SOTW OSRS Fishing XP Comp
- Starts
- Tue 25 Aug 2026, 03:30 UK time
- Ends
- Tue 1 Sep 2026, 23:30 UK time
- Start point
- NA
- Prize
- Revealed at the finish
Hello everyone, I’m Mod Breezy, here again to welcome you to the second design blog in the Road to Restoration series!
In today’s blog I'm joined by Mod Desert who'll help me cover the Early Game Rebalance, and Mods Shrew, Canine, and Campfire who'll help me cover the DailyScape Overhaul updates from the Road to Restoration roadmap. In case you haven't already read the first blog, we covered our broader vision and goals for RuneScape's Road to Restoration.
If you'd like to catch up then check it out here.
For this blog, the updates have been designed using the following philosophies and goals from that blog:
These philosophies are the backbone of our approach regarding today's topics. Be sure to read our previous blog in full for more information and context on them.
Let's get stuck in.
In this blog we’ll be discussing what we plan to achieve with these updates and how they relate to our goals for RuneScape's integrity and game health. As part of that, we'll include specific changes we’re making to each bit of content wherever possible.
Use the buttons above and below to navigate the blog!
For the purpose of today's discussion we will be defining the early game, loosely, as the level 1-50 range. The Early Game Rebalance update primarily aims to smooth out inconsistencies in game progression, looking at areas of the early game where things can feel slow or have limited methods for levelling up, or where they affect integrity and game health. It’s not all just rebalances though! There are also some changes to early quests, and things like replacing salvage with gear to make the first hours after jumping off Tutorial Island a nicer experience.
The Early Game Rebalance update releases on February 16th!
As of writing this blog, this update is close to finishing its development phase. As such, there may be some (minor) extra changes or clarifications not listed here today which will be added to the patch notes on release day.
Let's break it down!
Agility faces an array of problems. Silverhawk Boots allow you to broadly ignore training methods, low level courses are a bit slow for XP, and shortcuts don't live up to their purpose as much as they once used to. There's much to be said about Agility's broader purpose in the game, especially in relation to the abundance of easy teleports and the limited extent that run energy is affected by it these days, but such topics will need to be addressed over a longer period of time. In the meantime, we believe it's important to make early training more palatable, as well as tuning some level requirements for agility shortcuts.

Agility courses are the primary way to train Agility throughout the skill, and especially in the early game. However, they've remained largely unchanged for many years and Agility as a whole can be slow to train.
| Lvl Required | Course | Current XP/lap | New XP/lap | Current XP/h (Approx) |
New XP/h (Approx) |
XP Change |
|---|---|---|---|---|---|---|
| 1 | Burthorpe | 79.7 | 130 | 7,651 | 12,480 | +63% |
| 1 | Gnome Stronghold | 86.5 | 130 | 8,897 | 13,371 | +50% |
| 25 | Werewolf Skullball (slow) | 750 | 1,000 | 15,000 | 20,000 | +33% |
| 25 | Werewolf Skullball (fast) | 900 | 1,200 | 21,600 | 28,800 | +33% |
| 30 | Agility Pyramid | 1214 | 1,500 | 27,315 | 33,750 | +24% |
| 30 | Anachronia (Beginner) | 270 | 300 | 28,588 | 31,764 | +11% |
| 30 | Penguin Agility | 765 | 900 | 34,425 | 40,500 | +18% |
| 35 | Barbarian Outpost | 174 | 350 | 20,880 | 42,000 | +101% |
We'll be decreasing the level requirements for a handful of agility shortcuts where their requirements were too high relative to the content around them. This will make them more useful at earlier points in the game.
We'll also be addressing two agility shortcuts which were being used to level Agility early on. This sort of gameplay was undesirable as we want players interacting with core skill methods instead of repeatedly using these shortcuts to level up.
In the Mid and Late Game Rebalance updates coming later this year we'll be taking a similar approach to higher level agility courses and shortcuts.
At its core, low level Thieving isn't the most fun. You pickpocket someone, have a high chance of failing, get stunned, and can't do anything for a few seconds. Meanwhile at the high-end you can sit and pickpocket certain NPCs indefinitely without any interaction. Neither of these are good places for the skill to be in.
This update will introduce changes to pickpocketing, as well as a number of other tweaks and quality of life improvements alongside these changes. Although this rebalance update is for the early-game, the changes to Thieving will also include skill-wide changes from Mod Sponge and Daze's gamejam work - shoutout to them both!
The changes implementing a decreasing success rate will stop allowing 15 minutes of full AFKing throughout the skill. We're doing this as we want players to interact with the game more regularly and get closer to the identity of Thieving, where it should feel like there is at least some risk of getting caught.

