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The New Summer Sweep Update is CRAZY (OSRS)

Date 2026-06-04
Type news-opinion
Video youtu.be/6tsf-brc-sE

Summary

Gnomonkey goes through the 2026 Summer Sweep-Up blog, covering early Hunter, Agility, Corrupted Gauntlet, gear buffs and nerfs, Chambers of Xeric prayer scroll discussion and Birdhouse/Nightmare ideas. He is positive on most QoL changes, nervous about how fast Corrupted Gauntlet gets, and argues against simply lowering the prayer scroll weighting in CoX.

Outline

  • 0:00 Summer Sweep-Up overview
  • 0:38 Hunter improvements: falconry, aerial fishing, deadfall traps, hunter rumors
  • 4:52 Agility and shortcuts: Hallowed Sepulchre, Colossal Wyrm/worm course, grapple shortcuts
  • 7:36 Skilling and miscellaneous: Guardians/Goter-related items, coral, shark lures
  • 11:51 Corrupted Gauntlet and other PvM updates
  • 21:03 Chambers of Xeric and prayer scroll discussion
  • 33:36 Gear buffs and nerfs
  • 40:38 New early-game content: amulets, necklace, run energy, pets
  • 47:00 Birdhouses and Nightmare ideas

Topics covered

Update: Summer Sweep-Up 2026

  • (0:00) The Summer Sweep-Up 2026 is an Old School RuneScape update blog aimed at improving quality of life, addressing long-standing pain points, and sometimes introducing rebalances of long-standing main game issues.
  • (0:00) Gnomonkey says the update has some really good changes, and also some things he wished were included that are not.
  • (0:30) The Summer Sweep-Up contains no new content; it cleans up and spruces up existing content, which is why it is called a sweep-up.
  • (47:00) Gnomonkey is positive on most of the update, saying it brings a lot of QoL, though a few changes he is unsure about until he sees how they play out in game.

Hunter

  • (0:30) Gnomonkey says Hunter is a very janky skill to train, especially the early methods, which people try to skip by doing birdhouses, so the Summer Sweep-Up Hunter improvements are very much needed.
  • (0:30) In the Summer Sweep-Up, falconry was buffed so the player is no longer held in place while the falcon chases a kebbit, and the player can reposition or walk around while it hunts.
  • (1:03) Gnomonkey notes that falcon travel time is based on distance, so being able to move closer to the next kebbit while the falcon chases speeds falconry up.
  • (1:03) Players can now ask the falcon to catch a kebbit even when their inventory is full, so they no longer need to drop all the junk drops.
  • (1:03) Aerial fishing buff: the area in which quick catches can be performed is increased from a 3x3 area to a 4x4 area, making back-to-back catches every tick more likely.
  • (1:33) A toggle was added to Alry the Angler that lets the player's cormorant eat fish in the inventory when there is no appropriate bait, reducing the need to make fish offcuts.
  • (1:33) In aerial fishing a larger pool will now spawn that the cormorant can be sent to several times in a row, adding downtime to break up the rapid pace.
  • (2:05) The chance of obtaining Mudskipper-style aerial fishing pearls (referred to as 'Mulk pearls' in the transcript) is increased by 50%, and some pearl costs are lowered with prior purchases refunded: the fishing sack is down to 500 pearls and the Angler's outfit down to 50.
  • (2:05) Gnomonkey is curious whether aerial fishing is now a decent method for the Angler's outfit compared to Fishing Trawler, saying it may be a similar speed with better XP.
  • (2:38) Deadfall trap trap limit is increased from one to two, which Gnomonkey says roughly doubles speed for deadfall hunting like pyrefoxes; this does not include maniacal monkeys.
  • (2:38) Deadfall traps now have a chance to preserve their log, and become able to catch eight ticks after being placed instead of 15 ticks.
  • (3:08) The wild kebbit catch rate is increased by two and a half times, since wild kebbits were an outlier in catch rate that drastically reduced the utility of deadfall traps at early Hunter levels.
  • (3:08) XP from wild, barbed, prickly and sabertooth kebbits and pyrefoxes is lowered by 20%, but the other changes still work out to about 60% more XP per hour from these creatures, to bring them in line with other methods.
  • (3:40) Bird snaring now allows two traps to be placed starting at level 1 instead of level 20, which Gnomonkey says doubles XP rates for catching birds early on.
  • (3:40) The Ring of Pursuit can reveal full tracks even after one has already been started.
  • (3:40) Gnomonkey thinks the deadfall and rumor changes make Hunter rumors much better, especially the very early ones, and that grinding early hunter rumors may become more viable.
  • (4:11) Butterfly and moth hunter rumor drop rate is improved from 1 in 75 to 1 in 40, and the pity rate from 150 to 80, because those rumors were notoriously slow and high variance.
  • (4:39) Chompy bird hunting now grants some Hunter XP.

