Late-Game Rebalance Design Preview
Welcome back to another preview of one of our Road to Restoration updates: the Late-Game Rebalance.
Today you can look forward to significant drop rate improvements across a number of Bosses and Slayer creatures, alongside some adjustments to a few boss mechanics, slayer gear and Masterwork Melee Armour. We've also tackled a few key areas in high-level skilling and have also included details of certain MTX items being revised as part of the MTX Item Banishment project - we've called these out in the index below.
As with previous rebalance updates, the Late-Game Rebalance focuses on improving a wide range of content through quality-of-life updates, balance adjustments, and targeted updates that help create a fairer and more cohesive RuneScape experience.
These rebalances began as an effort to take a holistic look at progression across the game, breaking it down into distinct stages and tailoring each to different points in a player's journey. As the year went on, however, it became increasingly clear that progression isn't something that can be neatly segmented. With decades of updates, systems, and content layered on top of one another, every part of RuneScape is interconnected. Changes aimed at one stage of the game often ripple into others, making it impossible to address progression in isolation and reinforcing the need for a broader, more joined-up approach.
That broader perspective has become a key part of how we've approached this update. By viewing the game through the lens of player progression, we've looked closely at how players spend their time, the routes they take through RuneScape, and when content, rewards, and systems become useful or accessible. We've looked at the journey players go through, rather than focusing exclusively on the "end-game experience". As a result, you'll find that some of these changes reach beyond the late-game and touch earlier parts of the adventure as well, helping to ensure progression feels more consistent, intuitive, and rewarding from start to finish.
An important note is that balancing RuneScape is an ongoing process that will continue throughout 2027 and beyond. If there is a particular rebalance you're keen on seeing but can't find today, it is quite possible that it will be tackled in future rebalances. Rebalances in 2027 will be broader and not pigeon-holed to specific zones such as "early", "mid-" or "late-game".
As with many of our previews, this project is still being worked into the game. It will launch in late November. As always, this means there’s a chance we may not implement one thing or another exactly as described, and today's preview provides you with the opportunity to let us know what you feel strongly about.
Let’s dig in!
Index
- Combat
- Skilling
Combat
We've split this blog into two main sections: Combat and Skilling. These categories are primarily intended to help organise the wide range of changes included in this update, as many improvements naturally overlap multiple areas of the game.
We'll start by looking at the combat-focused changes, covering quality-of-life improvements, balance adjustments, and updates to combat-related activities.
Masterwork Melee Armour Tier 100 Upgrade

One piece of feedback we've consistently heard from the community is the lack of a Tier 100 Melee armour set to stand alongside Magic and Ranged. With this update, we're addressing that gap by introducing a new upgrade path that allows players to craft Tier 100 Masterwork armour from their existing Tier 90 set.
To ensure current owners aren't left behind, all existing Trimmed Masterwork armour pieces will automatically be upgraded to Tier 100 stats when the update launches. If you already own Trimmed Masterwork armour, you won't need to do anything.
The Trimmed Masterwork set will no longer be unlocked as a Tier 92 armour set at 99 Smithing. Instead, it will become a Tier 100 upgrade unlocked at 110 Smithing, requiring completion of the "It Still Should've Been Called Aetherium" achievement. The existing Tier 90 Masterwork armour set and its 99 Smithing unlock requirements will remain unchanged.
To upgrade your Masterwork armour, you'll need your existing Tier 90 set, armour trim, and a number of Primed Glorious Bars. Once upgraded, the Tier 100 set can be custom-fitted and spiked just like the current version, allowing you to tailor it to your preferred setup.
To summarise:
- No changes are being made to T90 Melee Masterwork armour.
- The existing T92 Melee Masterwork sets will be given T100 stats.
- The ability to upgrade T90 to T100 will be unlocked at 110 Smithing, and requires completion of the "It Still Should've Been Called Aetherium achievement."
- The upgrading process will involve Primed Glorious bars, melee armour trim, and your set of T90 Melee Masterwork armour.
- The T100 set can then be custom fit and spiked.
Greatly improved Boss Drop Rates

Next up is a broad set of boss drop rate improvements. While this is the Late Game Rebalance, we've taken the opportunity to review many bosses across RuneScape, rather than just those at the highest levels of difficulty, and we have reassessed the average time it takes players to obtain their key drops.
As part of this process, we've considered where players are likely to be in their progression by the time they reach these encounters and whether the rewards still feel appropriately paced for that stage of their journey. In many cases, we looked at drop rates that were established years ago and have remained largely untouched ever since. While those rates may have made sense when they were originally introduced, the game has evolved significantly since then.
As with any rebalancing effort, a wide range of factors must be considered before making these changes. This includes the impact on the in-game economy, item supply and demand, where and how rewards are used, their interactions with other systems and skills (such as Invention components) and the role they play in overall player progression.