The following changes are aimed at improving the overall experience of Pyramid Plunder, as well as making core Thieving equipment more accessible.

One core problem with the Thieves Guild doors is the need to constantly hop worlds which we consider as undesirable gameplay. Our planned changes mean you should no longer need to do so in order to train Thieving properly during the early game. We will also be making XP reductions as the doors are a dominant training method for too large a band of levels, as we want to encourage players to move between methods more often.
The following changes aim to make some of the gameplay experience and progression smoother and stick more in line with our views on game integrity. We know many of you will be happy to see that those old chests will match the 120 Thieving ones!
A final note on Thieving: With the Mid and End Game Rebalance updates coming later this year we will also be reviewing the XP rates and drops (GP output) of things like Pickpocketing NPCs, as some of their outputs are currently considered too high. We'll talk more about this at the right time.
Similar to the above two skills (Agility & Thieving), Hunter can be quite hard to get started with in the early game. Additionally, Whirligigs are a dominant method of training throughout the entirety of Hunter and overshadow other methods such as Big Game Hunter in the later levels.

The core issue we believe Whirligigs have is that they're far too good for XP, and are the meta for almost the entire 1-99 grind, which prevents variety in the skill. At the higher end especially they're multiple times better than the next best method. We'll be reducing the XP of these to ensure that other methods can have their moment in the spotlight too. At the same time, some gameplay interactions are currently a bit weird so we've addressed those as well. The changes are as follows:
| Whirligig Type | Current Level Req | New Level Req | Current base Catch XP | New Base Catch XP | Base Catch XP Change |
XP/h Change (approx) |
|---|---|---|---|---|---|---|
| Plain | 1 | 16 | 12 | 20 | +67% | -40% |
| Dazzling | 1 | 20 | 100 | 100 | - | -64% |
| Gliding | 30 | Unchanged | 95 | 90 | +5% | -62% |
| Swift | 50 | Unchanged | 180 | 180 | - | -64% |
| Hasty | 70 | Unchanged | 220 | 300 | +36% | -51% |
| Speedy | 90 | Unchanged | 450 | 500 | +11% | -60% |
When you currently catch additional scarabs in a "chain", you get the full XP drop for the additional catches. This will be changed to be just 25% on these additional catches, to prevent "cheesing" by catching a Plain whirligig first.
Alongside the base-catch XP change, this will encourage catching the correct Whirligig the first time. As mentioned, these XP changes will bring Whirligigs into a more reasonable line with other methods that were introduced in a Hunter-skill-wide rebalance some years ago when Anachronia released.
The level requirements for Plain and Dazzling Whirligigs were also increased to encourage interacting with other early Hunter methods first, before moving on to Whirligig catching.
These changes are aimed at removing some "cheese" methods when catching Whirligigs. You'll no longer need to open your wardrobe to prevent accidentally moving, which we viewed as a weird bit of gameplay. Players are also manually prevented using flowers by leaving at least one Plain whirligig - this is currently achieved by inserting only a specific amount of flowers into each basket. We want to ensure these mechanics are engaged properly, thus the base-catch XP change.
Finally, we've also increased the amount of flowers obtained from harvesting flower spots by 20% so that you're not spending as much time collecting flowers vs. hunting Whirligigs.
To off-set the above nerfs to Whirligigs in the lower levels, we'll also be increasing some XP rates for low-level Hunter as it can otherwise feel a bit slow right now and we want to ensure there's appropriate methods for levelling up.
As of writing this blog, we're still crunching the final numbers, and will detail the final changes in the release newspost on February 16th.
Divination, especially in the early levels, is often seen as slow to train. We'll be increasing the XP rates at the low end to make getting through the early levels faster.
As of writing this blog, we're crunching the final numbers, and will detail the final changes in the release newspost on February 16th.
Farming and Herblore suffer from a couple issues early in the game too. Certain early herb seeds can be hard to come by, which affects players' ability to train Farming as well as Herblore.
Meanwhile, beehives propel you through early Farming levels too quickly for minimal input, undermining alternatives such as planting seeds.
To make early Herblore (and Farming) training more accessible, we've added some low level herb seeds to the drop tables of early-game mobs. These changes will allow players to receive various early-game Herblore seeds as they journey through the game naturally, while also adding new options to target those seed drops more easily.