Birdhouse run

  • (46:53) The Summer Sweep-Up proposes increasing bird nest output from birdhouses by 50% and making it more consistent, while reducing the XP given for checking them, with a big reduction at the low end and a small reduction at the top end.
  • (46:53) Gnomonkey plans to make a future video on his thoughts about the birdhouse changes.
  • (47:25) Gnomonkey says he has a big hate for birdhouses and thinks they are some of the worst content in the game, and welcomes trying to remove them while buffing low-level Hunter at the same time.
  • (47:52) The blog says Jagex is not fully committed to removing the birdhouse XP and will keep them if people are very desperate to keep them.
  • (47:52) Gnomonkey considers birdhouses a lame piecemeal piece of content that forces players away from other things they are doing, and dislikes that they are basically the only efficient way to train Hunter at early levels.

Hallowed Sepulchre

  • (5:05) Hallowed Sepulchre floor 4 requirement is lowered to level 77 Agility from 82, and floor 5 to level 87 from 92.
  • (5:35) Gnomonkey says each floor higher in the Hallowed Sepulchre is worth about 10k Agility XP an hour more, and that most of the fun and most of the XP is at floor five.
  • (5:35) Players can now boost for Hallowed Sepulchre floor entry, so an Agility level 72 player could eat a summer pie at the end of floor three to enter floor four, making the earliest entry to floor five 82 instead of 92.
  • (6:05) Floor five's grand hallowed coffin will require either 84 Thieving or 92 Agility to open.
  • (6:05) Gnomonkey agrees that levels 72 to 82 Agility on floor three is a slog and gets brain dead after doing it so many times.
  • (6:05) Gnomonkey jokes the update is a perfect excuse to burn through a stack of summer pies.

Agility

  • (4:37) Gnomonkey says that as much as it will pain some players, Agility is here to stay, and the Summer Sweep-Up includes Agility changes he had asked for.
  • (7:01) The Colossal Wyrm (referred to as the worm course) Agility course in Varlamore is made 25 to 30% longer in duration, with XP and termites increased to match, so it gives the same XP and termites per hour with fewer inputs.
  • (7:01) Gnomonkey says the Colossal Worm Agility Course did not seem worth doing in the current game and that the change might make it viable, depending on how AFK it actually is between steps.
  • (7:36) A new shortcut was added in Arceuus Library to jump from the top floor down to the bottom floor, which Gnomonkey says could speed up the library Magic or Runecrafting XP method.
  • (7:36) New shortcuts were added for clue scroll players: one over to the elite clue spot and one west of Piscatoris, replacing a long run around a mountain.
  • (8:09) Several grapple shortcuts become usable without a crossbow or gear if the player is highly overleveled: the River Lum grapple, the Falador wall climb, the Catherby to Taverley rock climb (still 68 Agility), the Catherby water obelisk jump at 72, the Yanille wall climb at 69 (grapple still needed for the diary), and trees south of the Karamja volcano at 78.

Guardians of the Rift

  • (8:45) The Summer Sweep-Up lets players purchase the abyssal needle with pearls (the Goter reward currency), so players who go very dry can buy it.
  • (9:10) The Abyssal Lantern is changed to function outside of Guardians of the Rift when burning logs that give an effect beyond the activity; willow, blisterwood, magic and redwood will work, while normal, oak and maple will not.
  • (9:10) Under the lantern change, blisterwood increases blood runes crafted by 20%, magic logs increase runes crafted by 10%, and redwood makes essence pouches not degrade and gives 5% more runes.
  • (9:37) Gnomonkey says the lantern change is a big deal and good for people manually crafting blood runes with blood essence, for example on an ironman.

