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

As part of our Road to Restoration roadmap, we’re rolling out a series of rebalances across different level brackets, starting with the Early Game Rebalance.
This update focuses on smoothing out inconsistencies and improving progression for players fresh off Tutorial Island. We’re reducing unnecessary friction in those early levels by addressing things like shrimp catch rates, pickpocket stun chances, drop tables, and more.
Our aim is to make skilling feel simple, rewarding, and engaging, helping players naturally ease into the deeper systems each skill offers as they become more invested.
And this is just the beginning, we’ll be following up with a similar update for mid- and late-game progression later this year. Below you’ll find a full list of today’s changes, and if you’d like more insight into the reasoning behind them, be sure to check out our recent blog.
Early-game Agility has a few problems right out of the gate: low-level courses feel slow to train, shortcuts don’t really feel worth using anymore, and Silverhawk boots let players skip most of the core training experience.
At the same time, Agility is required for a ton of quests (over 50 of them in total with 20 of them needing up to 30 Agility), so it’s something players need early on. With this update, we’re boosting XP on the early courses and tweaking a few shortcuts so they become useful earlier in your journey.
Improved the XP gains on the following Agility Courses.
| Level | Course | Old XP/lap | New XP/lap | Old XP/h (Approx) |
New XP/h (Approx) |
XP Change |
|---|---|---|---|---|---|---|
| 1 | Burthorpe | 79.7 | 139.2 | 7,651 | (Approx) | +75% |
| 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’re also taking a look at a few Agility shortcuts that were being used to train Agility early on. That kind of gameplay isn’t really what we want, we’d rather see players actually engaging with the core training methods instead of just looping shortcuts to level up.
Getting into Hunter early on can feel pretty overwhelming, there’s a lot of gear and items to manage, catch rates can feel like a coin flip, and XP is pretty slow at the start. On top of that, Whirligigs dominate Hunter training all the way through the skill and end up overshadowing other methods, like Big Game Hunter, at higher levels.
To tackle this, we’re boosting XP on early methods like bird trapping and kebbit tracking, and making them feel better to use by improving catch rates. Bird snares have also been updated to "find" birds within 1 extra tile.
These changes will make those early Hunter levels much faster as you'll fail less and catch more birds, as well as benefit from more XP.
We’ve also reworked Whirligigs so you no longer need to hide in the wardrobe but we’ve reduced their XP and added a few requirements to rein in how dominant they’ve been. They’ll still be a solid option, but we’re aiming to give other Hunter methods more room to shine as well.
In preparation for the incoming ammo changes in the Combat Modernisation, we have added the ability to multi-catch:
| Whirligig | Current Level | New Level | 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% |
Early-game Thieving, especially Pickpocketing, has some rough patches. Ever been punched in the face by a level 2 Man four times in a row? More players than you’d think have, especially during Leagues when the Lumbridge courtyard turned into a full-on brawl.
To make things less frustrating, we’ve updated how Pickpocketing calculates failure. Before, it was based on your level versus the target, with a bunch of buffs to success that weren’t very intuitive so we’ve updated it to make the experience smoother alongside reducing the time you are stunned.
Alongside pickpocketing we have reworked older thieving chests to function better along with the Thieves Guild doors/chests and polished up Pyramid Plunder to improve the experience and make core Thieving gear more accessible.
Now, when you start pickpocketing a target, you’ll have a base 75% success rate at the level you unlock that target. For example, when you hit level 10 and start stealing from Farmers, you start with a 75% chance. This increases by 1% for every level above the unlock level, so by level 35, you’re at 100%. On top of that, most targets get an extra “10-level boost” for your next 10 pickpockets. After those 10, your success rate drops by 1% per additional pickpocket until you either fail or switch to another target, which resets the count and the success rate. And of course, all other buffs still apply, giving invisible boosts on top of this.