We'll be adding level requirements to honeycombs instead of having them all unlock at level 17. As a result we'll be giving these their own XP rewards in line with the requirements.
| Level Req | Flower | Xp/Honeycomb | XP/Hive/Day |
|---|---|---|---|
| 17 | Marigold | 9 | 216 |
| 21 | Snapegrass | 15 | 360 |
| 25 | Rosemary | 22.5 | 540 |
| 30 | Nasturtiums | 34 | 816 |
| 35 | Woadleaf | 37 | 888 |
| 45 | Roses | 54 | 1,296 |
| 50 | Irises | 64 | 1,536 |
| 55 | Hydrangeas | 77 | 1848 |
| 75 | Hollyhocks | 156 | 3,744 |
| 80 | Golden roses | 200 | 4,800 |
These changes are being made to stop shooting players through multiple levels within a day as it was too cheap and easy to do so with Beehives.
Players traditionally use Woad leaves which are cheap to obtain and could jump the player up 15+ levels in a single day. Beehives currently overshadow the XP that could be gained from planting seeds at similar levels.
Early prayer training can be slow, especially since the removal of the Nexus last year (even though it had very little engagement). Improved methods via altars are not immediately apparent to players and finding Player Owned House (PoH) altars is difficult.
We're now introducing the ability to offer bones and ashes at normal overworld altars for increased XP. This is a simple change with minimal requirements that will better lead players into other methods such as training at the Fort and PoH later on. We'll also be making some changes to balance other altars to match up better in this regard.

With the removal of forced PvP, the Chaos Altar is too overpowered and has no drawbacks. This change introduces risk back into the activity.
This change will mean that PoH altars will offer the best XP/h, while the Fort will remain useful for its chance to save materials - which in turn will still increase XP/h.
All the above changes aim to position altars and Prayer training in a more reasonable path through the skill, while giving each method their own advantages, whether that's extra XP from PoH altars or saving materials at Fort altars. Low level players will now have more reason to collect and save bones and ashes for altar trips to better advance through levels.
Note: These changes to altars will once again be reviewed by the team as part of the 120 Construction update, to ensure any changes continue to make sense in context of future changes.
There will only be a small change for Fishing in this update: we'll be reducing the catch rate of Shrimps and Crayfish in order to bring them back in-line with other fish at the low levels. At one point in the past, Shrimp catch rates were tripled, which had knock-on effects including making it feel harder to get Anchovies. This also made Shrimp and Crayfish the optimal method to train for too long a time in the early Fishing levels.
This change will encourage players to move on to other fishing spots earlier, rather than staying at Shrimps or Crayfish for too long. This is a minor change, as it will still be only a couple minutes to reach, say, level 5.
Our first non-skill change is for Salvage and Stone Spirits. With the Mining & Smithing Rework in 2019 we broadly changed all gear, ore, and bar drops to become either salvage or stone spirits respectively. This was originally done as we wanted Smithed gear and Mining supplies to come purely from Smithing and Mining - in order to ensure that value came from skilling.
However, this change affected the low-levels too much, as salvage is fairly useless until the Invention skill is unlocked, and high-alching salvage only makes sense from Adamant salvage and above. That's not to mention that they can be confusing to new players too, and simply just don't feel great to get drops early on.
We're going to be reverting some of these changes, so that some of the below mobs will drop armour, weapons, ores, and bars again to ensure that those drops are useful and feel good.