Tempoross

  • (9:37) The fish barrel and tackle box become purchasable for 6,000 spirit flakes from Tempoross.
  • (9:37) Gnomonkey says he always struggles to get the fish barrel on every new hardcore account, so purchasing it may help with dry streaks.

Farming

  • (10:04) Coral (Sailing-era farming coral) changes: all coral now get six harvest lives, up from four, and the chance to obtain coral frags from their associated thieving chest is reduced to 1 in 20 from 1 in 15, with some behind-the-scenes yield stat adjustments.
  • (10:04) Gnomonkey admits he has never planted coral on any account, and says coral was giving very good herb XP to ironmen and UIMs at high level, which the change targets.
  • (10:36) According to the blog's estimates, the coral changes give about one extra frag at 77 Farming, but about six less at 99 Farming for the first coral, with similar patterns for the other corals: much more at low Farming, less at 99.

Fishing

  • (11:10) Shark lures are improved so that the shark fishing roll rate goes from every five ticks to every four ticks, effectively a 20% increase in shark catch speed.
  • (11:10) Gnomonkey says he wanted to make a rant video about how horrible shark lures were, but Jagex buffed them first; he notes the issue was that doing minnows would get more sharks per hour anyway and he is unsure if lures are now worth using.

Corrupted Gauntlet

  • (11:51) Corrupted Gauntlet changes aimed at reducing prep intensity guarantee a random demiboss spawn in the north, east, south and west rooms from the centre, so four demibosses at fixed locations, though which demiboss appears is still random.
  • (12:14) The maximum attack range of Corrupted Gauntlet demibosses is reduced from 16 to 10, so players are less likely to be hit by an off-screen dark beast.
  • (12:41) A weapon frame drop is now guaranteed from the first low-tier NPC killed, instead of the third kill.
  • (12:41) Friend bark (bark), crystal ore and linum are made stackable, so all resources gathered in Corrupted Gauntlet are now stackable.
  • (13:08) Gnomonkey considers stackable resources probably the biggest change of the whole patch, saying it makes tier three much easier and speeds up tier one runs because players can collect more fish on the way.
  • (13:39) Gnomonkey is nervous that faster Corrupted Gauntlet completion could increase bot activity, lower the price of Enhanced crystal weapon seeds, and dump resources like dragon arrows and gp into the game.
  • (13:39) Gnomonkey is glad the changes focus on convenience and not on drop rates, and says enhanced seed got faster in terms of kills per hour even though some people complained it did not get faster.
  • (14:14) Crystal shards are now automatically placed in the inventory when enemies are killed, and the variance in the number of shards dropped by enemies is reduced.
  • (14:14) Gnomonkey says shard pickup costs a tick each time, which adds up when making tier three, and that consistent demiboss shard drops (previously from about 20 to 100) will make tier three more consistent.
  • (14:57) Regular enemy stats are standardized within tiers so it is no longer better to kill a wolf over a scorpion.
  • (14:58) A tier one weapon now costs no crystal shards (down from 20, still needs a weapon frame), and a tier two weapon costs 50 shards, down from 60.
  • (14:58) Gnomonkey expects the Corrupted Gauntlet speedrun world record, which he says was stuck at a low four minutes, to become dramatically faster and wonders if the four minute barrier will be broken.
  • (15:46) Tier one armor pieces cost 50 shards (up from 40), tier two armor pieces cost 100 (up from 80), and tier three armor pieces cost 100 (up from 80).
  • (16:13) Jagex's stated reason for raising armor costs is that they do not want tier three to become a must-have for everyone, and want players to trade comfort for time loss and push down to tier one prep for the fastest clears.
  • (17:11) Under the new costs, a full set of tier one armor and two tier three weapons costs 250 shards (down from 280), tier two armor and two tier three weapons costs 450 (down from 460), and tier three armor and two tier three weapons costs 750 (up from 700).
  • (17:11) Weapon frames no longer drop if the player already has a total of three weapon frames or crafted weapons.