While this update is all about the early game, these Pickpocketing changes also come with some tweaks to mid and high-level content.
| Chance | Item | Amount |
|---|---|---|
| 15/209 | Potato seed | 1-3 |
| 13/209 | Onion seed | 1-3 |
| 12/209 | Cabbage seed | 1-3 |
| 9/209 | Tomato seed | 1-3 |
| 7/209 | Sweetcorn seed | 1-3 |
| 6/209 | Strawberry seed | 1-3 |
| 5/209 | Redberry bush seed | 1 |
| 4/209 | Cadavaberry bush seed | 1 |
| 2/209 | Dwellberry bush seed | 1 |
| 7/209 | Marigold seed | 1 |
| 5/209 | Rosemary seed | 1 |
| 4/209 | Nasturtium seed | 1 |
| 4/209 | Woad seed | 1 |
| 3/209 | Limpwurt seed | 1 |
| 3/209 | Apple tree seed | 1 |
| 2/209 | Banana tree seed | 1 |
| 1/209 | Orange tree seed | 1 |
| 6/209 | Guam seed | 1 |
| 5/209 | Marrentill seed | 1 |
| 5/209 | Tarromin seed | 1 |
| 3/209 | Harralander seed | 1 |
| 2/209 | Ranarr seed | 1 |
| 1/209 | Lore spirit weed seed | 1 |
| 1/209 | Toadflax seed | 1 |
| 17/209 | Barley seed | 1-4 |
| 16/209 | Hammerstone hop seed | 1-4 |
| 13/209 | Asgarnian hop seed | 1-4 |
| 9/209 | Jute seed | 1-3 |
| 10/209 | Yanillian hop seed | 1-4 |
| 7/209 | Krandorian hop seed | 1-4 |
| 5/209 | Wildblood hop seed | 1-4 |
| 4/209 | Acorn | 1 |
| 3/209 | Willow seed | 1 |
| Chance | Item | Amount |
|---|---|---|
| 10/1000 | Watermelon seed | 1 |
| 45/1000 | Dwellberry bush seed | 1 |
| 20/1000 | Jangerberry bush seed | 1 |
| 10/1000 | Whiteberry bush seed | 1 |
| 5/1000 | Poisonivy bush seed | 1 |
| 10/1000 | Cactus seed | 1 |
| 10/1000 | Banana tree seed | 1 |
| 10/1000 | Orange tree seed | 1 |
| 6/1000 | Curry tree seed | 1 |
| 4/1000 | Pineapple tree seed | 1 |
| 4/1000 | Papaya tree seed | 1 |
| 2/1000 | Palm tree seed | 1 |
| 25/1000 | Ranarr seed | 1 |
| 25/1000 | Spirit weed seed | 1 |
| 15/1000 | Toadflax seed | 1 |
| 10/1000 | Irit seed | 1 |
| 10/1000 | Wergali seed | 1 |
| 5/1000 | Avantoe seed | 1 |
| 5/1000 | Kwuarm seed | 1 |
| 2/1000 | Snapdragon seed | 1 |
| 2/1000 | Cadantine seed | 1 |
| 20/1000 | Grapevine seed | 1 |
| 20/1000 | Mushroom seed | 1 |
| 10/1000 | Maple seed | 1 |
| 5/1000 | Yew seed | 1 |
| 10/1000 | Evil turnip seed | 1 |
| 700/1000 | Coins | 50-100 |
Early Prayer training can feel slow to get going. It’s also trickier now that bones have a new use in Necromancy rituals, and the removal of the Nexus last year (even though it wasn’t widely used) took away a way to pick up a few levels early on. Meanwhile, better methods like altars aren’t always obvious to players.
To help with this, we’re adding the ability to offer bones and ashes at normal overworld altars for extra XP. It’s a simple change with minimal requirements that will guide players more naturally into other methods, like training at the Fort or in your PoH later on. We’re also tweaking some other altars to better balance them with this update.
Most surface-world altars have been updated with an Offer action, giving +50% Prayer XP when you offer bones or ashes instead of burying or scattering them. This change will also be reflected in the in-game skill guide to help point players in the right direction.
The Chaos Altar in the Wilderness used to give a massive +250% XP from level 1 with no requirements. It was originally designed around the PvP nature of the Wilderness, but with no real risk now, it’s just too powerful and doesn’t fit well with Prayer progression.
We’ve updated it so that now, each Wilderness area task set you complete gives you +50% XP at the altar, making it more balanced while still rewarding effort.