For this update, we'll be targeting NPCs which dropped salvage and stone spirits up to Adamant only, and will review Rune and beyond in the Mid and/or Late Game Rebalance updates coming later this year. There are too many changes here to list, so we'll list the affected NPCs instead:
Click to Expand
We've carefully selected these, as we still want to be cautious about causing an influx of smithed items and mining supplies coming into the game; This is also why we've not changed all these drops game-wide. We will continue to review our analytics on these drops post-release, to monitor their effects on the economy and prices of smithed items and Mining supplies.
Some of our iconic early game quests have been changed over the years, specifically Cook's assistant and Sheep shearer. These changes broke player expectations based on familiarity with the content, which can lead to frustration and confusion such as "Why can't I hand in this egg?" and "What do you mean it has to be black wool?", which is something we'd like to avoid occurring in the first hours of gameplay.
In the Mid and Late Game Rebalance updates coming later this year we'll also be reviewing other quests with a focus on where their rewards could use some tuning!
That concludes everything coming with the Early Game Rebalance update. These changes will make those early hours in the game a much better experience, whether you're a new player or a veteran starting a new account, and especially when we come round to updates such as Leagues! We know that our work for the early game beyond this update is not finished, and that there's plenty more to address - so let us know what else you would like to see changed in the future.
Reminder that the Early Game Rebalance update releases on February 16th!
DailyScape has long been a problem that affects players' ability to enjoy and play the game on their own accord. The problems that DailyScape cause can be broken down as follows:
These three issues are interlinked and compound, creating unfun gameplay pressures even if the rewards feel good at the moment. Our ultimate goal with the DailyScape Overhaul update is to remove time pressures that demand that you log in every day and at specific times, and stop them from getting in the way of how you want to play.
In terms of integrity and game health, they end up skipping players through levels instead of interacting with core game content; This also inherently impacts things like the supply and demand, and prices of skilling supplies and other content, which are interacted with less often and thereby affect the game's economy.
In short:
DailyScape is a term that describes game content, outside of a skills core identity, that is often perceived as mandatory by players due to time-gated mechanics and the disproportionately high reward offering for little time investment.
With the DailyScape update (currently scheduled for early March), we will remove much of the concept of DailyScape, leaving only a handful of daily activities, but otherwise changing or removing content to fall more in line with our vision and goals for integrity for RuneScape. While we very much understand that some of these activities can feel good, and that some routine in your play sessions is fun, we see DailyScape as a real offender when it comes to game health and your long-term enjoyment of the game.
It's also important to state that we don't view content such as Farming as "DailyScape", despite being "time gated" as they don't quite fall into the same pitfalls that DailyScape content does. These things define the identity of skills such as Farming which we absolutely want to maintain. Similarly there may be some dailies which we consider to be quite inoffensive which we won't be removing or adjusting.
You may wonder why weeklies and monthlies aren't a part of this update. While these cause some of the same issues as DailyScape content, the longer window to interact with these weekly or monthly means they're much less offensive in these respects. In the future we will review these pieces of content, but for the scope of this update we are looking strictly at dailies.
Overall we want you to be able to log in whenever you want, and play however you want, without the pressure of missing out or being online at a certain time.
Now, let's go through how we're addressing different pieces of DailyScape content. We've listed the overarching changes below, but will list specific changes to content within the newspost on release day.
Where possible, we've tried to focus on re-adjusting content to find a place in the new era of RuneScape.
However, for some instances of DailyScape, this is not possible due to the very nature/identity of the content. In those instances, we will be making the difficult decision to remove those pieces of content. Beyond the pieces of content themself, we'll also be mindful to make tweaks to content where appropriate, such as achievements related to these examples.
Caches are one of the biggest offenders when it comes to Dailyscape. The changes to Guthixian Caches will position the content as more of a Divination "training method". As such, we'll also be making some tweaks to mechanics to make the gameplay better and more friendly, such as adding a mechanic to distract Automatons.
These will no longer open every hour, and instead open after depositing a number of memories at a rift. There'll be no daily cap, though players will still stay inside until they reach 100 points each time.