Phantom Muspah

  • (18:12) A minimum number of player attacks is added before the Phantom Muspah can change attack styles, so that a big hit such as a twisted bow shot (up to 80 damage normally) no longer makes it swap immediately.
  • (18:12) Gnomonkey thinks the Muspah change makes it better in max gear setups, since several big hits are now needed before it swaps.
  • (19:05) The duration of Phantom Muspah's homing spike attacks is shortened so the attack ends sooner.

Demonic gorilla

  • (18:38) A minimum number of player attacks is added before demonic gorillas can change overhead prayers, to prevent constant back-to-back swaps.

Scurrius

  • (19:05) A cooldown is added before a Sisterhood-style totem (referred to as the 'Skateizo Totem' in the transcript, from the Shellbane/Hueycoatl-style boss) can respawn after being destroyed.

Tombs of Amascut

  • (19:06) The restriction on lifesteal effects against the Wardens in Tombs of Amascut is removed, so the Blood Fury and Sanguinesti staff can heal there.
  • (19:36) Gnomonkey says the Sanguinesti staff will now be more useful against the Wardens in Tombs of Amascut, but is curious whether it heals based on what it would have hit and wants it tested.
  • (21:03) Gnomonkey says Tombs of Amascut is a little faster to complete than he would expect a raid to be.
  • (37:52) Gnomonkey says the Bell's Folly (Eclipse atlatl-style item) is very solid in Tombs of Amascut until the player's Osmumten's fang unlocked.

Chivalry

  • (19:57) Chivalry's prayer drain rate is reduced.
  • (19:57) Gnomonkey calls this the big Reddit suggestion of the century and thinks it is probably a good change, saying it was weird that Chivalry drained at the same rate as Piety.

Chambers of Xeric

  • (20:06) The Summer Sweep-Up prevents the Surge Potion's cooldown from being reset on death inside the Chambers of Xeric, because it introduced a feels-bad meta.
  • (20:06) Gnomonkey explains the old speedrun meta: players took a surge potion with two doses to the Olm fight, and deliberately died between Olm phases during the mandatory wait while crystals fall, to reset the surge cooldown, sip it, and run back in with some special attack energy to hit Olm immediately.
  • (20:34) Gnomonkey thinks the surge reset prevention is a good change, though the Chambers world record will now be very hard to beat.
  • (20:34) Progress in the night waves of the Chambers is no longer reset if the player leaves via the door, so it does not have to be done in one run.
  • (21:03) According to the blog, Chambers of Xeric unique tables are weighted heavily towards the arcane and dexterous prayer scrolls, so roughly 58% of uniques seen on average will be a prayer scroll, and the same 58% applies to Challenge Mode completions.
  • (21:03) Challenge Mode Chambers completion adds the twisted ancestral kit and metamorphic dust to a tertiary loot table but makes no adjustments to the ordinary loot table.
  • (21:29) By contrast, Theatre of Blood hard mode adjusts the loot table so that the Avernic defender hilt has its weighting reduced by 7.7%, making other uniques more common.
  • (26:49) Gnomonkey says Chambers of Xeric is by far the longest raid to complete in the game, and that it takes a very long time to get a twisted bow.
  • (27:34) Gnomonkey feels Theatre of Blood is the perfect raid length for time to complete, Tombs of Amascut is slightly too fast, and Chambers is too long since full ancestral can take longer than getting a twisted bow.
  • (28:03) Gnomonkey notes that the dragon sword, dragon thrown axe and dragon harpoon used to be on the Chambers of Xeric drop table and were removed.

