Wyrmscraig launched in Old School RuneScape on 29 July 2026 — a player-designed island by ScreteMonge that won the Sailing Player-Designed Island competition. It ships a quest, a repeatable boss, a new Slayer master, and two skilling activities behind a 62 Sailing wall.
Most OSRS coverage is leading with Mortimer and the imbued heart. For an ironman that's the wrong headline. The two new skilling activities are the update — though not quite at the rates you'll see quoted elsewhere.
These are day-one numbers
This guide was written on launch day and every figure is sourced to the OSRS Wiki, Jagex's newspost, or measured player reports as of 29 July 2026. Jagex has said full drop rates land about two weeks out, and they typically ship a "Tweaks & Fixes" post roughly a week after a major release. Expect the XP rates below to move.
The Headline: Two Skills, One Island
| Golem Crafting | Goat Hunting | |
|---|---|---|
| Measured rate | ~120–135k Crafting XP/hr relaxed, ~145–160k tick-perfect | Unmeasured. Jagex projected ~80k at 60 Hunter, ~140k at 80 |
| Level | 60 Crafting + the quest | 60 Hunter + Sheep Herder |
| Beats | Every glassblowing method in the game | Roughly salamander-tier, as intended |
| Inputs | Sunstone + 1 fur per golem, both on-island | A free cattleprod, or law runes |
They interlock. Golem Crafting eats one Hunter fur per golem — mandatory, not optional — and Goat Hunting drops fur on 1 in 4 catches. So you can sit on one island, alternate two activities, and train two skills with nothing bought, farmed, or banked from the mainland. For an ironman that self-sufficiency is the real prize.
The rates everyone is quoting are inflated
The wiki's headline figures (141,520 XP/hr on goat fur, "over 165,000" with the best furs) assume 58 golems per hour. That is an arithmetic ceiling, not a measurement — players are hitting roughly 44–48 golems/hr at a relaxed pace and ~55 when sweating. Eleven independent first-day reports cluster at 120–135k relaxed and 145–160k tick-perfect; nobody reached 165k.
Goat Hunting is worse: the wiki's 192,000 XP/hr is uncited and untested, and sits ~37% above Jagex's own projection. Use Jagex's 80k→140k until someone publishes a measurement.
The wiki's per-fur XP values are correct — players confirmed those exactly. Only the XP/hr column is wrong.
Wyrmscraig Requirements & How to Get There
Fallen From Grace
- 62 SailingNOT boostable
- 60 Crafting
- 53 Mining
- 47 RunecraftNOT boostable
- Pandemonium completeOnly quest prerequisite
- 75 CombatRecommended
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The Sailing requirement is the real gate. If you're following our Sailing Track, 62 Sailing lands just after the teleport focus milestone at 55 — comfortably inside the same stretch of the account where you're already doing Barracuda Trials. (You may see 67 Sailing quoted around; 62 is correct.)
Gates that aren't in the quest requirements and will catch you out:
Hidden Requirements
- 48 ConstructionWyrmscraig bank chest - not listed in the quest infobox
- 60 HunterGoat Hunting
- Sheep Herder completeAlso required for Goat Hunting
- 33 MagicTelekinetic Grab - the fast goat lure
- 70 SlayerMortimer, plus 100 Combat
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Fallen From Grace — The Gate
Experienced difficulty, short length, 2 quest points. Talk to Cormac, the mayor of Auchrie.
Rewards: 10,000 Crafting, 12,500 Sailing, 5,000 Mining, and 5,000 Runecraft XP, plus access to Golem Crafting, the repeatable Mad Angel, Mortimer, and a Necklace of Passage teleport to the island. No item rewards.
Bring everything on the first trip
There is no bank and no teleport to Wyrmscraig until the quest is complete. You will fight a level 270 Mad Angel (565 HP) with whatever you sailed in with. Pack boss supplies, not just quest items.
Worse, there is a live launch bug: dying to the quest boss dumps you in Lumbridge with the island teleports still locked and your grave behind a locked door. If you are HCIM, do not attempt this fight undergeared.
Two item traps the wiki calls out explicitly:
- A sloop will not fit into the cave you enter partway through. Bring a raft or skiff.
- The Imcando hammer does not work during the quest. Bring a regular hammer.
You'll also need a pickaxe and a chisel. All three tools can be picked up during the quest from a tent south of the mine, but bringing your own saves the detour.
First Trip
Sail in on a raft or skiff. Add 8 mahogany planks, 32 mithril nails and 2 lead bars if you have 48 Construction and want the bank chest immediately.
Combat during the quest: 3 mountain trolls (level 69), then the Mad Angel. The chest combination is right, left, down, down.
Build the bank chest immediately
The island bank chest needs 48 Construction, a sunstone crystal, 2 lead bars, 8 mahogany planks, 32 mithril nails, a saw, and a hammer. The sunstone crystal is a guaranteed Mad Angel drop while the chest is unbuilt and you don't already own one, so the quest fight supplies it — and you can get another from Cormac or by killing her again.
