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Mid-Game Rebalance Is Live!

RuneScape ® · Community Announcements · July 20, 2026

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Hello 'Scapers! 

The Mid-Game Rebalance has arrived, with a strong focus on improving the mid-game experience through targeted buffs and quality-of-life upgrades. Our goal is to bring key areas of progression up to more modern standards and make the journey through the mid-game more rewarding.

Let's get into it!

Index:

Most of this may feel familiar to some you if you already checked out our preview a few weeks back - since then we've changed the following things, so do check out the details on those below:

Changes since the Mid-Game Rebalance Preview:

Core Fletching Re-Tier

The Fletching re-tier has been in the works for quite some time, and the Mid-Game Rebalance provides the perfect opportunity to finally bring it to life.

Over the years, a number of inconsistencies have appeared throughout Fletching progression. Certain weapons and ammunition have level requirements that don't align with similarly powerful equipment found elsewhere in the game, while some level bands contain noticeable gaps or confusing progression paths. Some of these issues have also emerged as a result of previous Woodcutting tiering changes.

This update aims to address the majority of those inconsistencies, creating a more logical and intuitive progression path for both Fletching and Ranged combat. By aligning item requirements more closely with their power, filling progression gaps, and improving consistency across level bands, we want the journey from early levels through to 99 and beyond to feel smoother, easier to understand, and more rewarding.

It's important to note that this update focuses on re-tiering the core Fletching skill rather than overhauling it entirely. As a result, not every Fletching item has been revisited as part of this project. Darts, knives, and javelins will remain unchanged for now.

Given their relatively low usage in the current game, we felt comfortable prioritising other areas of Fletching progression for this update. However, we're keen to revisit these items in the future as part of a broader review of their role and relevance within RuneScape's combat and skilling ecosystems.

Summary of Changes

Fletching Re-tier Tables

Shortbows

Wood

Fletching Live

Fletching New

Range live

Range new

Shortbow

1

1

1

1

Oak shortbow

20

10

10

10

Willow shortbow

35

20

20

20

Maple shortbow

50

40

30

40

Acadia shortbow

Missing

50

Missing

50

Yew shortbow

65

70

40

70

Magic shortbow

80

80

50

80

Elder shortbow

90

90

60

90

Eternal magic shortbow

100

100

99

99

Longbows

Wood

Fletching Live

Fletching New

Range live

Range new

Longbow

1

5

1

1

Oak longbow

25

15

10

10

Willow longbow

40

25

20

20

Maple longbow

55

45

30

40

Acadia longbow

Missing

55

Missing

50

Yew longbow

70

75

40

70

Magic longbow

85

85

50

80

Elder longbow

95

95

60

90

Eternal Magic longbow

Missing

105

Missing

99

Note that we are not planning to introduce Teak and Mahogany Short or Longbows, as these are considered hardwood, which is entirely unsuitable for use in bow fletching. 

For Crossbows, Arrows and Bolts, head across to our blog HERE to see the full tables of changes.

Agility Rebalance

Following the Early-Game Rebalance, we're revisiting Agility courses all the way to level 99. These changes focus on creating a more consistent progression curve across the skill, with most courses receiving substantial XP-per-hour increases to make training feel smoother, more rewarding, and better balanced at every level.

Level

Course

Old XP/Lap

Old XP/HR (Approx)

New XP/Lap

New XP/HR (Approx)

XP change

48

Ape Atoll

580

46,400.0 

 615 

 49,200.0 

6%

50

Anachronia Novice

520

37,440.0 

 650 

 46,800.0 

25%

52

Wilderness

571

51,390.0 

 571 (No change)

 51,390.0 

0%

60

Werewolf

540

43,200.0 

 750 

 60,000.0 

39%

60

Bandos

380

39,085.7 

 585 

 60,171.4 

54%

65

Het's Oasis

2045

70,114.3 

2045 (No change)

70,114.3 

0%

70

Anachronia Advanced

860

51,600.0 

 1,300 

 78,000.0 

51%

77

Hefin 77

704

60,342.9 

 1,200 

 102,857.1 

70%

80

Dorgesh-Kaan

2375

53,437.5 

 5,500 

 123,750.0 

132%

82

Hefin 82

880

75,428.6 

 1,400 

 120,000.0 

59%

85

Advanced Gnome Stronghold

725

65,250.0 

 1,800 

 162,000.0 

148%

85

Anachronia Full

20,040 

150,300.0 

 28,000 

 210,000.0 

40%

87

Hefin 87

1056

90,514.3 

 1,600 

 137,142.9 

52%

90

Advanced Barbarian Outpost

753

71,336.8 

 2,000 

 189,473.7 

166%

92

Hefin 92

1184

101,485.7 

 1,800 

 154,285.7 

52%

97

Hefin 97

1328

113,828.6 

 2,000 

 171,428.6 

51%

Divination Rebalance

We're making changes to Divination as part of our ongoing effort to improve progression throughout the game. Rather than directly increasing XP rates, these changes focus on making energy gathering feel more consistent as you level up, avoiding situations where unlocking a new energy type can feel slower or less effective than what came before.

As a general rule, we're aiming for players to have around a 70% success rate when they first unlock a new energy type, helping new unlocks feel rewarding from the moment they're available.

The changes below show the average increase to your chance of gathering each type of energy across its level range. Players will see the biggest benefits when they first unlock a new energy type, with the bonus gradually settling into its long-term value as they continue training.

For example, a player unlocking Gleaming energy at level 50 would previously have had around a 64.9% chance to successfully gather energy. With this update, that increases to 70%, and continues to improve as their Divination level rises. Over time, this works out to an average increase of around 4% across the level band, helping to smooth out the gathering experience while providing a small boost to XP rates through more consistent successful gathers.

The values below show the average increase to your energy gathering success rate across each energy type's level range. New unlocks will receive a larger boost initially before settling to these long-term values.

Energy Type

Average Success Increase

Gleaming

+4.0%

Vibrant

+3.0%

Lustrous

+2.0%

Brilliant

+1.0%

Radiant

+1.0%

Luminous

+0.6%

Incandescent

+0.5%

God Wars Dungeon Changes:

We're making some changes to God Wars Dungeon 1, which can currently feel overly punishing for players entering the mid-game. While the experience improves as your account progresses, taking your first steps into the dungeon can be slower and more challenging than intended. These updates aim to make that initial experience smoother and more enjoyable.

We're also making some changes to God Wars Dungeon 2. While the Reputation system was designed to reward long-term engagement, it currently takes too long to unlock its full benefits, with many players progressing beyond the dungeon before reaching maximum drop rates. These changes aim to make the rewards more accessible and the overall progression feel more worthwhile:

General Changes:

Drop Rates

Drop rates have be increased on the following items:

Luck

While working on this project, we took the opportunity to fix several other issues that had arisen.

We're excited to hear how you get on with today's changes!

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