Opinion: Chambers prayer scroll weighting

  • (22:01) Gnomonkey says reducing the Chambers prayer scroll weighting, as many players suggest in line with the Theatre of Blood hard mode Avernic change, has some merit but he would not do it.
  • (22:30) Gnomonkey argues the Theatre of Blood hard mode Avernic change is really dumb, because the Avernic defender hilt is not a worse drop than the others, and he would rather have an Avernic than Justiciar or even a Sanguinesti staff or Ghrazi rapier these days.
  • (23:04) Gnomonkey says the Avernic hilt makes up about half of Theatre of Blood's total profit, so hard mode ToB now being less profitable than normal ToB shows the long-term problem of a short-term loot-weighting change.
  • (23:34) Gnomonkey argues that if Jagex later adds a Prayer upgrade (e.g. a stronger Augury or Rigor needing arcane or dexterous scrolls), the scrolls could become expensive and the same problem as Theatre of Blood would appear for CoX.
  • (24:05) Gnomonkey notes that even now a dexterous prayer scroll is more valuable than Dinh's bulwark and the twisted buckler, so reducing the dex weighting could increase rates of those cheaper items, and arcane is the cheapest on the table.
  • (24:35) Gnomonkey says item values shift over time, citing the Sanguinesti staff getting cheap, and that DHCB could drop in value while dexterous scrolls could rise if many new players chase prayers.
  • (25:08) The blog lists three approaches to the scroll problem: reduce scroll weight only, reduce scroll weight and reduce purple chance, or increase purple chance.
  • (25:08) Gnomonkey says reducing scroll weight and nothing else is bad because it puts downward pressure on every unique, and items like the twisted buckler, Dinh's bulwark, DHCB and dragon claws cannot absorb that without losing value.
  • (26:36) Gnomonkey says the second approach, reducing scroll weight and purple chance, is a very silly change, because purples in Chambers are already too infrequent and no one would like making them rarer.
  • (27:16) Gnomonkey prefers the third approach, increasing the purple chance, and thinks it makes the most sense because the raid should be faster than it is.
  • (27:39) Gnomonkey describes a fourth approach, moving purples off the CoX table, and agrees CoX has too many purples, but says there is currently no endgame content where the removed drops fit.
  • (28:34) Gnomonkey considers Dinh's bulwark and the twisted buckler the best options to move to other bosses, since they still feel raid-worthy.
  • (28:34) Gnomonkey suggests dragon claws could go on Vardorvis (slash weak), maybe at 1 in 2,000, but notes there are not really obvious bosses to move items to; Yama, Nex and Nightmare do not make sense for various reasons such as burning claws being better on Yama and drop tables already being stacked.
  • (30:07) Gnomonkey thinks Jagex could move items off the drop table later if future endgame content makes the drop sensible, and says a Blooming boss dropping range upgrades would not suit the buckler since it cannot be used with arrows.
  • (31:07) The blog floats a hypothetical where a player who obtains an arcane scroll can withdraw it or re-roll it for a 1 in X chance to roll the unique table again without the arcane scroll, and if the 1 in X chance is missed the arcane scroll is deleted.
  • (31:34) Gnomonkey says the arcane re-roll idea is the same as reducing scroll weight but feels awful as a player, since players could get nothing, comparing it to the destroy system at Araxxor, and he says never do the re-roll thing and just reduce the weight instead.

Sanguinesti staff

  • (33:36) Sanguinesti staff changes: heal chance increased to 1 in 5 from 1 in 6, 8 additional damage when the heal procs (about +1.6 damage per hit on average), base max hit +1, and charge cost reduced to two blood runes... charge cost per cast reduced to 2 from 3.
  • (33:36) Gnomonkey likes the Sanguinesti staff changes, saying the occasional big hit feels good and the staff is pushed a little closer to the eye (Tumeken's shadow-style top staff), needed to be a bit higher than Trident was.
  • (34:06) With multipliers like salts in Tombs of Amascut the +1 base max hit could lead to as much as two max hit in some cases.

Soulreaper axe

  • (34:34) Soulreaper axe changes: strength bonus increased to +125 from +121, each stack provides +10% damage up from +6%, and the maximum number of stacks is capped at 3, down from 5.
  • (35:06) Gnomonkey says the change gives the same damage increase with a faster ramp time and less HP loss, and wonders whether the axe will beat the scythe in places like the Duke or Vardorvis, noting the axe has higher accuracy than the scythe.