We’ve reduced the XP bonus from the Fort Forinthry Chapel. With this change, PoH altars will now offer the best XP per hour, while the Fort will still be useful for its chance to save materials which can indirectly boost your XP rate.
| Tier | Previous Boost | New Boost |
|---|---|---|
| 1 | +150% | +100% |
| 2 | +200% | +150% |
| 3 | +250% | +200% |
The early POH altars have also been updated to include the initial surface-world XP boost while keeping their high rates. Both incense burners still give an extra 50% each, so you can reach a maximum of 250% XP on the Gilded altar with both burners active.
| Altar | Previous Boost | New Boost |
|---|---|---|
| Oak | +0% | +50% |
| Teak | +10% | +60% |
| Cloth | +25% | +70% |
| Mahogany | +50% | +80% |
| Lime | +75% | +90% |
| Marble | +100% | +100% |
| Gilded | +150% | +150% |
Additional Note: Any altar not mentioned has remained untouched.
There’s only a small change for Fishing in this update: we’re reducing the catch rates for Shrimps and Crayfish to bring them more in line with other low-level fish. At one point, Shrimp catch rates were tripled, which made it harder to catch Anchovies and kept players stuck on Shrimps and Crayfish for too long. This change nudges players to explore other fishing spots sooner, though it’s still a minor tweak — it’ll only take a couple of minutes to hit, say, level 5.
Farming and Herblore have a few early-game issues. Some low-level herb seeds are hard to come by, which makes training both skills a bit tricky. At the same time, beehives let you power through early Farming levels too quickly for very little effort, making core methods like planting seeds less appealing.
To make early Herblore and Farming more accessible, we’ve added some low-level herb seeds to the drop tables of early-game mobs. This lets players naturally pick up seeds as they play, while also giving new ways to target specific drops if they want. Alongside this, we’ve added level requirements to honeycombs instead of unlocking them all at level 17, and we’ve updated their XP rewards to match these new requirements.
Growing honeycombs in the POF Beehives have the potential to let players shoot past multiple levels as soon as they are available at level 17, currently all flowers become available to use at that level and with access to very cheap higher level materials such as Woad leaves led to jumps of 15+ levels in one go.
To address this and smooth out the XP as a more progressive method we'll be adding level requirements to honeycombs instead of having them all unlocked at level 17. As a result we'll be giving these their own XP rewards in line with the requirements.
Honeycombs now have varied requirements and xp per type to farm.
| Level Requirement |
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 |
To make early Herblore and Farming easier to get into, we’ve added some low-level herb seeds to early-game mob drops. This means players can pick up seeds naturally as they play, while also having new ways to go after specific drops if they want.
Early-level Divination can feel pretty slow, especially if you’re banking energy for later use. We’re increasing the XP gained at the low levels for both gathering memories and converting them, plus a flat success chance boost to help players move through the early stages faster.
On top of that, we’re increasing divine energy gains in the early levels allowing you to gain even more XP by using the "convert memories and energies" mode.
When the Mining & Smithing Rework landed in 2019, most gear, ore, and bar drops were changed into salvage and stone spirits.
The idea was to make Smithing and Mining the main sources of gear and materials, so skilling would hold more value. In practice, though, this hit low-level players pretty hard. Salvage doesn’t have much use before Invention, high-alching only really makes sense from adamant and above, and for new players it’s often just confusing plus, it doesn’t feel great to get as a drop early on. Because of that, we’re rolling back some of these changes.
A number of early-game mobs will once again drop actual armour, weapons, ores, and bars, so those drops are useful, intuitive, and feel rewarding again.
The affected NPCs are:
Additional Changes
Over time, some early-game quests were changed to require special “quest versions” of items instead of the normal ones players expect to work, leading to moments like “Why can’t I hand in this egg?” or “What do you mean it has to be black wool?”.
This broke player expectations and caused a lot of confusion and frustration, especially for returning players. Iconic quests like Cook’s Assistant and Sheep Shearer are good examples of this. Because of that, we’re reverting these changes and letting players use normal, generic items again.
Depending on which direction you head from Lumbridge, you can run into very different combat challenges. Go east over the bridge and you’re dealing with cows and goblins, pretty manageable. Wander into Lumbridge Swamp, though, and suddenly you’re up against rats, spiders, and frogs, standard early game RPG enemies who are suddenly packing heat. While we love a bit of challenge, these critters have been absolutely deleting brand-new players who are just trying to explore and learn the map.
So we’ve toned down their combat power a little. They’re still a threat, just one that new players can reasonably handle straight off Tutorial Island.
Giant Rats
Spiders
Frogs
Cows