Shop runs are, again, another offender for Dailyscape. With this update we'll be changing specific shops, that are especially used for daily runs, to no longer reset daily. Instead they will accumulate to a new increased cap, building up over 7 days. This allows you more freedom to do shop runs with a longer window of time.
Soul Reaper will no longer have a daily cap. Instead, players will be able to train Slayer via bossing as much as they'd like.
Reaper Points will instead have a weekly cap, but Slayer points won't. We'll be looking at making any content or balancing tweaks where appropriate to reflect this change.
Players will no longer be able to get free daily items from these. These originated from MTX long ago and as part of our Road to Restoration goals we want to address this.

It will no longer be possible to get free daily items or gain new teleport charges to altars. Once all teleport charges have been used up, no new ones will be addable. Players will still be able to store talismans to use the hood itself as a talisman, and will be able teleport to the Runecrafting Guild.
Fish Flingers has some fun gameplay mechanics which make for some cool alternative options for Fishing training. We'll be removing daily caps and the need for entry tickets to partake in Fish Flingers, and make any tweaks where needed for consistency - such as XP and daily D&D reset tokens.
The Evil Tree is an iconic D&D. We'll be removing the daily cap for interacting with trees, and allow buffs to still be obtained after successfully defeating the tree.
Albeit minor, the Crystal Tree in Prifddinas is yet another thing you have to check each day. We'll be tweaking the tree to store up to 30 "charges", increasing by 1 each day at daily reset. The XP per blossom will be reduced to reflect this change.

We will be removing the cap on the amount of Sandstone which can be mined daily, allowing you to mine indefinitely. The rocks' mining stats and XP will be tweaked to reflect these changes, as we want to be cautious of the influx of items coming into the economy.
The Phoenix in the Phoenix Lair will no longer have a daily cap. We'll be adjusting some XP and drops to reflect this change.
Bork will no longer be a repeatable D&D, and players will be able to kill Bork as much as desired. However, the Slayer XP from subsequent kills will be removed. We'll buff the Slayer XP for the first time kill, and players can continue to kill it for drops.
Free Pure Essence will now be given on a weekly basis, rather than one per day. The amount of Pure Essence received has been multiplied by 7.
Daily Challenges are the definition of DailyScape. They've seen various changes over the years, such as tuning to become much quicker to complete and the addition of the weekly reward track. Although for some players they create a fun routine to log in daily, they are one of the most prominent causes of login pressure, especially with the addition of the weekly reward track. Additionally, players can gain large chunks of XP per day with very little input through them, leading to players skipping substantial portions of the game just from logging in daily. The weekly reward track also allowed players to consistently gain powerful items that originated from MTX - Items that we'll be removing at the end of this year.
As part of our Road to Restoration philosophies, we believe the game shouldn't be played this way; players should instead level up through organic gameplay.
With this update we will be completely removing Daily Challenges.

