that our aims for this aren't to drastically speed up the Enchanted Crystal Weapon seed grind, and instead center on reducing variance and smoothing out the prep phase so that you can more readily turn your brain off before locking in for your fight against the Hunllef. Let's take a look!
Changes aimed at reducing Prep phase variance/intensity:
Changes aimed at decluttering or simplifying prep:
These changes should make prep feel more reliable, make the quantities of things required easier to remember, and probably speed things up for players of all skill levels so that you can spend more time focusing on the Hunllef fight. Let us know what you make of them, and you can stop yelling at each other now!
Other PvM or PvM-adjacent Changes
While Gauntlet's the headline for this section, we've got some more miscellaneous changes to a variety of NPCs and content too!
Before signing off this section, we'd like to share our thoughts on a topic that we see crop up very often and that some of you may feel is noticeably absent from this year's changes.
Our thoughts on CM Chambers of Xeric and Prayer Scrolls

For many of you, this is a topic that needs no introduction, but we'll set the scene to make sure everybody's up to speed here.
Chambers of Xeric's (CoX) unique table is weighted heavily towards the Arcane and Dextrous Prayer Scrolls, meaning that roughly 58% of the uniques that you'll see (on average) will be a prayer scroll. Challenge Mode (CM) Chambers of Xeric completions add the Twisted Ancestral kit and Metamorphic Dust to a tertiary loot table, but don't make any adjustments to the ordinary loot table, meaning 58% of the uniques you see in CM completions will also be prayer scrolls.
By contrast, Theatre of Blood's (ToB) Hard Mode does make adjustments to the loot table, such that the Avernic Defender Hilt (the most common unique) has its weighting reduced by ~7.7%, which makes all of the other uniques more common. The chance at seeing a unique chest in a Hard Mode Theatre of Blood completion is also higher on its own to compensate for the longer completion time, which is mostly mirrored in the increased points-per-raid offered by a Challenge Mode Chambers of Xeric completion.
The high weighting of prayer scrolls applying to CM CoX has been a frequent topic of discussion for some time now, with many players suggesting we should reduce the weighting or remove these scrolls entirely from the CM CoX loot table, in line with how Hard Mode ToB handles the Avernic. This suggestion is simple enough and absolutely has some merit, but we've been hesitant to make a 'simple' change here since we think the problem is a little more complicated, so we'd like to talk it through with you and propose something a little out-of-the-box.
We'll go through some of the simpler approaches we've seen in the past with some brief points on each first:
Unique prices are delicate, and CoX uniques have historically done a pretty good job at maintaining value considering the raid's lifespan, so we're quite cautious about any solution that might result in a drastic increase for these. Instead, we'd like to float an idea that tackles the problem from a slightly different angle: what if the scrolls themselves had some sort of added-value to apply upwards pressure? Here's an idea we've been toying with: what if you could 're-roll' a unique?
Effectively this creates upwards pressure on every item whose value is less than the average re-roll value, meaning items like the Prayer Scrolls, Dinh's Bulwark and Twisted Buckler likely increase in value. There's some downwards pressure created on other uniques, but not to such a degree that it's likely to be overtly detrimental. This means that Mains could effectively try their luck at getting something better, Irons who have a healthy Death's Coffer could re-roll any duplicate items, Cloggers could re-roll absolutely everything, and it's a change that could in theory apply to both CMs and Normal CoX if we wanted. The additional benefit of an approach like this is that we can justify being more 'generous' with this system than we could with simpler buffs/number-changes since there's a trade-off involved.
From a system design perspective, something like this achieves a lot, but it's understandably a bit weird and we know that 'sacrifice'-style options can be very hit-or-miss for players, so we'd like to gauge your thoughts on our outlandish idea and see how it stacks up against the approaches outlined above.
While you mull this one over, we've got more changes coming!
Gear Changes & Rebalancing
It's time to open up that Grand Exchange interface and prepare to panic-buy or panic-sell, fastest finger wins!
Jokes aside, we tend to use this time to assess the position of existing gear in the game that might be underperforming or overperforming, then make small changes here or there to position gear more effectively to ensure older content remains more relevant or that we're not damaging how future-proof progression is with some gear overperforming drastically.
These are only minor tweaks in most instances so we'll list things off and keep things quick!
Gear Buffs
Gear Nerfs
We have two other items in this category that overperform considerably in PvP scenarios only. There's a tough line to walk when it comes to keeping item behaviour consistent across the entire game, but we're not convinced that players using these items would appreciate seeing them weakened across the board solely to bring them into a healthier spot for PvP. Our current proposals are listed below so that you can let us know what you reckon, if you'd prefer to see consistency applied then we have alternate suggestions but these would weaken the position of the affected gear across the entire game, let's take a look:
Gear Adjustment
New Early-game Gear additions
New Early-game Uniques
Early-game Slayer has a whole host of monsters who no longer have any interesting loot, we'd like to bolster some loot tables with gear that helps players start climbing the gear ladder for Magic and Ranged while they're still in those earlier stages of progression.
New Magic Amulets
We'd like to add a handful of elemental jewels as drops from NPCs, which can be combined with their respective runes and an Amulet of Magic to create a variety of amulets that shine with Elemental spells. Each of these amulets provides +2 to its elemental max hit, alongside +10 Magic Accuracy.
Crafting each of these amulets will have a Runecraft requirement (likely in the 18 to 22 range), but players with 30 Runecraft can combine all of these to create the Elemental Amulet. The Elemental Amulet provides +2 to the max hit of all elemental spells, alongside +10 Magic accuracy.
New Ranged Necklace
When it comes to Ranged jewellery, there's not really anything even remotely worthwhile for Ranged-specific bonuses until you obtain a Necklace of Anguish. While our proposal here isn't a game-changer, it's at least a nice unlock for players working their way through Slayer.
Miscellaneous Changes
Rounding off the proposals we're committed to are a few smaller things with no particular rhyme or reason, the kinds that you might see scattered throughout regular QoL polls during the year but perhaps a little more involved on the technical or balancing side!
Potential Changes - Feedback Desired!
Rounding off our blog are the "topics that we'd like to gauge your thoughts on before committing to a specific direction" that we mentioned at the start of the blog.
While the Summer Sweep-Up or its progenitor, Project Rebalance, tend to focus on objective improvements or boosts, they also serve as an opportunity for us to surface conversations about parts of the game that we feel are limiting design space, or aspects of content that we feel are aging poorly and could likely do with a second look. In the past we've tackled tough topics like gear balance or the abundance of skilling supplies on loot tables, but today we're narrowing our scope a little and want to talk about Birdhouses.
Birdhouses