Finally, before we dive into the details, it's worth highlighting that many of the changes in this update extend beyond direct drop rate adjustments and will have a broader impact on how items enter the game. For example, you'll notice that several pet drop rates have also been reduced. While pets themselves aren't tied to player progression, we know that players chasing these long-term rewards often acquire significant quantities of other rare drops due to how long they are grinding these bosses, many of which eventually make their way into the wider economy.
Alongside addressing some legacy pet drop rates that no longer feel appropriate, these changes are intended to help reduce the volume of associated rare items entering the game, supporting a healthier balance between rewarding dedicated grinds and maintaining the long-term value of those drops.
It's important to note that we’ll be keeping an eye on these drop rates and other changes with the help of our data team as they roll out, and will make tweaks where necessary if we find drops or other changes to be under- or over-performing.
That’s enough talking, let’s get into it!
Click here for the full list of Boss Drop Changes
Click here for the full list of Boss Drop Changes
Ivar, King of Bones
- Pet (Ivar's loincloth)
- Increased drop rate from 1/1,250 to 1/500 kills
- Reduced number of kills required for next Pet Threshold: 250 to 100 kills
Silverquill, the Dreadhog
- Pet (Silverquill's Blood-filled Cyst)
- Increased drop rate from 1/1,250 to 1/500 kills
- Reduced number of kills required for next Pet Threshold from 250 to 100 kills
Barrows Chest Rare Rewards
- Amulet of the Forsaken
- Increased drop rate from 1/480 to 1/240
- PoH Trophy (Barrows Chest)
- Increased drop rate from 1/500 to 1/250
Giant Mole
- Pet (Rotten Fang)
- Increased drop rate from
- 1/2,500 to 1/1,000 kills in normal mode
- 1/1,500 to 1/500 kills in hard mode
- Reduced number of kills required for next Pet Threshold from 500 to 200 kills
- Dragon 2h Sword
- Increased drop rate from 1/520 to 1/64 kills
- Clingy Mole
- Increased drop rate to 1/50 kills for both modes (Normal and Hard)
King Black Dragon
- Pet (King Black Dragon Scale)
- Increased drop rate from 1/2,500 to 1/1,000 kills
- Reduced number of kills required for next Pet Threshold from 500 to 100 kills
- Draconic Visage
- Increased drop rate from 1/5,000 to 1/252 kills
- Dragon Rider Gloves and Boots
- Increased drop rate from 1/2,000 to 1/100 kills
- Dragon Kite ornament kits (or and sp)
- Increased drop rate from 1/2,000 to 1/250 kills
- Last Riders Book
- Increased drop rate from 1/1,000 to 1/250 kills
- Its guaranteed-drop protection will also arrive sooner
Kalphite Queen & Exiled Kalphite Queen
- Pet (Kalphite Egg)
- Increased drop rate from 1/2,500 to 1/1,000 kills
- Reduced number of kills required for next Pet Threshold from 500 to 200 kills
- Dragon Chainbody
- Increased drop rate from 1/128 to 1/64 kills
- Dragon 2h Sword
- Increased drop rate from 1/256 to 1/64 kills
Kalphite King
- Pet (Kalphite Claw)
- Increased drop rate from 1/2,000 to 1/1,000 kills
- Reduced number of kills required for next Pet Threshold from 400 to 200 kills
Dagannoth Kings
- Pet (Various)
- Increased drop rate from 1/2,500 to 1/1,500 kills
- Reduced number of kills required for next Pet Threshold from 1,500 to 900 kills
Corporeal Beast
- Pet (Corporeal Bone)
- Increased drop rate from 1/2,500 to 1/2,000 kills
- Reduced number of kills required for next Pet Threshold from 500 to 400 kills
Rex Matriarchs
- Pet (Various)
- Increased drop rate from 1/2,000 to 1/1,200 kills
- Reduced number of kills required for next Pet Threshold from 1,000 to 960 kills
The Gate of Elidinis
- Pet (Fragment of the Gate)
- Increased drop rate from 1/1,500 to 1/1,000 kills
- Reduced number of kills required for next Pet Threshold from 400 to 200 kills
- Memory Dowser
- Increased drop rate from 1/480 to 1/256 kills
- Runic Attuner
- Increased drop rate from 1/480 to 1/256 kills
- Scripture of Elidinis
- Increased drop rate from 1/480 to 1/256 kills
- Eclipsed Soul Prayer Codex
- Increased drop rate from 1/480 to 1/256 kills
The Magister
- Pet (Soul Fragment)
- Increased drop rate from 1/1,000 to 1/500 kills
- Reduced number of kills required for next Pet Threshold from 200 to 100 kills
- Phylactery
- Increased drop rate from 1/18 to 1/10 kills
- Gloves of Passage
- Increased drop rate from 1/500 to 1/128 kills
Solak
- Pet (Imbued Bark Shard)
- Increased drop rate from 1/2,000 to 1/1,000 kills
- Reduced number of kills required for next Pet Threshold from 240 to 200 kills
- Blightbound Crossbows
- Increased drop rate from 1/400 to 1/100 kills for either crossbow, effectively making the drop-rate 1/200 for each main-hand/off-hand version
Legiones
- Pet (Various)
- Increased drop rate from 1/1,000 to 1/750 kills
- Reduced number of kills required for next Pet Threshold from 1,200 to 900 kills
- Ascension Signets
- Increased drop rate from 1/50 to 1/30 kills
Vorago
- Seismic wand
- Increased drop rate from 1/200 per pile to 1/100 per pile
- Seismic singularity
- Increased drop rate from 1/200 per pile to 1/100 per pile
Note: Further Vorago information is listed below in the "Boss Mechanics" section.