Wildy Flash Events are a real problem when it comes to time-pressuring content and XP/GP output for disproportionate input. We'll be fully removing Wildy Flash Events, and will make tweaks to content such as the related mini-quests. Items like the Dark Onyx Core, Portable Obelisk and Obelisk Shard will be made available as drops from Wilderness content.
We understand how fun it can be to have so many players participating at the same time, and want to look at opportunities to create or encourage social play like this happening in other content in the future.
The Motherlode Maw and Shards give enhancers that skip or speed-up pieces of content, which is something we aim to address within our Road to Restoration roadmap. The Maw will be disabled and shards will no longer be obtainable. We'll still allow you to exchange any remaining shards you have with Wythien post-release, and use any remaining enhancers you currently have.
Although beloved, the Travelling merchant is another core DailyScape offender, also giving players ways to skip lots of game content, which goes against our goals for the Road to Restoration. Fear not, as the red map will still be obtainable from the Deep Sea Fishing hub.
Divine Locations are a bit of a strange daily as we see them. They don't offer much for gameplay and also provide chunks of XP outside of organic gameplay. Although skilling resources are used to make them, they multiply the number of resources players get back, especially as multiple players can interact with a single one. While they won't be obtainable anymore, existing divine locations will not be removed from your inventory or bank.
The Mini Evil Tree will no longer be able to be spawned using the Nature's Sentinel outfit. These cause issues as they offer a large chunk of XP that can be gained in a minute with disproportionate, really no, input.
Sinkholes hit on the same issues that Wilderness Flash Events and other time-specific content does, having daily caps as well as needing to be somewhere at a specific time that can interrupt whatever you're currently doing.
The Gorajo Hoardstalker will no longer give a free Gorajo card each day.

The Rune Goldberg Machine, used to obtain Vis Wax, is another frequently engaged daily that contributes to the DailyScape issue.
We'll be removing the machine and stopping players from gaining Vis Wax. With the removal of things like Daily Challenges, Divine Locations, and the Aura Overhaul update coming later this year, Vis Wax will no longer have a real purpose outside of quick teleports.
We'll be keeping the ability to obtain quick teleports, it just won't be from Vis Wax.
We're still considering how quick teleports might be obtainable in future, including perhaps through the use of runes. We don't have any concrete directions here just yet though and will continue to work through this question in the weeks ahead. We won't be removing any Vis Wax that players still have currently.
There are some pieces of content that we're still exploring in design as we're mid-development. Do note that not all the content listed below will be changed if we deem them inoffensive with regards to DailyScape.
This includes the following DailyScape content:
We'll be listing out the specific changes to each of these pieces of content within the release newspost for this update, and include anything that isn't mentioned here currently.
Please Note: As this update is still mid-development, the changes listed above are all subject to change based on final design and balancing. We'll list any and all changes and patch notes in the release news-post.
With all of these changes we'll be placing RuneScape in a much better place in accordance with the problems that DailyScape causes, which are detailed above at the start of this section. We want RuneScape to feel much more organic to play, and allow you to play as you wish - without the fear of missing out and pressure to log in each day.
Going forward we're also going to be much more conscious of the risk of adding DailyScape style content to RuneScape as we don't want these problems to resurface in the future.
There's one final step now for DailyScape: See what you, the players, think about the planned changes above - because this is as much your journey as it is ours! Hopefully you'll understand why we're tackling certain content in certain ways and will agree with our thoughts. Where you don't though, we'd love to hear why so that we can continue to iterate on our planned changes while continuing to work towards our goals for the Road to Restoration.
That's everything that we have to cover today in regards to the Early Game Rebalance and DailyScape Overhaul updates. A thank you once again to Mods Desert, Shrew, Canine, and Campfire for joining me today in giving you a rundown of these updates and how we're planning to make RuneScape feel great to play and aligning it with the Road to Restoration's goals.
We hope that this preview helps you understand the changes coming to RuneScape in the near future, and how we'll be approaching other updates on this roadmap.
This Road to Restoration blog series is all about having you on the journey with us, keeping you informed along the way. In the next blogs in this series, we're going to be covering the Regrounding Items and Aura Overhaul updates, so keep an eye out for those next week!
A final-final reminder:
Thank you once again for reading and see you in Gielinor.