Since their addition alongside Fossil Island in 2017, Birdhouses have absolutely eclipsed the Hunter skill. While the addition of Hunter rumours went some way to dethroning them, Birdhouses account for a huge chunk of all Hunter XP gained, dominating many level brackets and stages of progression.

That huge grey space in the middle represents how much XP is gained from Birdhouses at various Hunter levels. From around Level 30 onwards it accounts for almost 80% of all Hunter XP, until Herbiboar makes its entrance at Level 80. Early levels look a bit skewed on account of players 'skipping' levels with things like Quest rewards or the Varrock museum quiz.
It's not inherently a problem for one method to stand out above all others for most players, but Birdhouses strip the skill of its unique identity and result in a gameplay loop that more closely resembles Farming, effectively reducing all early-game methods to the dreaded 'dead content' pile.
The Hunter improvements we outlined earlier in the blog are not contingent on what we're suggesting here, we'll be rolling them out regardless and that should result in considerable improvements to early-game Hunter levelling, there's no sandwich here of 'we'll buff these things if we're allowed to nerf this other thing'.
Having said that, repositioning Birdhouses' design slightly might be necessary to make conventional Hunter training actually appealing - perhaps this isn't an issue for many of you, but we think cutting back on 'chores' elements that feel mandatory and instead more strongly positioning activities you can do whenever you feel like it is generally a net positive.
In short, we'd like to try something along the following lines:
Let us know what you reckon, we're confident that this would position birdhouses more appropriately within Hunter progression, but we appreciate that they've been around for a long time now and there's bound to be a considerably diversity of opinion here, which is why we're not absolutely committing ourselves to anything at this stage.
Rounding us off is our final 'potential' change. Put your hands together for the unofficial mascot of the Summer Sweep-Up, you know her, you love her: the Nightmare of Ashihama!
The Nightmare of Ashihama

Note: the changes we discuss in this segment are intended as long-term and would rely on future content, these aren't changes that we're planning to make alongside the other things we've outlined so far.
It wouldn't be a Summer Sweep-Up without the Nightmare making an appearance, and from a game design perspective the boss certainly lives up to its name. Over the years we've taken numerous passes at the Nightmare (including Phosani's Nightmare) aiming to make the encounter feel more worth engaging with, since Phosani's Nightmare in particular stands out as one of the most solid solo encounters in Old School.
We still have some issues here, which we think might require radical solutions rather than just a couple more number tweaks, so let's outline our issues. Some of these focus specifically on Inquisitor, which we've covered in the gear rebalancing section above to keep things organised.
Regardless of how we address the first two points, improvements to the Inquisitor armour set and mace aren't dependent on the changes we'd like to explore in this segment.
We'd like to position Nightmare more strongly as 'the place that you go to get Inquisitor' rather than 'the place that you might get Inquisitor from eventually, and a bunch of orbs that you don't care about'.
This would mean more Inquisitor, more focused loot, and potentially more reasons to check out other bosses (if we deem them to be appropriate sources of the other two Nightmare orbs). Be sure to let us know if you think we're barking up the wrong tree here, or if you think this is a solid direction to go in! If this does seem like something you're on-board with, then we'll keep these Orbs in mind with any future content releases and poll moving these Orbs over on a case-by-case basis, this means that once both orbs mentioned above are shifted we'll be able to revisit the specific changes to the Nightmare itself.
And with that, we're at the end of our initial proposal - we welcome all of your thoughts, feedback and discussion and we'll be keeping a close eye on any suggestions for things we might have missed that fall within our scope. Depending on how conversations pan out around topics like Birdhouses or the Nightmares, you might want to keep an eye out for follow-up blogs or in-game opinion surveys to make sure that we're on the right track!
You can also discuss this update on the 2007Scape subreddit, the Steam forums, or the official OSRS Discord in the #gameupdate channel. For more info on the above content, check out the official Old School Wiki.
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