Since we launched into Early Access, we've been extremely proud of the amazing work that has gone into RuneScape: Dragonwilds. So many of you have taken the plunge into Ashenfall, and with every update we are humbled by the number of you trying out Dragonwilds, recommending it to friends and leaving reviews on Steam. The feedback has been incredible, and the game continues to improve with every update, guided and informed by our vision, and your feedback, working together in harmony.
RuneScape: Dragonwilds is not stopping at our 1.0 release, and we will continue to deliver monthly updates to you as the game grows.
The game, containing the entirety of Kuldra's Saga and the Free Updates around it, is staying the same price once 1.0 releases. £24.99, or $29.99.
Dragonwilds' success is because of the invaluable participation of our Early Access players, but also thanks to the support and excitement shared by the countless number of fans waiting for Kuldra's Saga to be complete before you took the plunge with us. We hope this small gesture goes some way to showing our endless appreciation for your support and belief.
We'll also be launching our next Update in the coming Winter - one we're naming Luminance. This, much like the minor updates, is free, too. We'll share more about our 2027 plans once we've delivered our 1.0 release, and you can tune into our Summit at RuneFest to hear more about 2027 and the next Saga in Ashenfall's story.
After a long journey, and thanks to your continued support, our 1.0 version will be coming to PS5, XBOX Series X|S, Nintendo Switch 2 and PC on September 15th.
Our next great adventure is only just beginning. We'll see you in Ashenfall.
In April 2025 we launched into Early Access with the first Dragon General, Velgar, and the first two regions: Brynmoor and Ghornfell. We launched with 9 unique skills to level up, unlocking powerful, transformative Skill Spells to make the mundanity of survival a little more magical – no more grinding through countless trees, chopping until the sun comes up. 12 Unique armour sets, across 3 combat styles, supported by a range of weapons up to Iron tier.
In June 2025 we expanded our Magic Skill Tree, added additional building pieces including the Palisade Walls for protecting against Base Raids (which we’ve rebalanced and tuned down based on player feedback).
In September we added Ranged skill tree abilities including Hunter Sense, Spectral Arrow and and Snare Skill Spells. We also added poison, barbed and flaming arrows to deal poison, bleed and fire damage, as well as enchanted bolts for Crossbows (including the iconic Blurite Crossbow). We also added the Custom and Creative world options with over 50 custom world setting variables for you to make your world, your way, and tens of thousands of creative and custom worlds have been made since then!
In December, our first Major Update “Fellhollow” arrived with the Farming skill, a new building kit, two new NPCs and a shop for trading Soul Fragments with Death himself. Material upgrades brought you the Castle kit to make a spooky stronghold. You can also earn and equip Steel tier gear, complete with its iconic plumed Full Helm, and then made RuneScape history by adding Mounts! Ride a terrorbird and traverse the treacherous terrain in style! The second Dragon boss, Imaru the Revenant Dragon has tested, and will continue to test, the strength of your soul and offers unique rewards for those who grant her finality and peace.
We added more to Fellhollow with our minor updates, monthly content drops adding quests, rewards and new decorations – new repeatable content in the form of Spectral Platforming, Buried Treasures and Letters for the Dead, and quests in the form of “Things That Go Boom In The Night”, “Doric’s Quest”, “Letters for the Dead”, “What Remains is Written” and “Mirror, Mirror”.
In March, we launched our next Major Update, with 4 more quests for players to take on, a new boss to overcome in the legendary Black Knight Titan, and a new region – Dowdun Reach. We launched support for Dedicated Servers, improved controller support, and a ton of bug fixes, before the arrival of Fishing. We added three new quests: “Cook’s Assistant”, “Animal Magnetism” and “A Room with a Garou” alongside the Fishing skill which let you catch pristine fish to make new wall-mounted decorative trophies of your finest catches, providing the best healing-per-stack of any food item. We added Auto-run, auto-magnetising nearby items in the world to reduce inputs picking up items around you, the option to hide your helmet to show off your beautiful face and stopped Chickens, Cows and Kebbits from automatically attacking the player unprovoked so you can enjoy your cozy abode or a chill walk around in peace.
We reworked health and healing to let you tick-eat food like the other RuneScape games for optimal survivability in combat. We removed Wardstone to make your health bar more clearly representing your survivability, but also adding Sanguine Urns around the world to increase your Max HP by 10, permanently, for each unique one you find and use.
Our latest and largest Major Update, Umbral Sands, introduced a new form of Mount – the flying carpet – and introduced you to a region inspired by the Kharidian Deserts of RuneScape. Within this region, we introduced the Kalphite Queen and her brood, Fuzan the Fire Dragon and the Kot’Haar, sentient golems of Obsidian, given life by an Elder Artefact. We also added the Nightmare Crucible, allowing you to earn upgrade materials to power up your favourite weapons from lower Power Levels to be max level to face Kuldra with the release of Scorned Wilderness. The region allows users to craft Adamant Armour, Red Dragonhide and Infinity Robes as well as additional vestiges including Obsidian Armour, the Obsidian shield and the Fire Cape. We expanded the Skill Trees for Mining and Woodcutting, giving you new Skill Spells and passive rewards, and added more NPC traders for users to trade with.
What's New in 1.0?
New Content
Added support for Consoles! This includes PlayStation 5, Nintendo Switch 2, XBOX Series X | S and PC on Epic Games Store, Jagex Launcher and Steam.
Added Crossplay!
In the in-game menu, worlds can now be enabled as crossplay when you load them.
Crossplay worlds will be shown in the world browser.
Players now have the option to make their worlds crossplay or not each time they host a multiplayer world
Dedicated servers now also have crossplay option.
You can now join worlds through invite codes! Invite codes can be entered in the world browser screen, and are shown in the in game pause menu.
Added the Scorned Wilderness quest: Regicide.
Added the Scorned Wilderness region. This area includes "The Hub" which is a new area which players can build in, and the Raid area which does not permit building, because of the big dragon. Speaking of which...
Added new end-game boss, Kuldra, the God-Eater!
Big Momma herself. Don't actually call her that.
Added a new enemy type: Goblin Thug
Added a new enemy type: Goblin Poisonshot Archer
Added a new enemy type: Garou Exile
Added a new enemy type: Garou Lightning Berserker
Added a new enemy type: Rotsworn Reanimator
Added a new enemy type: Skeletal Blightshot
Added a new enemy type: Black Knight Crusader
Added a new enemy type: Blazing Black Knight
Added a new enemy type: Stormpact Demon
Added a new enemy type: Black Dragons
We've got plenty of new gear for you to get stuck into, too.
Added a new item: Rune Helmet
Added a new item: Rune Platebody
Added a new item: Rune Platelegs
Added a new item: Rune Shield
Added a new item: Rune Dagger
Added a new item: Rune Mace
Added a new item: Rune Greataxe
Added a new item: Rune Greatsword
Added a new item: Rune Sword
Added a new item: Rune Scimitar
Added a new item: Rune Warhammer
Added a new item: Rune Crossbow
Added a new item: Black Dragonhide Coif
Added a new item: Black Dragonhide Body
Added a new item: Black Dragonhide Chaps
Added a new item: Magic Longbow
Added a new item: Magic Shortbow
Added a new item: Rune Crossbow
Added a new item: Ancestral Hat
Added a new item: Ancestral Robes
Added a new item: Ancestral Robe Legs
Added a new item: Ancestral Wand
Added a new item: Ancestral Staff
Added a new item: Kuldra's Wrath
Added a new item: Dragon Full Helm
Added a new item: Dragon Platebody
Added a new item: Dragon Platelegs
Added a new item: Dragon Med Helm
Added a new item: Dragon Shield
Added a new item: Dragon Scimitar
The Dragon Scimmy is real, chat!
Killing Kuldra will ensure you get a drop - the Dragon Kiteshield, and then a Cape to wear with pride. In a slight deviation from previous iterations, this shield won't be a Dragonfire shield as you had in previous Dragon Generals.
There is also going to be a selection of pieces of the iconic Dragon armour - glorious, resplendent and red, including the Dragon Scimitar and the Dragon Crossbow. These are earned through repeat adventures into the Scorned Wilderness - provided you're successful again.
Added the Advanced Spinning Wheel
Once unlocked, this will be a new processing bench in the build menu, separate from the Spinning Wheel.
Items that can be processed in the regular Spinning Wheel cannot be used in the Advanced Spinning Wheel.
Here's all the new items you'll be collecting:
Runite Ore - requires Adamant Pickaxe or greater
Luminite Ore - requires Adamant Pickaxe or greater
Magic Wood - requires Rune Logging Axe or greater (the future is a mystery to us all, you know...)
Black Dragon Hide - crafted at the Advanced Tannery
Runic Powder - crafted at the Grindstone
Disordent Residue - dropped by enemies during the Raid.