The lead bars can be made entirely on-island: there are 7 lead rocks in the cavern, and lead is 25 Mining to mine and 25 Smithing to bar (2 ore each). Building it gives 1,178 Construction XP and turns Wyrmscraig into a genuinely self-contained skilling spot — bank, furnace, anvil, range, loom, and water source all within a few ticks. Note it does not currently work with the Chugging Barrel.
Mortimer unlocks partway through the quest, once you've killed the three trolls and cleared the debris into the cavern — but the Slayer ring teleport to the cavern needs the quest fully finished.
Golem Crafting — The Real Prize
This is the reason to care about Wyrmscraig. 60 Crafting and quest completion, at Auchrie in the east of the island.
Each golem is a three-stage loop:
- Click an empty plinth with 4 sunstones to make a golem base.
- Shape it from all four sides with a chisel — the wiki says 15 ticks per side, 60 ticks total plus movement.
- Insert a sunstone core (chisel on a sunstone, 60 Crafting, 10 XP) together with 1 Hunter fur.
The fur is mandatory — this is the #1 misconception
An early proposal had furs as an optional bonus. That changed before launch: a golem will not complete without one. If you turn up with sunstone and no furs you cannot craft at all. Plan the fur supply first.
Furs must be fur-pouch-storable. Tatty furs don't work, and neither do combat-obtained furs — plain Fur, Bear fur, Grey wolf fur and Jaguar fur are all rejected. It has to be a Hunter fur.
Total XP per golem is a flat 1,560 plus the fur's own XP. The wiki's full table (its XP/hr column assumes 58 golems/hr — see the caveat above):
| Fur | Hunter lvl | Fur XP | Total/golem |
|---|---|---|---|
| Moonlight antelope | 91 | 1,200 | 2,760 |
| Sunlight antelope | 72 | 1,180 | 2,740 |
| Dashing kebbit | 69 | 1,160 | 2,720 |
| Kyatt / Dark kebbit | 55 / 57 | 1,140 | 2,700 |
| Fox | 51 | 1,120 | 2,680 |
| Spotted kebbit | 53 | 1,100 | 2,660 |
| Graahk | 41 | 1,080 | 2,640 |
| Larupia | 31 | 1,060 | 2,620 |
| Feldip weasel | 27 | 1,030 | 2,590 |
| Common kebbit | 23 | 1,000 | 2,560 |
| Desert devil | 25 | 960 | 2,520 |
| Polar kebbit | 1 | 920 | 2,480 |
| Wyrmscraig goat | 60 | 880 | 2,440 |
Every fur is usable the moment you hit 60 Crafting — there's no higher-tier fur gating.
Use dashing kebbits, not moonlight antelopes — and not goats
This is the most useful thing to take away. Don't grind to 91 Hunter for moonlight antelope fur: it beats the dashing kebbit at 69 Hunter by 1,200 vs 1,160 fur XP, which is 1.5% per golem. Not worth 22 Hunter levels. Jagex also cut the moonlight antelope fur shop stock to zero in this update, so you can't buy your way there either.
But do prefer dashing kebbit over the island goat. Falconry yields 700–800 furs/hr with a fur pouch, and since one golem eats one fur, a single hour of falconry funds 20–25 hours of Golem Crafting — for 11.5% more XP per golem than goat fur. That trade is overwhelming.
Goat fur is the right call only if you're under 69 Hunter, or you specifically want the fully self-contained island loop.
How it compares. Golem Crafting beats every glassblowing method in OSRS — the best of those is empty light orbs at ~122,500 XP/hr, and that needs 87 Crafting. Against the other high-level options it's closer than the hype suggests: Dorgesh-Kaan lamp fixing is ~130,000, and Superglass Make runs 108,000–153,000 Crafting plus 47,000–66,000 Magic XP per hour.
So this doesn't strictly supersede Superglass Make on rate. What it does is remove every constraint: 60 Crafting, no Magic requirement, no Lunar Diplomacy, and no giant seaweed to farm. Our Crafting guide routes 61–99 through Superglass Make and lamp fixing; for a supply-limited ironman this is the better path even where the raw number is similar. If you've been stockpiling seaweed for Superglass Make, you can stop.
Sunstone Mining (50 Mining)
Sunstone rocks give 23 XP, or 28 with momentum, and respawn in 5.6 seconds. There are 22 in the Wyrmscraig mine on the surface plus the monolith; the wiki also lists sunstone inside Wyrmscraig Cavern but hasn't documented how many.
Momentum is new: after a successful mine it stays active for 5 ticks, raising your success chance and giving a 20% chance of an extra chunk on the next success. Standard mining boosts all work — Expert mining gloves add a sunstone, and Varrock armour procs.
- Mine the small rocks manually. The Sunstone Monolith never depletes and is the AFK option, but it's only 15 XP, gets no momentum, and players measured manual mining at 2.5–4× the collection rate.
- Don't bank sunstone for the Mining XP — it works out around 5.5k XP/hr, comparable to iron.
- Two documented conflicts: the wiki's mining info says 50 Mining while Jagex's newspost says 53 (moot, since the quest gates you at 53), and guaranteed momentum success is 92 per the wiki but 80 per the newspost.
