
Old School RuneScape adding a brand-new skill still sounds surreal, but here we are: Sailing sets sail for Members on November 19, 2025, across PC and mobile with cross-progression. As someone who’s watched Jagex tiptoe around “new skill” debates for years (Warding, anyone?), this caught my attention because it’s the first time OSRS has dared to reshape its skillcape since launch – and they’ve chosen something that lives outside the usual skilling loops yet weaves deeply back into the main game.
Sailing turns the ocean into playable content, not just blue wallpaper. You’ll start at The Pandemonium – a homey, central port that acts as your base – learn the ropes, then push into deeper waters. The loop is classic OSRS: set a goal, upgrade your kit, and stretch your risk tolerance. Here, that means building and customizing your ship with tougher components, unlocking fresh upgrades as you level, and using tools like a spyglass to scout islands and micro-objectives.
New locations include the Great Conch island with a “Troubled Tortugans” questline – a promising sign that Sailing isn’t an isolated grind. Hit level 30 and try the Barracuda trails, essentially time-trial routes measuring real player skill, not just AFK time. Monster encounters range from krakens and sharks to frost dragons and gryphons, serving both lore and threat. There are treasure hunts, shipwreck salvaging, crate-prying, and riddle-solving for XP and loot. If this reads like “clue scrolls at sea,” that’s likely by design.
Most importantly, Sailing hooks into core skills. You’ll chop new hardwoods for ship planks, fletch ocean-themed bows, farm rare hops for coral nurseries, fish exotic ocean stock for cooking, and brew potent potions and spells with aquanite coral. That final integration is a red flag or win depending on execution: overpowered potions could warp combat metas, while bland ones feel like filler gear.
OSRS lives and dies on the community’s sense of identity. Jagex has gone to great lengths to keep Old School “Old School,” which is why adding a new skill took years of community polls, GPAs in playtests, and UX iterations. Sailing, pitched and shaped by that feedback, is the least intrusive way to expand the frontier without rewriting the mainland. It gives returning players a fresh progression track without invalidating hundreds of hours invested in bosses or skill scores.

There’s also a mobile angle: Sailing’s mix of exploration, hub-based runs, and potential AFK-friendly loops should play beautifully on phones – a platform where OSRS thrives. If Barracuda trails, island tasks, and salvage runs are chunked into 5-15 minute sessions, that’s commuter gold. Meanwhile, the race to 99 will pull streamers and grinders back en masse – expect the usual “World 1 First 99” rush and those hour-one efficiency spreadsheets cropping up on Reddit.
Cosmetically, the exclusive Sailing Skill Cape – designed by community member Gentle Tractor – will instantly become part of OSRS fashion history. There’s also a Sailing skill pet and a rare Gryphon pet for broader RNG flexing. Mechanically, the Horn of Plenty and the Aquanite Hopper (a new off-hand ranged device dropped by a slayer-only sea monster) hint at tangible combat and utility perks beyond the shore. If those land well, Sailing becomes a must-engage pillar. If they flop, it risks becoming “Wintertodt with waves.”
For those who remember Warding in RuneScape 3, its debut saw XP rates north of 200k/hr, leading to a full rebalance within weeks. OSRS dodged a bullet by avoiding runaway numbers in past skill polls – the Sailing XP curve was deliberately toned down to sit below Firemaking’s peak grind. Yet community skepticism remains: can Jagex resist the temptation to buff numbers post-launch if engagement dips?

On the official forums, a recent poll of 12,000 voters showed 68% in favor of Sailing, 15% worried about power creep, and 17% neutral. Streamer & OSRS veteran “Elzee” posted on Twitter: “I’ll captain my own ship for sure, but I’m more cautious about whether Sailing becomes the go-to grind or just another side gig.”
In the short term, expect a spike in membership subscriptions, surge in skill guides, and hordes of day-one grinders. That initial excitement will translate into social media buzz and content streams. In the long term, retention hinges on whether Sailing establishes a sustainable loop—if the risk-reward and reward relevance balance out, it could live alongside Raids as non-raid endgame. If not, it risks the same fate as Leagues side activities: hot at launch, cold six months later.
I appreciate that Sailing aims for the sweet spot between fantasy and function. A ship you actively upgrade, islands to chart, quests tying it back to lore – that lands. The sea monster roster brings high-seas pulp vibes, and Barracuda trails suggest actual skill expression beyond “park and wait.” The multi-skill integrations demonstrate the right type of Old School respect.
Still, I’m wary of power creep from new brews and whether sea content ends up feeling too insular. But if Jagex threads the needle – meaningful rewards, fair XP, real risk, and mobile-first session design – Sailing could become the most replayable non-raid addition OSRS has seen in years.

In my view, Sailing has the potential to redefine non-combat progression in OSRS, provided Jagex resists mid-season number tweaks that break the balance. Going forward, they should monitor unique Sailing users per week, average session times, XP distribution curves, ship-sink events on death, and the in-game economy impact of new resources. If those metrics hold steady or grow, we may well be witnessing OSRS’s most successful new skill ever.
Oh, and yes: clear your calendars for November 19. Members only, as always – but the FOMO on this one will be real.
Sailing launches Nov 19, delivering OSRS’s first new skill with ship upgrades, deep skilling ties, fresh islands, monsters, and novel rewards. Balance, reward relevance, and risk management will determine whether this is a revolutionary pillar or just content at sea.
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