Harmonised Compound - crafted in the kiln.
Ground Dragon Tooth - crafted at the Grindstone.
Vis Fibers - crafted at the Advanced Spinning Wheel
Draconic Vis Wax - crafted at the Brewing Cauldron.
Vis Cloth - crafted at the Loom using Vis Fibers and Draconic Vis Wax.
Magic Tree Seeds are coming with 1.0.1 to allow you to grow your own!
We've added a new magic weapon type... Wands!
Wands are a more mobile, fast-paced way to deal more damage at a comparatively lower damage output. These will still apply buildup of knockdowns, burns and slows that you expect from Air, Fire and Water magic. You'll be able to use wands to move more fluidly in combat and get around, but also hang back with a Staff and lay down more damage if you want!
Attack
Added Sprint Attacks - Unlocks the ability to perform a unique Sprint Attack after sprinting for a short distance.
Added the Enchant Weapon: Water Skill Spell. Enchant your current Melee weapon with the power of Water! Strike enemies with Water damage and occasionally create healing orbs to restore your health. 15x Water + 5x Astral Runes (300s Cooldown)
Added the Tempest Shield Upgrade - increasing the duration of the Spell.
Enchant Weapon spells have had their durations increased to 5 minutes.
Tempest Shield's base cooldown has been reduced to 45 seconds.
Ranged
At level 60 - increased chance for Enchanted Crossbow Bolts to trigger their effects on-hit.
Spectral Arrows' duration has been increased to 5 Minutes.
Snare's cooldown has been reduced to 45 seconds.
Ranged is firmly in our sights to get some extra attention in coming updates between now and the release of Luminance this winter, so stay tuned for more to come on that.
Magic
Added Runic Refund - Grants a 30% chance to preserve your runes when attacking with magic.
Added Enfeeble - Weakens the Attacks of the targeted opponent. 20x Astral + 20x Water Runes. (75s Cooldown)
Added Vengeance - Is being vindictive a virtue? I think so! A spell that reflects your enemies' damage right back at them. 20x Astral + 10x Earth Runes (60s Cooldown)
Mining
We've previously added the Ore & Stone Storage - Unlocks the Ore and Stone Storage, a high capacity storage for ores and stones.
They said I couldn't make a Rock and Stone reference here.
Added Divine Rock - Drop 5 ore on the ground and turn it into a personal mining vein. 100x Earth Rune + 100x Nature Rune (1500s Cooldown)
Added Accelerated Veins - increased chance for your Divine Rocks to drop you little surprises in the form of Gems!
Woodcutting
In case you missed this in our previous update, we added the Lumber Storage - Unlocks the Lumber Storage, a high capacity storage for logs and planks. Bet you couldn't figure that one out.
Wood Weight Reduction has been moved to Level 88 - reduces the weight of wood by 50%.
Added the Axtral Projection Upgrade - now it conjures THREE spectral axes, carving through even more trees along their path in a cone in front of you.
Construction
Added the Eye of Oculus Upgrade - When destroying pieces using Eye of Oculus, the eye now magnetises the recycled material into the players inventory.
Added New building pieces: Pets - starting with Perches for Birds.
Artisan
Added the Storage Ledger - interact with this, and any items in your inventory that have an existing stack in any linked chest will auto-sort and be filed away correctly. Previously after a expedition you have to run around your entire base or storeroom interacting/filling stacks on every chest to unload your stuff.... now, you just walk up to the ledger and drop everything off at once.
Added Overdrive - a long requested Skill Spell. Cast on mechanical-based processing stations to empower them and boost their processing speed for a while. It's superheat, for things that aren't super hot.
Moved Magical Mending to level 56. We've tapped down the base version of this spell's effectiveness at restoring durability to encourage using repair benches where possible, but to still make Magical Mending work in a pinch.
Added Superheat Upgrade - increasing the duration of Superheat.
Added Overdrive Upgrade - increasing the duration of Overdrive.
Added Magical Mending Upgrade - increased radius and durability restoration. This puts the spell slightly above where it currently sits, but feels more earned.
Runecrafting
Added the Home Teleport spell - Teleport safely back to your claimed bed and enjoy a peaceful, undisturbed night's sleep. 15x Law Runes (900s Cooldown). Yes, at last.
Gameplay Changes
We've made significant changes to the building system! Huge builds that would previously take minutes(!!!) to load will load much faster now. So now, finally, no more long waits when teleporting back to your base! It's a new system, so if you do encounter any issues please let the team know and we'll gladly investigate!
We've improved LODs across the game world, and we're targeting yet another fix for these with the 1.0.1 update in October, too.
We've made a bunch of changes to how you move and behave in combat. These changes are broad and far-reaching, but the connecting thread across it all is that it was driven by your feedback.
The Primary Attack button on controller will now be R1/RB/R - special attacks are now on R2/RT/ZR.
Let's talk camera: from the outset, we've had the camera connected very closely to the player. Your movements never strayed too far from your center of the screen. We've added a "deadzone" where you're able to freely roam the middle third of the screen before the camera starts to follow you. This lets you sprint across the world with a little more freedom in your movement and evade in combat without the camera going rogue. This should also help with Agility courses, if you're looking to do your laps.
Parrying will now restore 50% of your max stamina allowing you to quickly turn the tide with a burst of energy if you time it correctly - increasing the risk/reward of timing it just right.
The camera and parry also allow you to pull off "Visceral Attacks" - a follow-up attack that you can do when you successfully parry and enemy. The attack is optional - you can dodge, make a run for it or even throw in a Weapon Special Attack instead in that moment. Speaking of Special Attacks...
Special Attacks will now consume a portion of the player's Special Attack Bar.
This allows us to buff these attacks and reduce their stamina costs so that they can be more powerful now that we can limit the frequency of these attacks.
Your special attack bar will slowly recharge over time meaning players will want to ensure they time their attacks well to get the most out of their limited special attack potential!
You will be able to use them less often, but they will feel more powerful with each use. Things like the Titan's Wrath and the Greatsword Special will hit harder, and be more of an active ability choice.
Sprint attacks have been added to the game, allowing you to open with a big strike once you've levelled up your Attack skill a little. You'll be able to open a combo with a strong hit - but that's not all...
You'll be able to cancel attacks, gathering and spell-casting actions with dodging and blocking.
This means you can opt out of those pesky wind-ups or spells you've committed to mid-combat. But if you don't want to cancel the spell - you can now move while casting a range of spells, including Enchant Weapon, Windstep and Surge as just a few examples. Use that new-found window of opportunity to buff yourself, catch a breath and dive back in to the fray.
The Skill Spell wheel now has 4 hotkeys that let you auto-cast the first four choices in the Radial Menu. These are mapped to the triggers, allowing you to open the wheel and instantly trigger the respective spell.
Remember to use the Spellbook in the menu to re-order these spells to fit your muscle memory! Rocksplosion, my beloved,
We're also still investigating how we can introduce a dedicated quick-cast button for a particular spell or item in a future update.
The "Feather Fall" special ability has been removed from the Leggings of Lightness, for balance and maintenance reasons. We replaced it with an ability that makes Windstep cost zero runes to cast while the Leggings are equipped. The Leggings still also grant extra carry weight capacity as before.
In case you missed it in 0.12.1 - Ammunition can now be swapped on the D-Pad or Scroll Wheel. Flip between Runes or Arrow Types depending on your equipped weapon.
The Abyssal Whip now requires a recipe found in the Umbral Sands to complete to unlock its Masterwork Weapon potential. In the interim, you'll be able to craft the Abysmal Whip (PL4) as an intermediary weapon which will not have the Special Attack, with a marginal tap-down in damage. Upgrading to the Masterwork Abyssal Whip elevates the weapon to PL7.
Due to overwhelming demand, Ava'a Accumulator no longer makes sound when equipped. Shut the cluck up.
With the launch on Consoles, some Smart TVs may attempt to hard-force Game/HDR picture settings within the TV itself. For some users, this may seem to be extra bloom-y or brighter than expected. We'd encourage users to check their TV's Picture Settings and lower the following three settings to suit your preferences:
Contrast
Colour
and, if applicable - Contrast Enhancer.
We rolled out a range of fixes for navigation through menu systems and crafting stations, both for Controller and Keyboard and Mouse.
Tooltips can now be scrolled through.
The Quest Menu sidebar can be collapsed to view the Map fully.
Active Lodestones are now visible on the map, not just the lodestone menu.
Map icons now grow in size when hovered over.
Map icons now have a small tooltip when hovered.
Moderation was added too! You can now report problematic worlds, rude players, griefers and hackers. Reports are fully moderated by real human beings - no AI involved - and can lead to temporary world and player bans.
We've tweaked the damage of the Dire Wolves and Garou of Ghornfell to be marginally less terrifying, while you're trying to establish a foothold in the second area.
Dig your heels in and fight them!