Araxxor
- Base Pet (Araxyte Pet)
- Increased drop rate from 1/1,000 to 1/500 kills
- Araxxor enrage will no longer affect the base pet drop chance
Croesus
- Pet (Croesus's enriched root)
- Reduced number of kills required for next Pet Threshold from 500 to 200 kills
- Croesus Foultorch
- Increased drop rate from 1/5,400 to 1/2,500 kills
- Croesus Sporehammer
- Increased drop rate from 1/5,400 to 1/2,500 kills
- Croesus Spore Sack
- Increased drop rate from 1/5,400 to 1/2,500 kills
- Scripture of Bik
- Increased drop rate from 1/5,400 to 1/2,500 kills
- Cryptbloom Armour pieces
- Increased drop rate from 1/5,400 to 1/3,000 kills
God Wars Dungeon 1
- Pets (Various)
- Increased drop rate from 1/5,000 to 1/2,500 kills in Normal Mode
- Reduced number of kills required for next Pet Threshold from 1,000 to 500 kills
- Armadyl crossbows
- Increased drop rate from 1/640 to 1/320 kills
- Armadyl, Bandos, and Subjugation armour pieces
- Increased drop rate from 1/384 to 1/320 kills
- K’ril’s Zamorakian spear
- Increased drop rate from 1/512 to 1/384 kills
- Steam battlestaff
- Increased drop rate from 1/512 to 1/64 kills
- Boss hilts
- Increased drop rate from 1/512 to 1/384 kills each
- Godsword shards now benefit from rare-drop boosts
Nex, Angel of Death
- Pet (Blood Tentacle)
- Increased drop rate from 1/3,000 to 1/2,500 kills
- Reduced number of kills required for next Pet Threshold from 600 to 500 kills
- Praesul weapons
- Increased drop rates across all scaling according to the below brackets
- Increased drop rate from 1/512 to 1/85 kills in solo
- Increased drop rate from 1/1,988 to 1/595 in seven-player groups
God Wars Dungeon 2
- Crest of Zaros
- Increased drop rate from 1/256 to 1/128 kills
- Crest of Seren
- Increased drop rate from 1/256 to 1/128 kills
- Crest of Sliske
- Increased drop rate from 1/256 to 1/128 kills
- Crest of Zamorak
- Increased drop rate from 1/256 to 1/128 kills
Greatly Increased Slayer Drop Rates

We've also reviewed a range of Slayer monsters to ensure their unlock requirements and drop rewards better align with overall progression.
Alongside a number of Slayer level requirement adjustments (detailed in the Skilling section below), we've revisited the stats of several equipment rewards to make them more impactful when first obtained and better suited to the stage of the game where players are likely to encounter them.
Click here for the full list of Slayer Drop Changes
Click here for the full list of Slayer Drop Changes
Vile Blooms
- Blast Diffusion Boots
- Greatly increased drop rate via Devil’s Snare, Luminous Snagglers and Lampenflora to
- 1/1,024 kills while off task
- 1/512 kills while on Slayer task
- Greatly increased drop rate via Liverworts to
- 1/512 kills while off task
- 1/256 kills while on Slayer task
Dinosaurs
- Laceration boots and Blowpipe-parts
- Greatly increased drop rates via Feral and Venomous Dinosaurs to
- 1/2,048 kills while off task
- 1/512 kills while on Slayer task
- Greatly increased drop rates via Brutish and Ripper Dinosaurs to
- 1/1,024 kills while off task
- 1/256 kills while on Slayer task
- Blowpipe parts still arrive in collection order (see below for more information)
Raptor Creatures
Living Wyverns
- Wyvern Crossbow
- Greatly increased drop rates from 1/10,000 to 1/2,048 kills while off task
- Greatly increased drop rates from 1/1,940 to 1/512 kills while on Slayer task
Camel Warriors
- Camel Staff
- Greatly increased drop rates from 1/10,000 to 1/2,048 kills while off task
- Greatly increased drop rates from 1/1,940 to 1/512 kills while on Slayer task
Ripper Demons
- Ripper Claws
- Greatly increased drop rates from 1/10,000 to 1/5,120 kills while off task
- Greatly increased drop rates from 1/1,980 to 1/256 kills while on Slayer task
Raptor's Chest of Slaying
- Raptor key pieces
- Increased drop rates via Living Wyverns, Camel Warriors, Ripper Demons, and Acheron Mammoths to 1/100 kills.