The no-banking rotation, and the tick trick
Sunstone is untradeable and non-stackable at 2.5 kg, and you need 5 per golem (4 for the base, 1 for the core). Use the standard rotation instead of fighting it:
Carry a large fur pouch (28 furs), an empty gem bag, a chisel, and keep 25 slots free. Then loop: mine exactly 25 sunstone → convert 5 into cores → craft 5 golems → repeat. A full fur pouch carries you five rotations — 25 golems — before you need the bank.
The chisel can't be equipped, but the Imcando hammer can (off-hand, beside your pickaxe), which frees the slot for the gem bag.
The tick trick is the whole chill-vs-sweaty axis: clicking on each XP drop while shaping cuts the next action from 4 ticks to 3. That's roughly the difference between 125k and 150k XP/hr. Spam-clicking works too.
Golem Crafting Loot and the Jeweller's Chisel
Completing a golem rolls a small reward table: uncut sapphire (~71/110), emerald (~24/110), ruby (~10/110), and diamond (~5/110). All tradeable, and all more Crafting XP when you cut them.
The rare is the Jeweller's chisel at roughly 1/315 — about 5–6 hours — and it's untradeable, so it's ironman-obtainable only by doing the content:
- +20% success chance cutting opals, jades, and red topaz
- Guaranteed success on opals at 62, jades at 71, red topaz at 76
- 10% chance to cut two gems at once — on any gem, not just the semi-precious ones
- Works as a normal chisel, so it just replaces the one in your bank
It is not wieldable and does nothing for Golem Crafting itself — it only affects gem cutting. But that 10% double-cut applies to every gem you'll ever cut, including the dragonstones and zenytes for jewellery later. Duplicates are common and alch for almost nothing.
Goat Hunting — Your Fur Pipeline
60 Hunter and completion of Sheep Herder, in the south of the island. The quest gate is unavoidable, but you never need to keep the cattleprod — a free supply pile sits next to the hunting area, so losing one doesn't matter.
How it works:
- Take spikes from the pile next to Geoff and line the Goat Pit — only one spike is required.
- Lure goats in, then extract them once the pit is full.
| Lure method | Requirement | XP per lure |
|---|---|---|
| Cattleprod | Sheep Herder (free pile on-site) | 20 |
| Telekinetic Grab | 33 Magic, 1 law + 1 air | 10 |
| Dark Lure | 50 Magic, A Kingdom Divided | 10 |
Extraction is where the XP actually is: 179 Hunter XP per goat. Pit capacity scales with Hunter — 16 at level 60, 18 at 70, 20 at 77, 22 at 85, and 24 at 93.
Spells lure two goats per cast, but the prod is free
Stand on the opposite side of the pit and cast Telekinetic Grab so goats are pulled through the pit toward you — you can spam it and drop two goats per cast. That roughly doubles throughput despite half the lure XP, and each cast also gives 43 Magic XP, so at ~500 casts/hr you're banking ~21,000 Magic XP/hr for free.
The catch is ~500 law runes per hour. The cattleprod gives double the lure XP at zero rune cost, and at least one player suspects prodding may actually be competitive on speed. Nobody has tested it either way, so if runes are tight, prod without guilt.
What the Hunter rate actually is
Treat this as the weakest number in the update. The wiki lists 192,000 XP/hr; Jagex's own poll blog projected ~80,000 at 60 Hunter rising to ~140,000 at 80, explicitly balanced to sit just under red and black salamanders. The wiki figure is uncited, sits 37% above Jagex's top end, and no player has published a measured rate. The only datapoint anywhere is ~37k/hr banked incidentally while telegrabbing furs during Golem Crafting.
For context, black chinchompas are the fastest Hunter training from level 73 onwards (157,000 with a shooting alt), and birdhouses beat everything on real-time XP up to 80. So this is a solid active option at 60, not a new king.
Outputs per catch:
- Goat fur — 1 in 4 catches. Your Golem Crafting input.
- Goat horn — 3 in 4 catches. Grind to goat horn dust for Combat potions at 36 Herblore.
- Wyrmscraig goat hoof — only while on a Hunters' Rumour, and untradeable and unbankable, so don't stockpile.
- Mr McGroot — the pet, at an undocumented rate.
Those fur and horn rates come from the wiki's drop-log project, and Jagex has said official rates arrive around two weeks post-launch.
Goats are the update's weak point — and they touch your rumour block list
The community verdict is fairly consistent: 1-in-4 fur combined with goat fur being the worst in the game at 880 XP makes this feel thin. You largely walk away with a bag of near-worthless horns. Combat potions are irrelevant to an ironman who already has super combats.
Separately, Wyrmscraig goats were quietly added to Expert and Master Hunter Rumours (Teco and Wolf) with no mention in any poll or blog. If you've tuned a rumour block list around moonlight antelopes, moths, or herbiboar for supplies, this dilutes it — and block lists are painful to re-roll. That cuts against treating rumours as a clean synergy here.