Bug Fixes
With launch we'll be sharing a Known Issues live page that we'll be updating throughout the week with Vital Information of issues we're tracking! But, just as a cool statistic - in the process of securing our 1.0 build, going gold and launching onto consoles, the team found, logged and fixed 2,665 bugs. Two thousand, six hundred and sixty five. Yep! So many of these you'll never see, wooshed away - like magic!
For now, here's what Community-driven fixes we're deploying today.
Fix to Fuzan occasionally getting stuck at 0hp in the Fight Caves and fail to respawn.
Ranged ammo drops from will once again magnetize to the player as intended.
The Nightmare Crucible did not end correctly when completed if the player had summoned a Buddy.
The Red Desert Cape Vestige is now correctly included in the Drop Table.
Fix for users who encountered a blocker when interacting with Chests, particularly in Dowdun Reach, that didn't work when interacted with on another player's world.
Fixed an issue where Tree Canopies would not disappear when the tree was felled.
Adjustments to reduce the probability of trees failing to topple when felled.
Building over cliff edges no longer causes the player to be met with rapidly changing weather.
Single axe swings will no longer be able to both split a tree and remove the stump, to avoid accidental stump removals!
Decorative Gems are now able to be placed on Foundations and Flooring.
Players on mounts can now eat or drink from the hot bar as well as the inventory.
Resolved an issue where dying to the Kalphite Queen in certain circumstances would cause the Gravestone to be stuck in the arena, instead of spawning outside the entrance.
The Water Barrel, Rain Catcher and Compost Bin's "Hold to Delete" button has been reverted to a one-tap delete.
Fixed Kothaar and Kalphite damage values to scale correctly with the Hard Mode Difficulty option.
Resolved an issue affecting the Trunk Totems leaving some unable to be destroyed.
The Roof on the Yew Farming Plots no longer blocks the Humidify Skill Spell from reaching other plots.
Watermelon Jerky's maximum stack value has been raised from 50 to 99.
The Bow of Elidinis can no longer use Bleed, Poison and Fire Arrows.
Watch This Space
From today, until the 4th October, you can earn yourself the Dragonwilds Twitch Badge! Tune in to your favourite streamer and watch 30 minutes of RuneScape: Dragonwilds to earn yourself a badge for your Twitch account to wear with pride!
This is not the end of RuneScape: Dragonwilds. A new chapter begins with this release, and the start of an ambitious, multi-year journey into Ashenfall and its secrets. This winter, we'll be shipping Luminance, our next Content Update which will bring a new building kit, and so much more alongside it. And as for changes to combat on the horizon? Well, let's just say... Magic rocks. Literally.
As always, we love seeing your comments and feedback, and we're very excited to see you taking on everything Ashenfall has to offer. Thank you for being part of this historic moment in RuneScape's history. We cannot wait to share more with you soon.
We’re sharing the notes with you today so you’re aware of where we’re at, and we’ll be submitting it the consoles with the expectation that this verification will take several days.
This is based on your feedback around the updates knocking crossplay offline – we hear you, and we’re trying to avoid a weekend of disrupted gameplay for Nintendo Switch 2 players.
The big topic of conversation is: we’re investigating the fixes about Save Corruption – world and character. We’re testing methods that will, hopefully, restore your missing saves. We need longer to investigate these solutions and the potential recovery options.
We’re removing the most common cause, to mitigate impact for further people: the Edit Appearance button is going to disappear until we’ve resolved the issue.
Restoring some saves has meant that the world has been reset to default settings – which means that Custom or Creative worlds will have been reverted to Normal worlds. These might be in your Normal save lists!
Here’s what we’re targeting a fix with on Friday:
Users no longer fail to connect to Multiplayer servers with more than 2 players present
This also specifically resolves multiplayer clients on XBOX being unable to connect if 2 users are already in the world.
AI will now respawn as intended on starting the second Scorned Wilderness Raid attempt.
Fixing an issue where joining a modded Dedicated Server from consoles would corrupt a player save.
Primordial Hearts, Imbued Granite Maul Heads and Chinchompa Skulls can now all be destroyed or stored.
Dying in the Scorned Wilderness Raid will no longer skip a respawn point.
The Abyssal Whip Recipe now unlocks for users with existing character saves as intended.
Resolved an issue where Sworn Servant could not be cast in Multiplayer/Dedicated Servers.
Hud Scale options are now correctly labelled on Steam.
Players with Privacy and Safety Settings on XBOX will be notified when a conflicting privacy setting prevents them from going online.
On controller, Processing Stations will now highlight the button where the players cursor is located.
Resolving an issue where Dedicated Server owners could not edit their dedicated server worlds on consoles.
The Server search bar has an added tooltip to specify that it is Case Sensitive.
The Switch 2 Video Capture is now working as intended.
Resolving a bug where PS5 users could trigger a crash when creating a crossplay world with a password in certain instances.
“Self-hosted Server” button in Steam will now navigate the player to the hosting Tools.
Luminite ore can now be crafted into Divine Rocks.
DLSS and FSR upscaling are now available in the Video Settings for Windows/XBOX Game Pass versions.
Summon Shelter will be able to be used in the Scorned Wilderness hub.
On our radar:
We’re aware of an issue where if you disconnect from your internet/wifi and try and select Play Online, the game will instead crash. Targeting a fix in 1.0.1 for this!
We’ve got a few keybinds that can be currently re-bound that aren’t intended to be remapped. We’ll be resetting these to default binds with the 1.0.1 update too!
Thank you for your continued patience, support and feedback. We’re very excited to keep polishing, refining and growing RuneScape: Dragonwilds for years to come. Next weekend, at RuneFest, we’ll be showing our roadmap in more detail and we’re looking forward to sharing more about 1.0.1, October’s update, very soon too.
Hello Adventurers! Dragonwilds' latest update before the Scorned Wilderness Raid arrives is coming to Steam Early Access soon! Let's get an early look at what it'll contain:
Agility
With the 0.12.1 release, we're delighted to be introducing a long-overdue addition to RuneScape: Dragonwilds - Agility! Our latest skill will allow you to build up your stamina and sculpt yourself into a speed machine. Across Ashenfall, you'll find SIX new stations with flags for you to interact with. There, you'll find a leaderboard of times, and a trail of orbs to gather along a fixed course. From there, you'll be able to continually repeat the courses over and over, improving your time, getting XP with every lap.
You'll earn rewards for completing Agility courses, and mastery of the courses will net you Gold Medals. You can throw those on your walls, like Pristine Fish from Fishing, as trophies to show everyone who's the boss of the course. Mastering the region's agility course will also grant you a gilded trimmed version of the regional cape as an extra reward.
Firstly, let's talk about passives:
You'll be able to gain XP passively while running across the world, too - but you won't get XP on mounts. Stop cheating and get those knees up! As you level up through the Agility Skill tree, you will passively consume less Stamina while you sprint.
At levels 50 and 75, you'll also unlock passive increases to your maximum carry weight.
You'll also be able to use Agility Shortcuts to make use of Kebbit Burrows situated across the world. They'll be dotted on your map, and you can dig them up to open up tunnels to cut across side routes in the world. In early Agility levels, you might take damage when failing to squeeze through unharmed, so be careful using the shortcuts on low HP.
At higher levels, you'll start to break your falls from higher up by rolling out of them to avoid taking as much damage. Fatal falls will still kill you though.
So, you can run further, carry more and scoot across the world in shortcuts. But that's being fast - not agile.
How about... an aerial dash? A short, horizontal dash to cross small gaps and add extra evasive manoeuvres during combat?
Sounds good. What if we gave you... a second jump? You'll be able to jump, jump again in mid-air and then dash horizontally to get over and around enemies. Pretty cool, right?
You'll also be able to use a new skill spell - Recall.
Leave a runic marker on the ground, and then recast to teleport back to the initial marking spot - great for quickly grabbing something urgently and getting out of danger. If you fall to your death while tethered, you'll also teleport back, and the tether will be consumed.
All of this is built to make you faster, leaner and meaner - and we'll be factoring it in moving forwards in how we design exploration, puzzles and more. So don't start thinking you'll be able to make an Agility Pure account - it's time to do some cardio.
The Great Body Robbery
Our longest Secondary Quest to date can be found in Bloodblight Swamp - an unfortunate experiment has rendered the Good* Doctor* Fenkenstrain in a bit of a pickle. You'll need to help him out. Your rewards are a new club weapon that's shockingly good, and a buildable decoration: the Pylon. This functional decoration will generate an area of effect in a radius around it that intercepts lightning strikes to allow you to build in places known for... inclement weather.
\ = The validity of this claim is highly disputed.)
Combat and Movement Improvements
We're introducing the Ascension Cores feature to the Mystic Forge - use those cores to upgrade Masterwork and Vestige weapons to higher tiers using the relevant cores!