- Removed Slayer points, Raptor’s lamps, and Slayer VIP tickets from the Raptor’s Chest rewards drop table.
This change accompanies the improvements to the Raptor Creature key drop rates above. These make chest access more common, while removing lower value utility rewards and rewards like the large amount of Slayer points. Slayer VIP tickets will be removed as part of the MTX item removal update.
Ice Strykewyrms
- Staff of Light
- Increased drop rates from 1/2,000 to 1/1,024 kills while off task
- Increased drop rates from 1/512 to 1/256 kills while on Slayer task
Lava Strykewyrms
- Wyrm spike, Wyrm heart, and Wyrm scalp
- Greatly increased drop rates from 1/12,288 to 1/1,280 kills while off task
- Greatly increased drop rates from 1/6,105 to 1/256 kills while on Slayer task
Automaton Guardians
- Static gloves
- Added new drop rate of 1/512 kills while on Slayer task
- Retained existing drop rate of 1/1,024 kills while off task
Automaton Tracers
- Pneumatic gloves
- Added new drop rate of 1/512 kills while on Slayer task
- Retained existing drop rate of 1/1,024 kills while off task
Automaton Generators
- Tracking gloves
- Added new drop rate of 1/512 kills while on Slayer task
- Retained existing drop rate of 1/1,024 kills while off task
Aquanites
- Amulet of Ranging
- Added a new drop rate of 1/256 kills while on Slayer task
- Retained existing drop rate of 1/1,024 kills while off task
Dragonstone Dragons
- Gemstone Gauntlets
- Increased drop rates from 1/2,000 to 1/1,000 kills while on Slayer task
- Gemstone Boots
- Increased drop rates from 1/2,000 to 1/1,000 kills while on Slayer task
Onyx Dragons
- Gemstone Helm
- Increased drop rates from 1/2,000 to 1/850 kills while on Slayer task
- Gemstone Greaves
- Increased drop rates from 1/2,000 to 1/850 kills while on Slayer task
- Draconic visage
- Added new drop rate of 1/1,024 kills while on Slayer task
- Increased drop rates from 1/10,000 to 1/2,048 kills while off task
- Onyx
- Greatly increased drop rates from 1/5,000 to 1/1,024 kills while on Slayer task
Hydrix Dragons
- Gemstone Hauberk
- Increased drop rates from 1/1,000 to 1/750 kills while on Slayer task
- Draconic visage
- Added new drop rate of 1/1,024 kills while on Slayer task
- Increased drop rates from 1/10,000 to 1/2,048 kills while off task
- Onyx bolt tip drops have been replaced with Hydrix bolt tips at the same quantity.
Abyssal Demons
- Abyssal whip
- Added new drop rate of 1/512 kills while on Slayer task
- Retained existing drop rate of 1/1,024 kills while off task
- Abyssal wand
- Added new drop rate of 1/2,048 kills while on Slayer task
- Retained existing drop rate of 1/6,104 kills while off task
- Abyssal orb
- Added new drop rate of 1/2,048 kills while on Slayer task
- Retained existing drop rate of 1/6,104 kills while off task
Nightmares
- Nightmare gauntlets
- Greatly increased drop rates from 1/10,000 to 1/4,096 kills while off task
- Greatly increased drop rates from 1/2,000 to 1/1,024 kills while on Slayer task
Dark Beasts
- Dark Bow
- Added new drop rate of 1/512 kills while on Slayer task
- Retained existing drop rate of 1/1,024 kills while off task
Gargoyles
- Granite Maul
- Added new drop rate of 1/256 kills while on Slayer task
- Retained existing drop rate of 1/512 kills while off task
Airuts
- Tuska’s Wrath Ability Codex
- Increased drop rates from 1/400 to 1/256 kills while on Slayer task
- Retained existing drop rate of 1/1,000 kills while off task
- Razorback Gauntlets
- Increased drop rates from 1/400 to 1/256 kills while on Slayer task
- Added new drop rate of 1/2,048 while off task
Mutated Jadinko Guards & Males
- Whip Vine
- Mutated Jadinko Guards
- Added new drop rate of 1/1,024 kills while on Slayer task
- Retained existing drop rate of 1/2,048 kills while off task
- Mutated Jadinko Males
- Added new drop rate of 1/256 kills while on Slayer task
- Retained existing drop rate of 1/512 kills while off task
Corrupted Creatures
- Improved on Slayer task Khopesh and Corrupted Gem rates from Corrupted creatures.