Ghrazi rapier

  • (35:34) Ghrazi rapier gets stab bonus +6 and strength bonus +4, which Jagex says guarantees an additional max hit in all setups.
  • (35:34) Gnomonkey says he would have preferred a more interesting approach, such as a Reddit suggestion to make it three tick with much lower stats, but does not hate this safer change.
  • (35:34) The Blade of Saeldor receives the same basic change: higher slash, increased strength, and an additional max hit in all setups.
  • (36:05) Gnomonkey says the Saeldor buff makes it directly better than the Noxious halberd-style Nally (Osmumten's? 'Nally') instead of a sidegrade, and he reads it as Jagex wanting to push people to use Saeldor rather than blowpipes and enhanced seeds, in light of the Corrupted Gauntlet buffs.

Mage Training Arena

  • (36:35) Master wand gains +10% magic damage bonus, and ancient sceptres have their magic damage bonus increased to +10%.
  • (36:35) Gnomonkey says the Master wand buff gives even more value to the Mage Training Arena, especially for ironmen who already rush it, and notes the ancient sceptre buff means you may just want a sceptre instead.
  • (37:08) Gnomonkey says the Master wand and ancient sceptre buffs make them solid options for the Inferno, since he has said in guides that the Dragon hunter wand at +10% is pretty okay, and now both are equally viable.

Belle's folly

  • (37:39) Bell's Folly (referred to by the blog as the drop from the Eclipse-style boss) drop rate is increased from 1 in 256 to 1 in 75, tripling the rate.
  • (37:39) Gnomonkey says the Bell's Folly is now worth considering in ironman progression and is a decent option instead of getting a scobo from Tormented Demons and using a Hosta to kill Zamorak, and is quite a bit better than Hosta against Eclipse because it is a slow weapon.

Venator bow

  • (38:34) The Venator bow is made more consistent thanks to new engine capabilities, which in effect means it should find new targets more reliably.
  • (38:34) Gnomonkey says this could be a massive buff for speed in the Fortis Colosseum, and probably helps Slayer, since the Venator bow is already an incredibly powerful weapon.

Ink armour

  • (39:16) Ink armor (Nightmare-style 'Ink' set) loses its set bonus and each piece gets much higher bonuses.
  • (39:16) Gnomonkey says he heard from DPS calc people that this is actually a nerf in many cases if wearing the full set, and only a buff when wearing the Slayer helmet, and he thinks Jagex may have intended to make it usable piece by piece.

Burning claws

  • (39:46) Burning claws special attack energy cost increased to 35% from 30%.
  • (39:46) Gnomonkey says he previously ranted about how good burning claws are, and agrees they were overtuned, being very good in Tombs of Amascut and the Colosseum and a sidegrade to dragon claws when they were supposed to be a worse stepping stone.
  • (40:38) Gnomonkey notes burning claws were better than the Voidwaker up to invocation level 375 in Tombs of Amascut, which felt strange.
  • (40:38) Gnomonkey thinks the burning claws nerf is justified but sad for the people who like using them everywhere, especially early on an ironman.

Player versus player

  • (40:40) The blowpipe-style 'outlattle' (Eclipse atlatl) is made to attack one tick slower unless the full eclipse moon set is worn, and the Soulflame horn is nerfed in how it can be used with the ancient mace in clan spam.
  • (40:40) Gnomonkey says he has only recently started doing any PvP so does not claim to have an angle on these changes, and asks viewers to comment.

Rosewood blowpipe

  • (41:14) The rosewood blowpipe can now use darts up to rune instead of its current cap of adamant, while the 10% bonus damage on its double shot rapid burst special attack is removed to compensate.
  • (41:41) Gnomonkey says this could be bad in some cases, because the rosewood pipe was mostly used on Doom of Mokhaiotl with the same spec as dragon knives and adamant darts, and now the same spec damage would need rune darts.
  • (41:41) Gnomonkey compares the toxic blowpipe with +30 ranged accuracy and +20 ranged strength to the rosewood blowpipe's +22 accuracy (minus eight) and +6 ranged strength (minus 14).
  • (42:14) Gnomonkey feels the change may be an overall viability nerf, since for the one thing it is good at players now need better darts for the same outcome, and he does not see people spamming rune darts.