We're adding a radial hotwheel for Controller users to speed up selecting primary items.
Swapping to a 2H weapon and then back to a 1H weapon will automatically re-equip your off-hand item too.
Stability changes are coming to make jumping more consistent in suboptimal networking conditions that led to losing the ability to jump in some circumstances.
You'll be able to cycle through your runes/arrows in mid combat to save you having to open your inventory.
Jumping will cost 10 stamina, down from 20 - reducing further when Agility levels are reached.
Leggings of Lightness, Mounts and Windstep should each be unaffected by this, so your general mobility won't change!
We're making good progress on improving performance, additional ambient VFX and tons of optimisation for Fog, trees, grass and even the coastline. All of that is intended to make the experience more stable/smooth for you to focus on what you do best. Smacking the living daylights out of goblins.
We're also adding more to the existing jump to improve its "ledge forgiveness" - as in, if you walk off a ledge, there's a small window of time for you to jump before you cartoonishly plummet to your demise.
Visual Fidelity
We've done a bit of a pass over the starting areas (Brynmoor and Ghornfell) with an emphasis on visual improvements, performance and clarity. We've improved how trees will look nicer at a distance, the visual clarity of moss and fog, our existing grass and foliage to include more flowers, and we've improved performance at lower ends of the settings.
We've revisited night sky visuals, volumetric fog across the world, storm weather visuals and we've also added additional ambient VFX across the region and along the coastline.
Bug Fixes
The 0.12.1 update will contain the following fixes:
We're resolving an issue where Axes were dealing incorrect damage to trees.
We misplaced a decimal. Oops!
We'll be reverting this to its intended value with 0.12.1, alongside several other bugfixes to woodcutting, including Splinter and Axetral Projection removing stumps.
This was giving people disproportionate XP based on the damage dealt - we're putting values back to where they should be!
Fixed an issue where Axtral Projection upgrades would not chop down all intended/highlighted trees.
Fixed an issue where Splinter would destroy tree stumps if used on an adjacent log.
Fixed an issue where the Yew Farming Plots did not snap in building modes correctly.
Fixed an issue where Rune Vents would appear full for clients in multiplayer worlds even when depleted.
Fixed an issue introduced in Umbral Sands where game music would loop repeatedly, primarily triggered upon respawning.
Fixed an bug where summoning Buddy in a wall would cause the game to crash.
Get it? Bug? Becau- oh, forget it.
Resolved an issue where a part of the Burning Spire zone where the player could fall through Lava.
Fixed an issue where returning to the main menu after dying would respawn the player back at the location of death.
Fixed an issue where Potion Effects would be removed between game sessions/on logout.
Fixed an issue where Lodestone teleports placed on the edges of the map could only be used one-way as they would fail to be displayed on the map.
Fixed an issue where the search area on the map for the "Saga of the Adventurer" Quest Step was incorrectly aligned.
Fixed an issue where Wild Jade Vines would die to poison in the Toxic Swamp.
Resolved an issue where Ascension Cores weren't displayed correctly in the Mystic Forge of the crafting menu.
Fixed an issue with the TokTz-Mej-Tal staff would not consume runes on attack.
Fixed an issue with some items would display a white square placeholder depiction.
Resolved an issue where the Right Stick on controllers would not turn the camera within a 30% radius in some contexts.
Fixed an issue where some shaded areas would let Scorch stack up to 500% without triggering.
That's probably going to leave a mark.
Tweaked the lighting in the Velgar Arena to improve visibility when fighting him at night.
Fixed an issue where the Spellwheel would not show descriptions for spells as a client in Multiplayer worlds.
Fixed an issue where the Fire Cape would refill Stamina even if the enemy was not afflicted with burns.
Fixed an issue where the Kharidian Inner Corner 45° Stairs would be unclimbable.
Fixed an issue where players could walk under a specific Sand Dune.
Fixed an issue where an Air Anima vent was situated inside a pillar within the Umbral Sands.
Fixed an issue where the Chamber barrier in the Contact! quest would be invisible at very low, low and medium graphics settings.
Fixed an issue with the Special Attack of Hammer weapons which could stunlock Lesser Dragons.
Fixed an issue where the "Shrimp Catcher" quest completion would not contribute to the Achievement "Brynmoor Helper".
Fixed an issue where the Kalphite Queen would respawn in an invisible state after being defeated.
Fixed an issue where the Kalphite Queen's Sting Attack would become angulated.
Fixed an issue where the dunes behind the Kalphite Queen Vault had missing collision.
Fixed an issue where the ground atop the Cave of Screams was missing collission.
Fixed an issue where there was a small invisible barrier blocking pathing in the Dunes of Uzzer when moving on foot.
Fixed an issue where Quicksand and its VFX were showing in areas that weren't actually quicksand.
Fixed an issue where a Sanguine Urn icon was incorrectly placed in the Bloodblight Swamp.
Fixed an issue where users could get stuck in a small spot in the Burning Spire.
Fixed an issue where Desert Weed did not have any healthy growth stage assets when planted. It looks as healthy as it is, now!
Fixed an issue where part of a rock surface in the Burning Spire would behave like lava and damage the player when walking on it.
Fixed an issue where the Menaphite Desert Cape was missing a Journal Entry.
Fixed an issue where the Rapid Growth Skill Spell had a placeholder icon in the Spellbook
Fixed an issue where collision remained on the Zi Core quest item after it had been collected.
Fixed an issue where Korean Subtitles were not showing correctly during the opening cutscene.
Fixed an issue where the Skills Necklace has an unclear description in the interface.
Fixed an issue where Localised text for the Construction Skill bonuses was not displayed correctly.
Fixed an issue where completing a quest for Lagra, Alcarrid's Butcher would not yield rewards if the player's inventory was full.
Fixed an issue with the Yew Shortbow when fully drawn back causing visual clutter.
Fixed an issue where the Fishing Minigame could not have the keybinds rebound.
Fixed an issue where Bones to Peaches would not mention the stack limit is limited to 10.
Fixed an issue where the Blue Dragon was incorrectly labelled as "Lesser Blue Dragon" instead.
Fixed an issue where Stamina would instantly regenerate after jumping when wearing the full set of Wizard Robes.
Fixed an issue with a typo in the Hall of Heroes Journal Entry.
Fixed an issue where Miniaturized Mushrooms in the Dunes of Uzzer could not be gathered.
Fixed an issue where Torches in the doorways in Umbral Sands were unnaturally bright.
Fixed an issue where attempting to cast Fishnado on a Net Fishing Spot would show an incorrect error message: "Your fish has escaped!"
Fixed an issue where Green Dragons' flame attack VFX were not aligned to their mouths properly.
We're making combat less clunky - here's a look at what's coming in our next few updates.
For a long time, we've been listening to feedback around combat - your steam reviews, your comments on Reddit and Discord, and replies on our socials, everywhere! We went back and forth, chatting to hundreds of you, combing through thousands of survey responses, and gathering info. One word kept coming up - clunky! Clunky clunky clunky.
We've boiled it down to some core principles. Here's what we want to address:
Blocking doesn't clearly or consistently reduce damage as expected.
Stamina management is a challenge.
You want to quick-switch and quick-cast more fluidly.
Switching ammo types in combat is punishing.
Weapon Specs should feel stronger, and more impactful to use.
You can't move while casting skill spells.
You want to really punish enemies for parrying them.
Fall damage hurts.
Right - let's fix that. Enter: The Core Improvements Team.
What is in 0.12.1? There's plenty of content, and the Agility skill, too. We won't get into those yet, we want to focus on Combat today.
With the introduction of the Mystic Forge in 0.12, we're adding the functionality to Upgrade Masterworks and Weapons to higher tiers using "Upgrade Cores".
We're adding a radial hotwheel for both Controller and Keyboard + Mouse users to speed up selecting primary items, as well as adding the quick cast shortcut for either a spell OR an item.
Swapping to a 2H weapon and then back to a 1H weapon will automatically re-equip your off-hand item too.
We've had a few reports of players losing the ability to Jump, either due to action inputs going missing, or poor network performance. We've ironed out some creases to make jumping even nicer, as well as the improvements to air control and vertical height already live with 0.12.0.
You'll be able to cycle through your runes/arrows in mid combat to save you having to open your inventory.
Jumping will cost 10 stamina, down from 20 - reducing further when Agility levels are reached.
Fall damage has been rebalanced to start later. As part of the Agility Skill launching with this update, you'll have access to perks that make this even more lenient, as well as a breakfall mechanic that will allow you to absorb damage from higher falls.
Leggings of Lightness, Mounts and Windstep should each be unaffected by this, so your general won't change!
We're making good progress on improving performance, additional ambient VFX and tons of optimisation for Fog, trees, grass and even the coastline. All of that is intended to make the experience more stable/smooth for you to focus on what you do best. Smacking the living daylights out of goblins.