- Corrupted Gems remain exclusive to Slayer tasks.
| Corrupted Creature | Khopesh Drop Rates off task |
Khopesh Drop Rates while on Slayer Task |
Corrupted Gem Drop Rates while on Slayer Task |
|---|---|---|---|
| Scorpion | 1/15,000 (unchanged) | 1/8,000 → 1/9,000 | 1/5,000 → 1/6,000 |
| Scarab | 1/15,000 (unchanged) | 1/8,000 → 1/7,500 | 1/5,000 (unchanged) |
| Lizard | 1/15,000 (unchanged) | 1/8,000 → 1/6,000 | 1/5,000 → 1/4,000 |
| Dust Devil | 1/15,000 (unchanged) | 1/8,000 → 1/4,500 | 1/5,000 → 1/3,000 |
| Marauder | 1/15,000 (unchanged) | 1/8,000 → 1/3,000 | 1/5,000 → 1/2,000 |
| Worker | 1/15,000 (unchanged) | 1/8,000 → 1/1,250 | 1/5,000 → 1/1,000 |
Please note: If you are on mobile, please turn to landscape view to better read the below table.
Devourer Creatures
- Improved on Slayer task Khopesh and Corrupted Gem rates from Soul Devourers.
- Corrupted Gems remain exclusive to Slayer tasks.
| Devourer Creature | Khopesh Drop Rates off task |
Khopesh Drop Rates while on Slayer Task |
Gem Drop Rates while on Slayer Task |
|---|---|---|---|
| Salawa akh | 1/5,000 (unchanged) | 1/8,000 → 1/1,000 | 1/5,000 → 1/900 |
| Feline akh | 1/5,000 (unchanged) | 1/8,000 → 1/900 | 1/5,000 → 1/900 |
| Scarab akh | 1/5,000 (unchanged) | 1/8,000 → 1/800 | 1/5,000 → 1/800 |
| Crocodile akh | 1/5,000 (unchanged) | 1/8,000 → 1/700 | 1/5,000 → 1/700 |
| Gorilla akh | 1/5,000 (unchanged) | 1/8,000 → 1/600 | 1/5,000 → 1/600 |
| Imperial mage, ranger and warrior akhs |
1/5,000 (unchanged) | 1/8,000 → 1/500 | 1/5,000 → 1/500 |
Please note: If you are on mobile, please turn to landscape view to better read the below table.
Ascension Creatures
Rorarius
- Ascension Grips
- Increased drop rates from 1/3000 to 1/2,056 kills while on Slayer task
Gladius
- Ascension Grips
- Increased drop rates from 1/2,650 to 1/1,992 kills while on Slayer task
Capsarius
- Ascension Grips
- Increased drop rates from 1/2,300 to 1/1,024 kills while on Slayer task
Scutarius
- Ascension Grips
- Increased drop rates from 1/2,056 to 1/500 kills while on Slayer task
Other Drop Rate changes
Big Game Hunter – Terrasaur Maul
The components needed to create a Terrasaur Maul can be difficult to obtain, placing a significant emphasis on securing double or triple dinosaur encounters. Since these encounters also rely on having the appropriate tier of bait, simply accessing them can be a lengthy process for some players.
To help address this, we've increased the drop rates of Terrasaur Maul components from the three Big Game Hunter dinosaurs. We're leaving the drop rates from double and triple encounters unchanged, as increasing those further would make the weapon considerably more common than intended.
- Increased Terrasaur Maul component drop rates from single Big Game Hunter encounters:
- Tribal Fin from Oculi apoterrasaur:
- Increased drop rate from 1/1,000 to 1/256
- Volcanic Fragments from Malletops:
- Increased drop rate from 1/1,000 to 1/256
- Superior Longbone from Pavosaurus rex:
- Increased drop rate from 1/1,000 to 1/256
- Double and triple Big Game Hunter encounter drop rates are unchanged.
Slayer Gear Stat Changes

A number of Slayer equipment items are receiving stat improvements to better align with the level and progression point of the Slayer creatures that drop them. These changes are intended to make these rewards feel more impactful when they're obtained, improving their viability throughout a player's journey while also adding extra utility in some cases.
These updates work hand-in-hand with the drop rate improvements outlined above, helping ensure that Slayer rewards are both more accessible and more meaningful when earned.
Abyssal Whip & Vine Whip
- Abyssal whip damage and accuracy increased from Tier 70 to Tier 75.
- Abyssal vine whip damage and accuracy increased from Tier 75 to Tier 80.
- Equip requirements have not changed.
Dark Bow
- Dark bow damage and accuracy have been increased from Tier 70 to Tier 75.
- Equip requirements have not changed.
Granite Maul
- Increased the Granite Maul’s damage and accuracy from tier 55 to tier 65.
- Equip requirements have not changed.
