the Rest Yard opens

The headline is the Rest Yard, a walled AFK skilling yard in south Edgeville with ten stations and a currency that buys nothing but loungewear. Around it: the abyssal tentacle, the tenth Agility course, a scarcity pass across every blood key source, and trading moved onto the real OSRS trade window. This release raises the client version gate, so take the launcher update before you log in.
Highlights
- The Rest Yard - ten AFK skilling stations behind a gate in south Edgeville, paying 86,400 experience an hour plus Rest tokens.
- Abyssal tentacle - a kraken tentacle from the blood money shop plus a whip gives you 10,000 charges, then the tentacle is gone.
- Blood keys are rarer - every key source moved to roughly two thirds of its old rate, and the casket gained an elite band of its own.
- Wilderness Agility course - the tenth course, open at level 52, and the only dangerous one.
- Trading is on the real OSRS window - the modern trade and confirmation screens, running on a new interface system in the client.
- Launch is set - Saturday 12 September 2026, 19:00 UK.
New content
- The Rest Yard - ten stations, one skill each, in a walled yard in south Edgeville reached through the Rest area gate. Every 5 ticks a station pays experience and Rest tokens, and the Restkeeper's shop spends those tokens on loungewear and nothing else.
- The rest bonus - tokens pay triple while you are rested, and rest credit only banks from experience you earn outside the yard, so the yard can never feed itself.
- Abyssal tentacle - buy a kraken tentacle for 7,500 blood money, use it on a whip and you get a tentacle with 10,000 charges. The whip is consumed, and a spent or dissolved tentacle leaves nothing behind, so the price is recurring. Check and Dissolve sit on the item.
- Wilderness Agility course - level 52 to start, no Marks of grace, and the course sits in level 53 Wilderness, so everything you carry round it is loot for whoever kills you. The Skilling tab of the teleport screen has a row for it.
- Referrals and the launch carry-over -
::referralgives you a code, and both sides are paid blood money and a blood key once the invited account has genuinely played. The carry-over is what makes the promise true that the launch wipes the economy and keeps everything that took time.
Combat and balance
- Blood key scarcity pass - every faucet moved together: Wilderness bosses from 1/25 to 1/40, revenants from 1/45 to 1/70, task completion from 1/10 to 1/15, with both points shops repriced to match. The chest table is untouched, so a key buys exactly what it always did, less often.
- The casket is the better prize - it still pays double the chest's odds on every shared slot, and now adds a band of elite gear the chest cannot roll at all, including a Twisted bow at 1/50,000.
- Blood Slayer task sizes - Blood Krystilia will set your next task to Short, Standard or Long. Points scale with the kill count you were given, so no size is a better farm than another and no size reaches the streak milestones faster.
- Bounty Hunter anti-farming - same-connection checks now read the socket rather than a value the client can choose, two accounts on one connection are never paired as targets, killing your own connection pays nothing at all, and repeat kills on one victim decay to nothing across 20 minutes. Kill rewards are capped as well.
- Blood money prices - Magus, Bellator and the amulet of rancour rose from 45,000 to 65,000, the Avernic defender hilt from 10,000 to 25,000, and the ornate granite maul dropped from 10,000 to 5,000.
Interface and quality of life
- The modern trade window - trading now runs on the real OSRS trade, confirmation and side screens instead of the old one.
- Presets keep what you walk in with - loading a preset banks the spawnable half of your loadout too rather than deleting it, netted against what the preset hands straight back, so loading the kit you are already wearing moves nothing at all.
- Target readout and teleport -
::targetshows your Bounty Hunter target's Wilderness level and distance with a fresh hint arrow, and::teletargetcloses the gap once you have been out of combat for 12 seconds. - Rank crowns in the right-click menu - a player's crown now draws before their name in the menu, so you can read someone's rank without waiting for them to speak.
Client and performance
- Take the launcher update - the version gate moved up, so an older client is refused at login with the out-of-date screen. The launcher handles that for you; a direct jar download never updates itself.
- Walls no longer draw over players - render padding is wall-aware now, which fixes a player standing against a wall being painted over by it. A scythe idle stance was what triggered it.
- The Screenshot button works on every renderer - it captures the frame the renderer actually drew, so it no longer writes a black image under the GPU and 117HD plugins, and the shot goes to your clipboard as well as to disk.
- Large cache files no longer kill the client - a fixed decompression buffer threw on any resource above its size and took the game thread with it, and the crash screen failed too, so it looked like a freeze rather than an error.
Fixes
- Calvar'ion's lightning - one bolt now lands on the tile it was aimed at instead of the full effect on all nine damaged tiles. Every tile that hurts is still marked.
- Nameless NPCs - most service NPCs carried no name in the data, which could log you out rather than simply misdraw. Names are now filled in from our own cache.
- Escape closes the modern screens - it did nothing over the trade window and the party boards.
- The Discord link was dead - the invite behind
::discordhad quietly expired, and it now points at a permanent one. - Crimson slabs - the floor overlay sentinel only paints at ground level now, which clears the flat red slabs that stacked through the Chambers of Xeric lobby.
- Players snap to their facing - somebody walking into view no longer swivels round from south first.
Behind the scenes
- A modern interface runtime - the client loads and runs real OSRS interfaces and their scripts beside our own, on their own packet range. Trade is the first screen to ship on it and it is what the party boards are being built on.
- Deploy ordering - the publish scripts now refuse a release that raises the client version gate without shipping the client first, so there is always an update to take when the gate closes.