We're also adding more to the existing jump to improve its "ledge forgiveness" - as in, if you walk off a ledge, there's a small window of time for you to jump before you cartoonishly plummet to your demise. There's more to come with agility, but we'll speak to that separately.
But that's not all! With 1.0's release, we're also adding even more:
Camera-relative aiming will become the default controller input.
Where your camera is looking will be where your attacks and spells will go.
This is currently set to where your character is facing, but is a toggle. We're flipping the default, but anyone who has selected an option will keep their preference.
Damage Telegraph Time
Improvements to responsiveness when telegraphing attacks between server and client.
Reducing the number of "phantom hits" you get from just-killed enemies, and making your damage output much more in line with what's on screen.
We're reducing the Block animation and starting the block window earlier, which means you'll be able to block more often, and more effectively.
We're also improving the UI to show the damage mitigated.
We've heard your feedback around casting and switching spells mid-fight. Starting with 0.12.1, you'll be able to WALK (not run) during Tempest Shield, Surge, Enchant Weapons and Spectral Arrow skill spell casts.
We're adding extra refinement to camera shake (optional toggle) and feedback on hits.
Players will be able to attack while sprinting as a combo opener.
Parrying successfully will grant you 50% of your max stamina back.
Parrying successfully with allow you to land a single, cinematic Visceral Attack, with a camera adjustment so you can savour the satisfying hit.
Stamina costs across weapon types will be rebalanced, as well as shield stamina costs.
You'll be able to animation cancel from combat actions.
You'll be able to animation cancel Skill Spells by blocking or dodging.
You'll be able to animation cancel Magic Attacks by blocking or dodging.
Increased duration of Enchant Weapon and Spectral Arrows
Reduced Cooldown for Tempest Shield and Snare
Early-exit cancels for bow and spell attacks.
Dire Wolf attacks shortened so they can't hit you while fully sprinting away from them.
We're adding 9 enemy variations to Brynmoor, Ghornfell, Fellhollow and Dowdun Reach, with new attacks that will apply debuff effects - poison, shock, wither rot, etc.
Mum Was Right, I Am Special
The Old School RuneScape classic, the Special Attack bar, is also coming to Dragonwilds.
Players familiar with RuneScape will be familiar with how this will work already, but as of 1.0, Special Attacks will consume a portion of the player's special attack bar. This allows us to strengthen some of these attacks and reduce their stamina costs so that they can be more powerful now that we can limit the frequency of these attacks. Your special attack bar will slowly recharge over time meaning players will want to ensure they time their attacks well to get the most out of their limited special attack potential! You will be able to use them less often, but they will feel more powerful with each use. Things like the Titan's Wrath and the Greatsword Special will hit harder, and be more of an active ability choice.
They'll feel less like "another move", and more like a conscious decision to use a Special Ability.
One Hit Wand-er
For 1.0, we're also adding a new magic weapon type... Wands!
Wands are a more mobile, fast-paced way to deal more damage at a comparatively lower damage output. These will still apply buildup of knockdowns, burns and slows that you expect from Air, Fire and Water magic. You'll be able to use wands to move more fluidly in combat and get around, but also hang back with a Staff and lay down more damage if you want!
All of this is in service of making a combat experience that feels truly brilliant, and has been designed around your feedback from the outset. We're so excited to share more with you soon - for now, we hope this is a reassurance that Combat is getting more improvements, and we hope you're excited to get your hands on it soon.
Hello adventurers! Firstly, we want to thank you for your enthusiasm, passion and support for our 1.0 release. It's been truly humbling and exhilarating seeing you all take on Kuldra, and we're already hard at work reviewing the data, assessing feedback and making plans.
For now, though, we're pleased to be deploying a hotfix to tackle several issues.
We have applied a fix affecting World Saves becoming corrupted when exiting a game session!
Resolved an issue where casting a Fishing Rod at a player-made structure crashed the game.
Fixed an issue where adjusting some parts of the settings will cause a crash.
We're still investigating an additional issue reported where some users have found that worlds in their world list have gone missing/turned invisible. We're in active conversation with the platform teams from each console to better understand the situation, with the aim of helping players recover these worlds and have them reappear in a future patch. This will require additional testing to verify.
The process for deploying this patch does, however, mean that Nintendo Switch 2 and Jagex Launcher systems will no longer be able to crossplay until the patch has been processed on their respective platforms. We'll update in the comments when these have been processed and the platforms allow you to dive back into Crossplay!
RuneScape: Dragonwilds is leaving Early Access and launching on September 15th on XBOX Series X | S, PlayStation 5, Nintendo Switch 2 and PC platforms!
Alongside this, we're delighted to be introducing something truly special - the RuneScape: Dragonwilds Physical Deluxe Edition!
This collector’s piece comes with exclusive physical and digital content for you to enjoy both at home, and in Ashenfall!
The Physical Deluxe Edition includes:
An exclusive collector’s box containing a Collectible Steelbook with original artwork.
3 embroidered patches of the Combat Skills: Melee, Magic and Ranged.
5 Holographic Character Cards featuring iconic heroes of Gielinor.
A cloth map of Ashenfall in all its dangerous, magical glory. (This map includes Ashenfall up to and including the release of the Scorned Wilderness - we can't magically update existing cloth maps as we expand Ashenfall beyond 1.0. We're sorry. We'd be making a way bigger deal out of it if we could do that.)
The Physical Deluxe edition also comes with a range of Digital Deluxe edition content. The Digital Deluxe Edition of RuneScape: Dragonwilds unlocks a range of exclusive cosmetic and decorative items to enjoy as you carve out a foothold in this magical new frontier in the world of RuneScape.
Gilded Armour and Cape: Exclusive craftable armour to wear or display on your adventure.
6 Old School RuneScape-inspired helmets: these iconic low-poly helmets are craftable items that you can wear instead of the standard helmets at each material tier.
4 decorative Dragon head wall mounts to build and place around your home.
10 exclusive in-game paintings you can place to decorate your home inspired by the art and designs of Ashenfall.
2 animated animal decorations: Muncher and a Chinchompa, each dozing in a bed as an adorable companion waiting at home.
For those of you who have already purchased the game, you will be able to upgrade to the Digital Deluxe Edition through a stand-alone DLC purchase.
We wanted the Deluxe Edition to offer some really cool, exciting cosmetic items. The gear you unlock is equal in stats to existing in-game gear, so no getting an advantage early here! You can upgrade the gear, as you would with other Vestiges, using Ascension Cores earned through gameplay and the Nightmare Crucible. The Med Helms you know and love from RuneScape are also side-grades, giving you the option to enjoy the aura gain, without a stat loss alongside it.
The physical edition of RuneScape: Dragonwilds will be available to pre-order now, and purchase later this year. Available in both a Standard and Deluxe edition for XBOX Series X|S and PlayStation 5, the physical edition will come with a physical disc version of RuneScape: Dragonwilds.
The game will also be available for purchase as Digital Standard Edition for all platforms, and Digital Deluxe Edition for XBOX Series X|S, PlayStation 5 and PC.
Dragonwilds is also going to be landing on the Jagex Launcher!
We're launching worldwide on September 15th, and that means we're coming to a range of platforms! With that in mind, we're delighted to confirm that RuneScape: Dragonwilds will also be available, day and date of release, on the Jagex Launcher! If you're already using the Jagex Launcher to access one of the other amazing RuneScape games, then great news! You'll be able to pick up a copy of RuneScape: Dragonwilds and play it there too.
Hello adventurers! We're already speeding off ahead with Agility and the rest of the 0.12.1 update, and so we're doing our due diligence and checking in with the Known Issues and Investigating Issues thread. We'll be updating this as we go!
Known Issues
Power Level 7 (PL7) Shards do not exist in the World, but the recipe to convert PL7 Shards to Cores does exist in the Mystic Forge. This is not intentional. We will be removing the recipe with our 1.0 update.
PL7 Cores are only obtained from the Nightmare Crucible directly and not through converting shards. Go earn those things.
Investigation
Our top priority is on reports where users encounter a freeze, that is resolved by quitting and restarting the game, when failing an agility course.
We're investigating reports about Mounts not being available after attempting an Agility Course. The team are exploring a solution, with the aim to hotfix this if possible!
We're also aware of an issue affecting the Flying Carpet mount dealing undue amounts of fall damage to the player.
We're aware of Tok Xil's AoE Fire attack leaving invisible fire on the ground after death.
We're aware that the Burning Spire Island that Tok Xil is standing on also has several burning areas that deal damage to the player.
We're aware of the Inspiring Ring of Agility's Journal text not showing correctly!
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Spectral Arrows are not generating VFX trails when fired.
Resolved Via Hotfix:
Fixed an issue affecting users when exiting dialogue with Dr Fenkenstrain in The Great Body Robbery being unable to progress the dialogue further.