Bone Blowpipe
- As the only drop which can be used straight away is the base Bone Blowpipe, blowpipe drops will now prioritise missing parts in order:
- Bone blowpipe
- Blowpipe chitin
- Blowpipe feather
- Blowpipe fins
Boss Mechanic Changes

We've taken another look at a number of boss and drop mechanics, with changes aimed at reducing frustration points and making encounters more rewarding and engaging.
Araxxor Web Burning Speed
Araxxor's web burn speed has been a common point of friction. When the encounter was originally designed, players would typically deal enough damage to Araxxor around the same time that the phase one web finished burning. As player damage has increased over the years, that's no longer the case, with many players reaching the phase transition threshold well before the web has burned away and being forced to wait before progressing.
To better align the encounter with modern combat pacing, we're increasing the web burn speed during phase one, reducing unnecessary downtime and helping the fight flow more smoothly.
- Forcing Araxxor’s health to reset during phase one now speeds up the burning web by roughly two seconds each time.
- Both players in an Araxxor duo group now see the web’s burn progress on their boss activity bars.
Black Stone Dragon Flight Phase
Similarly, the Black Stone Dragon's flight phase has long been a common pain point for players. During this part of the encounter, the boss spends much of its time airborne, periodically landing to unleash attacks while players are left with little to do beyond avoiding damage and waiting for the phase to end. The result is a lengthy section that slows the pace of the fight without adding much meaningful engagement.
- Black Stone Dragon now skips its flight phase outside story mode. In story mode, the phase remains but has fewer jumps and faster dialogue.
Vorago Drop Pile Changes
Vorago's unique drop mechanics can occasionally lead to frustrating outcomes, particularly across different group sizes. We’re exploring ways to improve the experience. While we’re not quite ready to share the details yet, we want to make sure the system feels fair and rewarding across all group sizes.
Gate of Elidinis (GateCrafting)
Crafting and repeatedly dying at the Gate of Elidinis, colloquially known as "GateCrafting", became a way to earn low-effort, relatively AFK Crafting XP without engaging with the encounter as intended.
By repeatedly gathering moonstone fragments without defeating the Gate, players could bypass much of the intended effort associated with both training Crafting and the skilling boss itself. This was never the intended gameplay loop.
To address this, we've shifted the majority of the Crafting XP reward from gathering fragments to striking the Gate. Collecting moonstone fragments now grants only minimal XP. Instead, fragments held in your inventory empower cleansed statue shards when used against the boss, awarding Crafting XP as they're consumed at a rate of two fragments per shard.
Avoidable boss attacks can still shatter up to five moonstone fragments at a time, so carrying a surplus remains a valuable strategy to protect your next empowered strike.
Crafting XP gained from empowered statue shards scales with your Crafting level, reaching up to around 450 XP per shard at level 99.
Combat Mastery Speed Times
Following the changes to Araxxor and the Black Stone Dragon, we will update their speed timers to reflect these adjustments.
- Black Stone Dragon
- Hard: From 5:30 to 5:00
- Elite: From 4:00 to 3:30
- Master: From 2:15 to 1:45
- Grandmaster: From 1:45 to 1:24
- Araxxor
- Hard: From 5:00 to 4:45
- Elite: From 3:00 to 2:42
- Master: From 1:42 to 1:22
Other Combat-related Changes
God Wars Dungeon 1 Invention Components
With the God Wars Dungeon 1 drop rate improvements outlined above, we expect to see more God Wars equipment entering the game, which would naturally lead to a higher supply of Invention's god-specific components.
To help maintain the long-term value of god components, Warpriest armour will no longer guarantee a god component when disassembled. Instead, each piece will now have a 25% chance to provide its respective god component. This change helps offset the increased influx of God Wars equipment, preserving the value of both god components and the unique drops that provide them as those rewards become more accessible.
Godsword Smithing Level
The Smithing level required to forge a Godsword blade has been reduced from 80 to 75, matching the tier of the four God Wars Dungeon 1 Godswords.
Rex Matriarch Rings
The Rex Matriarch ring upgrade recipes will now require five matching Dagannoth King rings, instead of ten. When these upgrades were first introduced, the higher requirement was intended to help remove excess Dagannoth King rings from the game, a goal that has been largely achieved since the release of the Rex Matriarchs. With that objective successfully met, we feel the requirement can now be reduced, making these upgrades more accessible while still providing a valuable sink for Dagannoth King rings and preserving their status as a worthwhile progression goal.
Life Refresh (Revised MTX Item)
Life Refresh as an item is being removed from the game, but you will still be able to acquire its effects by using Divination Energy to reset your portent and sign cooldowns.
Skilling
This section explores a range of quality of life improvements, rebalances, and updates designed to make progression through skilling activities feel smoother, more rewarding, and more consistent.
Brooch of the Gods Rework (Revised MTX Item)

As part of the upcoming MTX item removal, Portable Skilling Stations and their associated benefits will be leaving the game. We've seen a lot of discussion around what this means for those effects, with many players suggesting that they should be preserved by moving them to the Brooch of the Gods.