Slayer

  • (42:40) New early-game Slayer drops: the amulet of air from killerwatts, water from sea snake hatchlings, earth from molanisks and fire from infernal mages, each at a rate of 1 in 64.
  • (42:40) Each of the elemental amulets buffs spells of its element by +2 max hit and gives +10 magic accuracy.
  • (43:14) Gnomonkey would not have put the elemental amulets on these monsters, saying nobody kills them and wondering if anyone will go kill molanisks for an earth emerald; he would prefer putting them on early monsters included in Turael tasks that people do anyway.
  • (43:41) A new ranged necklace, the necklace of fangs (Fangs), drops from Turoths at a rate of 1 in 128, providing +1 ranged strength and +12 ranged accuracy.
  • (44:14) Gnomonkey thinks the new Turoth ranged necklace is a bigger deal than the magic amulets, saying ironmen will want it as their main source of ranged strength until they get an amulet of anguish, and it could be used for a first fire cape or anywhere players must camp range.
  • (44:48) Abyssal creature drop rates from the harder monsters are increased and their defence reduced, because players were just killing the leeches due to low health and fast respawns.

Run energy

  • (44:57) Completing a quest, and curing damage-over-time effects like poison, now fully restores run energy.
  • (44:57) One to three dose energy potions are added to a variety of early-game loot tables at a fairly common rate, and energy potions are buffed to restore 15% run energy per dose.
  • (45:18) The herb recipe for energy potions is changed to use an unfinished guam potion instead of an unfinished harralander potion.
  • (45:18) Gnomonkey says he did not get his suggestion of a small stamina effect, but this is a much needed buff, and that harralander potions would now mostly be used for compost potions on an iron or Mixology.

Ghommal's lucky penny

  • (45:46) The lucky penny's charge saving effect becomes an account unlock for completing the master tier combat achievements instead of requiring the item to be worn.
  • (45:46) Gnomonkey, sarcastically thanking Jagex, calls the old lucky penny a horrible garbage item and says the change makes it a really good unlock for Master combat achievements, though he would still love it to work on the Blood Fury.

Pets

  • (46:20) Pets are now allowed to follow the player into content like the Gauntlet, the Fossil Island underwater area and various minigames, and respawn with the player on death.
  • (46:20) Gnomonkey loves the pet change as it means much less messing around with the pet interface, though it is far from the full list of areas where a pet must be put away.

The Nightmare

  • (48:24) The blog says the Nightmare's loot table feels bloated, with four pieces of Inquisitor, the nightmare staff and three separate orbs, eight unique rewards in total, many of them niche like the orbs.
  • (48:56) Ideas floated include moving the volatile and eldritch orbs off the Nightmare table and having the Nightmare drop a generic orb that is charged with a unique essence that drops from other NPCs.
  • (48:56) Gnomonkey doesn't hate the essence idea but says the essence drops would have to come from endgame content and there is nowhere it fits right now, so it should be done long term as bosses come into the game.
  • (49:28) A further idea lets the harmonised orb absorb the weighting of the other orbs, making it about 1 in 533 up from 1 in 1,600, and increases the weighting of the nightmare staff from 3 to 4 while raising the chance of hitting the inquisitor/staff loot table by 10%.
  • (49:28) The blog explicitly says the Nightmare changes are intended as long term and would rely on future content, not part of the other changes outlined.

Gnomonkey

  • (0:00) Gnomonkey says he made a video on all the suggestions he thought should be added to this update before the Summer Sweep-Up came out.
  • (50:01) Gnomonkey is taking part in a Deadman Mode all-stars event starting on Saturday, as part of the Oda Block Warriors team as the second row pick, providing PvP capability, and the video description says he will be in Chicago and give out stickers.
  • (50:01) The description says there will be no videos until the DMM event, and he plans to make a video afterwards about going from PvM to PvP.
  • (50:30) Gnomonkey says he is shooting for 150k subscribers as his long-term sub goal.