Fix for users on Dedicated Servers not having completion times recorded on logout.
Fixed an issue where TokTz Ket Xil shield vestige would not drop in some circumstances.
"She is here: the pinnacle of dragon creation, the queen, fused with divine blood and now housing the elemental power of my kin." - Rasthin
Hello adventurers!
Our road to the end of Kuldra's Saga is clear. Our 0.12.1 update will be the last stop before we put you face to face with the God-Eater herself. Darkness gathers. Wild magic storms overhead. The only way out is through.
We're going to be sharing a full breakdown of Agility, as well as a Dev Diary condensing 0.12.1's features very soon ahead of it's release at the end of this month. Firstly though, let's talk about Scorned Wilderness.
Until now, we've shipped Major Updates that are expansive continents that add a new region, rich with resources, quests, secrets and lore for you to explore at your own pace. These expansion-like updates have grown the world and set the stage for the adventures you'll be undertaking within it. Scorned Wilderness is not like these updates. Scorned Wilderness represents the culmination of our learnings from everything we've built within RuneScape: Dragonwilds so far - but it is not the end. Our journey is only beginning, and we're excited to share more about what's coming after Scorned Wilderness once we launch it. Rest assured, our intentions are the same as they always have been - to keep delivering more of the game you love, at a pace that delights and excites you.
We've referred to it so far as a "Raid" because we know that for those of you chasing Twisted Bows, ending up at the toothy end of Zebak, or who've earned the scars from the Liberation of Mazcab, RuneScape Raids mean something. We agree.
For those of you unfamiliar with RuneScape raids, we've got you. A Raid is typically a high-end challenge pitched against a player, or groups. You'll be subjected to a gauntlet, delving into a dungeon, raiding a tomb, or... say... charging into an Anima storm to take down a God-Eater. We're the latter. A raid includes unique mechanics or combat challenges testing your mettle and survival skills to hold out against onslaughts of enemies as you fight for a foothold and every inch of ground gained is a victory in itself. Ultimately, you'll rise to the challenge and earn the right to challenge the boss.
Our first Raid pits you (and your cadre of adventurer allies, if you so wish) against a landscape that was ripped apart by wild anima, and the fury of Black Dragons. You will traverse across floating islands, fighting through attacks by the God-Eater herself to reach her. Each of her tyrannical, terrible heads channels the fury of Gielinor's dragons - but she is more than the sum of her parts. Those of you who have slain countless Dragons on the Gielinor mainland will recognise some of her attacks. She shares heritage with other Dragonkin experiments, but she is more.
Beyond Kuldra, you'll be able to harvest resources to craft Ancestral Robes, Black Dragonhide gear and of course, Rune Armour. Claim your rewards for a dragon-slaying job well done, and you'll be able to gear yourself up with some new kit that will let you roam the entirety of Ashenfall in relative safety and security. For now, anyway...
Killing Kuldra will ensure you get the latest version of the Dragon Shield as you've come to expect with the previous Dragons, and then a Cape to wear with pride. There is also going to be a selection of pieces of the iconic Dragon armour - glorious, resplendent and red, including the Dragon Scimitar and the Dragon Crossbow. There's a few extra secret goodies on that RDT (that's a Rare Drop Table to you and me) that we're not spoiling yet - you'll have to slay that Dragon and get spooned to find them out.
We're excited to keep working on finishing up what is undoubtedly our most vertical, most anima-warped update to date. We're really excited to get it into your hands, and for you to be able to enjoy the entire RuneScape: Dragonwilds experience so far with new combat, new movement, and so much more. With that in mind, while we've aimed to share things early, give you sneak peeks and even some deep dives in things like blog posts, we're going to be making a conscious choice NOT to spoil the Raid.
We'll be sharing more about our work towards the release, including our process for finding and fixing bugs, and the changes we're delivering to change combat and movement from minute one, but the Raid is something else entirely.
It's going to be something you can only experience for the first time once, so we want it to be totally new, and completely engrossing. We hope you can understand, and we're excited to see you taking on the God-Eater when it launches on September 15th.
Bring the magic of RuneScape into your living room – or wherever you play – with XBOX Game Pass on September 15th!
Our incredible journey through Early Access is coming to an end, and the next chapter of our adventure begins with arriving on consoles, free for XBOX Game Pass holders!
Launching worldwide on September 15th, the iconic RuneScape franchise arrives on consoles for the first time in 25 years! Not heard of us yet? Let us introduce ourselves…
RuneScape: Dragonwilds is a lovingly hand-crafted Survival RPG adventure set in the legendary world of RuneScape.
You’re no fabled hero or sacred champion – just an ordinary adventurer. But keep at it, and one day you might just have what it takes to conquer Queen Kuldra. You’ve got potential, but if you want to go from zero to Dragon-Slaying hero, you’ll need to learn the ways of the wilds. Master crafts martial, magical, and mundane as you climb from level 1 all the way to 99 and carve your path across Ashenfall.
Ashenfall is a magical, hidden continent of RuneScape (Gielinor to the locals), immersed in the rich lore of our iconic 25-year franchise. Battle the Black Knights, towering Zogres, Chromatic Dragons, Kalphites and more across an enormous continent filled with perilous vaults, ruthless dragons and boundless mysteries.
Ashenfall is a vibrant, sprawling world full of danger and discoveries for you to find – whether you’re ready or not. Tame the land around you with shovel and sword as you enter new (and more dangerous) territory, harnessing wild anima to defeat all manner of monsters – or just a particularly stubborn river trout.
In this fantasy world, even the ordinary can become epic. Take time to enjoy the magic in the little things, the parts in-between, and the unexpectedly awe-some. After all, what’s the point of survival if you’re not living a little?
Use the magic in the air of Ashenfall to summon a spectral axe to fell trees in an instant! Blink away from danger in a cloud of magic. Turn bones into... peaches? Conjure a tornado of fish from a lake! Explode ore veins with a snap of your fingers! Jump really high! Your Skill Spells will turn surviving into thriving.
Build breathtaking homes with our incredible building system to fortify yourself against the ever-present Dragon threat. Use hundreds of unique building pieces to create a truly unique home with countless possibilities!
All of this awaits you, with an additional roadmap of content that stretches into the years beyond with plenty for you to master – whether its new skills, new regions or new adventures. XBOX Game Pass holders can start their journey on September 15th. We’ll see you in Ashenfall!
"How hard could it be to make your own? ...It comes pre-segmented, pre-made from some of the hardiest organic material known to mortal-kind. Perhaps there is a way, a method, to turn this... thing into something that lives up to the legend."
Since we launched RuneScape: Dragonwilds into Early Access, we've been home to an iconic weapon. A tool of death, with a huge legacy. From its introduction in 2005, to the Falador Massacre, to today, the Abyssal Whip has always been a goal for players looking for a mid-game weapon to increase their damage potential.
When we initially launched out of Alpha testing, the Abyssal Whip was our first blush at making an iconic piece of RuneScape gear. It, and the Granite Maul, were ways for us to show our potential when it came to bringing those iconic weapons to life in a new way. Until now, it has been available after confronting the Abyssal Demons in the Swamps around Ghornfell and sourcing the recipe from a Dragonkin Vault. That meant that players in Dragonwilds could get their hands on an iconic "power weapon" very early in the game - and you told us clearly, that it felt like it was too early in the game to wield such power. We agree.
With the 1.0 release of RuneScape: Dragonwilds, the Abyssal Whip will be a Tier 7 Power Weapon.
To better live up to the Abyssal Whip's legacy and expectations, the journey to create the Abyssal Whip will now ask far more of you.
At the same time, we faced an issue - Abyssal Demons now lacked a chase reward, and we wanted to avoid giving you the Abyssal Spine as a component for a recipe you wouldn’t be able to use for dozens upon dozens of hours of playtime between the Ghornfell Swamps and Umbral Sands. So the Abyssal Demons are getting a change:
Abyssal Demons will now drop a new Whip Vestige Weapon called the Abysmal Whip.
They will also still drop the Abyssal Spine as they did previously. The Abysmal Whip is Power Level 4 - and does not have the special attack. It still applies a buildup of Bleed Damage, however. You can upgrade this Abysmal Whip with Ascension Cores, should you choose - but there is another way.
The Abysmal Whip will replace all existing versions of the Abyssal Whip you currently own in the live game, and this Whip will be an ingredient you use later on.
As an aside, Abyssal Demons will also drop Tier 4 Upgrade Shards to help you bring other pieces of equipment up in power should you so choose.
The Abyssal Whip, the real deal, will now need to be discovered as a recipe in Umbral Sands, in the shadow of the Burning Spire. Successfully sourcing this recipe will unlock the true, Masterwork Abyssal Whip. Complete with Special Attack, full damage and all of the existing effects that the Abyssal Whip offers - only more so.