While we understand the appeal of that approach, the reason we're removing Portables rather than reworking them is because they came to concentrate an enormous amount of skilling power into a single source. Simply transferring those same benefits to the Brooch would recreate the very issue we're trying to address, rather than solve it. Our goal is to move away from a situation where one item acts as the answer to almost every skilling activity. Instead, we want skilling rewards and progression benefits to come from a broader range of content and unlocks.
The new effect of the Brooch of the Gods enhances several Dungeoneering scrolls by increasing the rate at which their benefits trigger. In addition to providing powerful skilling bonuses, it helps reinforce the value of Dungeoneering rewards within the wider game, creating stronger connections between progression systems and giving players more reasons to make use of these unlocks.
- +5% chance to trigger Dungeoneering scrolls' effects.
- Affects: Scroll of Life, of Cleansing, of Efficiency, of Proficiency, of Dexterity, of Restoration.
- The Scroll of Life will provide a 15% instead of a 10% chance to get a seed back, and a 10% instead of a 5% chance to get a tree seed back.
- The Scroll of Efficiency will have a 7% chance to refund bars instead of a 2% chance.
For example:
Note: This does not work for Dungeoneering scrolls which are not chance based, or only work inside Daemonheim/Dungeoneering.
Farming
Player Owned Farm Animal Drop Rates
We've improved the drop rates of several Player-owned Farm animals from both skilling and combat sources. Some of these animals could be frustratingly rare for the stage of progression they're intended for, so these changes should help players engage with the farm more consistently and spend less time waiting on lucky drops.
- Chinchompa baby drops from box trapping
- Increased drop rate from 1/1,500 to 1/250 boxes
- Spider egg drops from combat
- Increased drop rate from roughly 1/1,480 - 1/750 to roughly 1/500 - 1/250, scaling by spider strength.
- Fremennik yak baby drops from combat
- Increased drop rate from 1/3,000 to 1/300
- Spirit yak baby drops from summoning pouch creation
- Increased drop rate from 1/5,000 to 1/1,000
- Dragon egg drops from green, blue, red, black, and King Black Dragon kills
- Increased drop rate from 1/2,000 to 1/1,200
Snape Grass
Snape Grass can be used as early as 38 Herblore to craft Prayer potions. However, the ability to farm Snape Grass isn't unlocked until level 80 Farming. Quite the distance!
- The Farming level of Snape Grass has been reduced from level 80 to 34.
- Its experience rates have been adjusted accordingly.
Hunter

Dinosaur Hides drop rates
Dinosaur hide plays an important role in both Dinosaurhide armour and the Masterwork Ranged armour progression path, but obtaining enough of it could often become a bottleneck. We've increased dinosaur hide acquisition rates to better align with the volume needed for these crafting processes, helping players progress through both armour sets at a more reasonable pace.
- Dinosaur Hide from Big Game Hunter
- Increased drop rate from 1/10 to 1/6
Havenhythe Big Game Hunter
Shortly after its release, Havenhythe Big Game Hunter received a number of quality of life improvements that significantly increased the speed at which certain creatures, particularly Kebbits, could be hunted. While these changes made the activity feel smoother and more rewarding, they also resulted in substantially higher XP rates, as players were able to complete more encounters per hour than originally anticipated.
To better align the activity with its intended progression and reward structure, we've reviewed current performance data and adjusted the XP awarded from Kebbit hunts based on the number of kills an experienced player can reasonably achieve today.
As a result, the Hunt XP awarded from all Kebbits in Big Game Hunter has been reduced by 40%. This change brings XP rates closer to their originally intended target while preserving the faster, more streamlined gameplay introduced through previous quality-of-life improvements.
- Giant Kebbit
- Reduced XP from 25,750 to 15,450 per hunt
- Giant Spiked Kebbit
- Reduced XP from 33,750 to 20,250 per hunt
- Giant Diseased Kebbit
- Giant Dashing Kebbit
- Reduced XP from 75,000 to 45,300 per hunt
- li>Reduced XP from 60,000 to 34,800 per hunt
We've reduced the XP of these creatures rather than changing how the encounters work, so as not to change the existing behaviour and metas in taking these big boys down. However, we will continue to monitor the XP rates being gained here, and will make further changes in the future if and where necessary if XP rates continue to fall outside of the intended areas.
Divination
Core Divination training
As with our previous rebalances, we've been keeping a close eye on traditional Divination training and know that it can sometimes feel slower than we'd like. We've been exploring ways to improve some of the core training rates, but we're taking our time before making any changes.
With Havenhythe Part II recently introducing a new high-level Divination training method, we first want to see how it settles into the game and how players engage with it. Once we've gathered more data and have a clearer picture of its impact on the wider Divination ecosystem, we'll be in a better position to decide whether additional adjustments are needed.