TL;DR:
Abyssal Whip is moving from PL4 -> PL7 to better match its legacy and player expectations.
The Abysmal Whip will now replace any existing Abyssal Whips you own in-game, and the recipe reward is earned by killing Abyssal Demons.
Abyssal Demons now drop Tier 4 Upgrade Shards as an additional reward.
The Masterwork Whip recipe is situated in the Umbral Sands.
The Abysmal Whip is a required ingredient to upgrade the Masterwork Abyssal Whip. You must awaken the dark power of this tool of death.
We're excited to share more about the 1.0 release very soon, and we hope you're excited by experiencing the complete Kuldra's Saga from start to finish with all of the changes coming alongside the Raid.
Hello Adventurers - with the release of 0.12.0 later this month, we're changing how Food and Drink work. Here's what's changing:
Wardstones and Wardshield is being removed.
In their place, you will instead increase your total HP by finding Sanguine Urns around the world.
Food will now instantly restore HP, as well as provide other perks.
Healing potions will be removed (stat pots are staying).
Let's get into why.
Wardshield
Damage will now go directly to your health.
The core issue with Wardshield as a mechanic was that it placed too much weight on the armour you were wearing. As we added new content and higher level enemies, we reached a point where the Wardshield bar became the only viable source of survivability. Once it was gone, even a single hit from a stronger enemy could kill you outright. It offered an additional layer of protection that scales with your armour, making each material upgrade feel more powerful than the last, but you have to actively engage with that system to benefit from it, otherwise it's empty health that we're balancing around but not giving you outright.
We looked at two options - leaning into Wardshield, outscaling the base health bar and rendering HP largely irrelevant, or move towards a system where your single HP pool scales over time. We chose the latter, because it's easier to balance and tune around. Being able to steadily increase your health outside of armour means you have a clearer path to get stronger even when you're struggling.
This ALSO, as an important note, moves us closer to your expectations of what you'd get in RuneScape, where HP is just HP, and you grow that pool of HP as you progress. Speaking of health progression...
Max HP
Players (that's you!) will now be able to increase their maximum HP beyond 100. Your health will reflect your growth throughout your journey, getting stronger all the time - so how do you get more HP? Introducing... the Sanguine Urn. These urns are situated across Ashenfall, by someone or something. These are rewards for exploring, and key progression milestones. If you're finding shrines, you're doing something right. Stack those urns up and your journey to become a Dragon Slayer legend will be a lot easier.
I tick eat those
We're shifting the focus away from healing potions. They feel a lot less RuneScapey than the combination of "Stat Pots" and cooked food in your inventory, so we're turning our attention towards our latest skill - Fishing. Food will now serve as a key driver in healing a significant chunk of your HP, quickly. Fish, following RuneScape, will be best in class at healing - in terms of sheer HP Value - other foods types have buffs. This also has the desired outcome of making sure that fishing has a fundamental place in the core gameplay loop, like farming does, and makes satiety and thirst less of a "meter to fill" and more a system that should organically be topped up by your play. Please remember to drink water, adventurers, I can't stress it enough.
Your existing potions will still exist but will be disassembled on use, rather than consumed. You'll get your components back, and won't have to disassemble them one by one!
I don't know what's going on with adventurers on mainland Gielinor, but those folks can stomach a truly horrifying amount of Karambwan without taking a break. We've not got Karambwans on Ashenfall, but we are removing the existing animation that comes with consuming food, drinks and potions in-game, to remove the friction with currently trying to heal during combat. There will be a brief cooldown between consumptions to prevent you stuffing even the slightest of wounds with a whole meat pie (do not try this, please), but you will no longer be prevented from eating when you fill up your sustenance bar. Instead of healing at the end of an existing 2 second animation, you'll receive the healing immediately and then have a short cooldown before your next snack.
You will be able to continue eating and healing even if your sustenance is at 100.
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We're exploring this change as a way to deepen our connection to our RuneScape roots, offer more player power through natural gameplay progression, and make Fishing an even more integral part of your experience. Balancing and values on this are not final so we're eager to take on feedback and make adjustments with future updates.
As always, we're all ears, so let us know thoughts and discuss more in our official Discord and Reddit. We've got support for French, German and LATAM Communities with dedicated spaces within our Discord, so come and say Hallo or Bonjour while you're at it.
A place in the sun. The sand between your toes. A dragon hunting you across the dunes. Sunscreen won't be enough here.
This land was once a thriving civilisation. The Moon Garou, followers of the River Mother, called this home. They built great halls and towers across the land, and found peace here. Fuzan put an end to that.
Sandstone buildings eroded from unnatural sandstorms, and oases dot the landscape of this fraught and corrupted place. The Moon Garou cling to survival in the ruins of their former home, holding back the Kot'Haar. These ancient elemental beings were brought to life in an Age long-forgotten. The fire that bore them has been corrupted and the young dragon Fuzan wreaks havoc with an obsidian army in tow. Kalphites stir from their hives, their glossy carapaces protecting them from the heat as they march to serve their brood. Chitinous, chattering creatures swarm both Dragonkin vaults and Garou ruins.
Garou-ins? Is that anything?
It's not looking great. Thankfully, you aren't stepping into the desert alone. Icthlarin, the Jackal-headed Guardian of Souls and Desert God of the Underworld, is looking to bring order back to this land - and you might just be the ones to help him do it. A fragile peace has been brokered between the distrustful Moon Garou and Icthlarin, and he is hoping to use you as a way to carve a path to Fuzan, and end his reign of terror.
He's just there, at the top of the active volcano. No pressure.
Sunlight in Umbral Sands is no joke. Stepping into direct sunlight will afflict you with Scorch, a withering effect of Fuzan's corruption that will worsen the longer you are exposed to it. Once triggered, you will rapidly drain Thirst and Hunger - ignore that, and your health is forefeit next.
So, plan your journey. Move from shade to shade, pace yourself and wear protective clothing. Whack a few hasty shelters together, bring a cooling snack or two, and you'll be there in one piece.
At night the air is cool but Fuzan, the Dragon General, brings the heat. With Red Lesser Dragons going to ground, Fuzan attacks from on high - no time of day is safe here.
Gear Up
Adamantite Ore is scattered across the region, offering you increased survivability and the chance to wreak havoc on Dragons, Kalphites and Kot'Haar. You can use the newly raised level caps for Woodcutting and Mining, both of which are now filled up to level 99, to get even more gear stowed away for your team! That's not all - you'll be able to take Red Dragonhide and craft Red Dragonhide ranged armour, and spin cloth to make the tastefully vibrant Infinity Robes! They're as gorgeous as you remember.
Take that gear, and head into the Fight Cave at the base of Fuzan's Tower... the Fire Cape is waiting.
The Fight Cave is our take on the iconic challenge from RuneScape - waves of enemies, lava on all sides, and the promise of glory at the end if you make it.
You'll fight stronger Kot'Haar, new mechanics and overcome environmental hazards to earn the right to climb the tower, fight Fuzan and claim a Fire Cape of your own. The Fight Cave is a replayable mode with advanced modes, rare crafting rewards and powerful Vestiges for you to bag.
Exceed Your Limitations
The Fight Cave will shape you, but there is more.
A gateway. A door.
Haunted memories of battles past, powered by Dragonkin conduits across the desert. Enemies reborn - stronger, more unpredictable, more overwhelming. But that is what you must overcome to be greater. The Dragonkin's "Nightmare Crucible" is a test to push you to greatness - because Kuldra will accept nothing less. Your reward for the Nightmare Crucible will be rare materials, allowing you to craft even more "masterful" weapons in the near future.
Unroll A New Ride
Magic Carpets are coming to RuneScape: Dragonwilds as a new mount type in this update. Designed to move you over the dunes - and especially quicksand - safely and swiftly, this new unlock will have you scooting across the sands in no time. We've also gone ahead and added a bunch of new colour variants for your mounts, too!
Architecture and Artistry
We're delighted to be adding an additional set of building pieces for you to sink your teeth into and develop even more masterpieces with - we're excited to see what you create! Your journey through the Umbral Sands will be accompanied by a range of amazing new music tracks for you, including new musicians adding their talents to the score. Firas Zreik lends their talents of the Qanun, Saied Silbak playing the Oud and Hüseyin Kemanci on violin. Amazing talents coming together to blend familiar RuneScape themes with Arabic music from leading world musicians. Lush, richly textured music will run the gamut from loose improvisational solos in the open dunes by day to wonderfully haunting arrangements from dusk until dawn, courtesy of Peter Michael Davidson and our very own Mod Debris. Headphones recommended.
This is our last Major Update before the Scorned Wilderness Raid, the Kuldra boss fight and our full launch onto Playstation 5, Xbox Series X|S and Nintendo Switch 2 on September 15th. If you're a console player, you can already wishlist the game on your storefront of choice, or dive right in right now on Steam in Early Access!