RuneCrafting
Wicked Hood Teleport Tokens (Revised MTX Item)
The Wicked Hood Teleport Tokens are an item that was historically available predominantly through Treasure Hunter but that can no longer be acquired. This means that while these tokens will eventually drain out of the game, leaving them unaffected would mean maintaining an item and functionality that an ever shrinking part of the playerbase has access to. As has been the case throughout the year, we are keen to clean up the game while trying to minimise affecting gameplay that remains in line with our direction of an integrity-led game.
We have therefore decided that the best option is to convert Wicked Hood Teleport Tokens into a certain amount RuneSpan points each, though the exact number is still being calculated and balanced. This will provide anyone with outstanding Wicked Hood Teleport Tokens with the ability to purchase an amount of Altar Teleport Tablets in Wizard Rinsit's Runecrafting Shop. While we want to ensure RuneSpan points and associated shops remain fair and balanced, we will err on the side of generosity during the Token conversion, so that the value of a converted token may buy you more Altar Teleport Tablets than the raw token currently does (which is 3).
Invention Machines | Alchemisers

The Alchemiser Invention machines have, for some time, been one of the largest sources of GP entering the game, contributing significantly to overall inflation. As part of this update, we're making a number of changes designed to reduce the amount of gold these machines generate each day, while also adjusting machine charge costs to help balance the impact on players who make regular use of them.
More broadly, we're continuing to review the volume of alchable items entering the game and the role they play in the wider economy. While we don't have any additional changes to share on that front today, we want to reassure players that this remains an active area of investigation, and we'll continue to monitor the health of the economy and make adjustments where necessary.
Alchemiser Mk. 2
- Max number of machines which can be placed has been decreased from 2 to 1
- The amount of items converted per hour has been decreased from 25 to 15
- Item capacity has been reduced from 5,000 to 3,000
- The machine charge cost per batch of items processed has been decreased from 150 to 120
Alchemiser
- Max number of machines which can be placed has been decreased from 2 to 1
- The machine charge cost per batch of items processed has been increased from 45 to 65
Slayer / Dungeoneering
Slayer VIP Tokens (No longer MTX Item) revised
In our previous blog outlining what's happening with MTX items in RuneScape we listed Slayer VIP Tokens as being scheduled for removal in November. This is no longer the case, as they are accessible via the Cabbage Facepunch Bonanza minigame, which is not related to MTX item acquisition. As such they will remain unchanged as part of this update.
The following changes help bring a number of bosses and Slayer creatures more in line with their intended progression point, making them more accessible relative to their unlock requirements and key rewards.
Edimmu
Edimmu are unlocked at 90 Slayer, but require 115 Dungeoneering to access the resource dungeon in which they reside. This creates an unusual progression gap, where players can unlock the creatures long before they are actually able to fight them.
- Decreased the Dungeoneering level required to enter the Meilyr resource dungeon from 115 to 92
Magister & Slayer creatures
For players who enjoy tackling bosses alongside their Slayer training, we've reduced The Magister's Slayer requirement from 115 to 95.
The previous requirement placed The Magister well beyond the point at which many players would naturally begin looking for higher-end PvM challenges. Lowering the requirement better aligns the encounter with its rewards and places it within a more appropriate progression band for players working towards Tier 92 melee weaponry.
- In addition, we're changing some Soul Devourer Slayer level requirements to match up
- Decreased the level requirement to kill Salawa Akh from 105 to 95
- Decreased the level requirement to kill Feline Akh from 107 to 100
- Decreased the level requirement to kill Scarab Akh from 109 to 105
- Key to the Crossing drop rates from Sophanem Dungeon monsters will also be increased:
- Increased drop rates from 1/400 to 1/300 kills while off task
- Increased drop rates from 1/75 to 1/50 kills while on Slayer task
Legiones
Similar to The Magister, the Legiones sit behind a high 95 Slayer requirement despite offering rewards that are more commonly associated with an earlier stage of progression, namely Tier 90 crossbows and Tier 90 gloves.
We've reviewed where the Legiones fit within the broader progression curve and feel their unlock requirement is higher than necessary for the rewards and combat challenge they provide.
- Decreased the Slayer requirement of Legiones from 95 to 88
Wrapping Up!
That's everything we have to preview from the Late Game Rebalance. As always, community feedback remains a vital part of the process. Many of the changes in this update have been shaped by player suggestions, discussions, and long-standing pain points, and we'll continue listening as you get hands-on with the update in late November. Whether it's feedback on these changes, ideas for future improvements, or areas of the game you'd like us to revisit next, we'll be monitoring the conversation closely, so do get involved in our dedicated Reddit and Discord Threads
The Road to Restoration doesn't end here! As we continue our journey into 2027, we're committed to refining progression, tackling legacy issues, and improving the overall RuneScape experience. We look forward to hearing your thoughts and sharing more of what lies ahead.
See you in Gielinor!