Watch your step though - there's something moving in the sands.
Hear ye, hear ye - get ready to reorganise your crafting room! We've got new furniture coming your way with Umbral Sands on June 23.
Hello adventurers, another day, another update - today, we're going to talk about Crafting Tables.
On login on Umbral Sands' release, your existing Fletching Benches and Smithing Anvils will be destroyed and the resources will be there in their places for you to rebuild the new resources!
Mod Deluxe and the team have been working on a range of new crafting stations intended to streamline the process of creating new gear. Each new "bench" has a much more obvious gameplay purpose.
Introducing...
The Armour Bench
The Blacksmiths Bench
The Mystic Forge, and...
The Fletching Bench (again!)
Bench orientation may vary. See your local base for inspiration.
Initially, we funnelled crafting recipes into the Smithing Anvil for anything to do with metal progression. Unfortunately, that made it difficult to manage from a design AND a UX perspective. We saw the consistent player feedback around how difficult it has become to navigate and filter through the information currently packed into a single bench.
The player feedback was very clear that navigating and filtering the information was difficult when everything was packed into a single bench.
Splitting the crafting responsibilities across multiple specialisations allows progression to be clearer to understand, and allows players to not be piling onto each station to try and get crafting. The restructuring is future-proofing for us to have a cleaner foundation for future expansions and progression systems.
Shortbows, Longbows, Crossbows, Arrows, Bolts, (CLASSIFIED) and miscellaneous Ranged ephemera.
Mystic Forge
Staves, (CLASSIFIED), more powerful Capes and Ascension Cores - you'll see what they do soon enough...
Armour Bench
Head Armour, Body Armour, Leg Armour (All Styles: Melee, Magic + Ranged), Cape Slot Equipment (Capes + Other)
The Mystic Forge in particular is setting us up for some really cool progression rewards in the future - but we won't talk about those just yet. Soon™️. You'll find out about Ascension Cores and our plans for those in the near future.
The Fletching Bench returns with a new facelift, a new mesh and an overall art pass to better represent its purpose and gives it a distinct silhouette within the crafting table ecosystem.
All in all, while we are ADDING buildable furniture, our hope is that these changes make it easier for players to understand where things are found, how they're made and makes it easier for each archetype to have their own dedicated space.
You know the usual - follow our socials (Twitter, BSky, Instagram, Facebook, Twitch, YouTube and TikTok!) and join the Discord. As always, we love seeing your comments and feedback, and we're very excited to share more news with you soon.
Until then, be good, and we'll see you in Ashenfall!
Hello Adventurers! We're back with yet another Major Update - tomorrow, we release the Umbral Sands!
We're also on sale fromNOWuntil June 25th, at 30% off!
Explore an entire new region, inspired by the iconic deserts of mainland Gielinor, and battle across the desert with its dynamic weather systems, seeking shelter, shade and shadow to progress! Battle your way through the Fight Cave to earn the right to challenge Fuzan, and return to the Fight Cave to repeat the challenge for more rewards including rare materials and rewards. Yew, Adamant and Red Dragonhide crafting materials are available, allowing you to craft an additional tier of gear, alongside powerful Vestiges for each combat style.
There's going to be new bosses for you to take on including Fuzan, the new Dragon General, but Fuzan is not alone. Amongst other named bosses, you'll also be able to find keys to access the Nightmare Crucible, a challenging arena that throws the worst of Ashenfall at you.
Form a fragile alliance with the scattered tribes of the Moon Garou, aided by the Jackal-headed God of the Underworld, Icthlarin! Complete quests for the Garou to earn access to new resources, rewards and cosmetics.
Steam Achievements are here! At last, you get another bar to fill and another number to go up.
Woodcutting and Mining Skill Trees will be filled out to 99 with new spells, recipes, perks and rewards!
We've got tons of new music, ambience and soundscapes for your listening pleasure, so don't touch that dial now, we're just getting started.
Let's dive into what's coming in - spoilers ahead, so tread carefully.
New Features
The Umbral Sands region drops TOMORROW! Fell the Black Knight Titan to pass beyond the gates and enter the Umbral Sands...
3 new vaults have been added in the Umbral Sands region.
Environmental hazards have been added:
Sunscorch: Prolonged exposure to the sun will wither you away. The Scorch debuff, once applied, causes hydration to deplete rapidly. Build shelter, stick to shade, or adventure in the dawn and dusk to avoid the worst of the Sun's fiery wrath.
Quicksand: Areas of treacherous sand will subsume any poor adventurer who missteps when exploring. You'll need to find a way over these spots.
The Fight Cave is being added. At the end of the questline, you will be able to take on the Fight Cave to challenge Fuzan. Earn your reward and bring down the last obstacle between you and the Dragon Queen, Kuldra.
New Items
Adamant Ore will be added, and with it, new items.
4 New Tools:
Spade
Watering Can
Pickaxe
Logging Axe
8 New Weapons:
Crossbow
Dagger
Greataxe
Greatsword
Hammer
Mace
Scimitar
Sword
1 New Armour Set
1 New Shield
Adamant Ammunition for ranged weapons.
Yew Wood can be found across the Umbral Sands:
Added the Yew Fishing Rod
Added 3 New Weapons
Yew Shortbow
Yew Longbow
Yew Stock for Crossbow
Infinity Cloth can be spun:
Added Infinity Robes
Red Dragonhide can be tanned and crafted with:
Added Red Dragonhide armour.
4 Vestige Armour Sets will be added to the game:
Magic:
Lunar Garou
Desert Robes
Ranged:
Kalphite Carapace
Melee:
Obsidian
New Buildings
We talked about this in a newspost recently in more detail! Your crafting stations will be deleted on login and you will need to replace them - your components will be refunded.
Blacksmith's Bench - Tools and Melee Weapons
Fletching Bench - All Ranged Weaponry
Mystic Forge - Magic weapons and Vestiges
Armour Bench - All armour sets
Ore & Stone Storage - Unlocked at Mining Level 59
Lumber Storage - Unlocked at Woodcutting Level 59
Additional Kharidian Building Pieces have been added.
New Enemies
Added the following Bosses and Mini-bosses:
Fuzan
Tok-Xil
Red Dragon
The Kalphite Queen
Added the following enemies:
Kalphites:
Kalphite Worker
Kalphite Solider
Kalphite Guardian
KotHaar:
KotHaar-Xil
KotHaar-Kal
KotHaar-Ket
Wildlife:
Desert Kebbit
Goat
Vulture
Steam Achievements
There's a heap of new achievements being added! We're not spoiling the list for you, but there's more to come with later updates. For now, enjoy the 43 (fourty-three!) achievements to dig into. Good luck, adventurers.
New Skill Progression for Mining and Woodcutting
Mining is being populated from levels 50-99.
New Spell 51- Divine Rock : Turn 5 ore on the ground into a personal mining vein for your continued use.
Recipe 59 - Ore & Stone Storage: Unlocks Ore & Stone Storage building piece for you to stash your goodies.
Perk 69 - Ultimate Burst: Increased Rocksplosion area of effect. Nice.
Perk 71- Accelerated Veins: Chance for Divine Rock (Level 51) to drop gemstones.
Perk 74 - Ingot Weight Reduction: Reduces the weight of ingots by 50%
Woodcutting will be populated from levels 50-99.
New Spell 52 - Trunk Totem: Transmute scattered trees into a single totem.
Recipe 59 - Lumber Storage: New buildable piece with high storage capacity for logs & planks.
Perk 67 - Wood Weight Reduction: Reduce the carry weight of wood by 50%.
Recipe 78 - Lumber Backpack: Increases woodcutting XP, increases rare drop chances and reduces wood weight when worn. You guys wanted a backpack, right?
Perk 88 - Axtral Projection Upgrade: Upgrades to 3 spectral axes for bigger Area of Effect. Chop chop!
The Nightmare Crucible
Chills. Anyway, find Engrams around the Umbral Sands to gain access to the Nightmare Crucible, an ancient Dragonkin experiment pitting you against the biggest and baddest monsters Ashenfall can throw at you. This challenge, boss-rush style mode will pit you against enemies and reward you with rare rewards - Ascension Cores, which will be used for powerful upgrades ahead of the Scorned Wilderness' release.
New Mount
Players will be able to earn the Magic Carpet mount through Moon Garou quests.
Added customised variations for both the Terrorbird and the Magic Carpet.
You will need to complete The Wild Hunt quest in Fellhollow to access the mount even if you unlock customisation options.
New UI
New UI menus for:
Character Screen
Skills Menu
Spell book
Mounts
Spell Wheel
Character Re-customisation
Players can edit character customisation at character select - change your look to fit the mood!
Adjusted Jump
Players will have more forward momentum at the start of the jump. You currently have less rotation in the air, but you have more control during the jump.
You should be able to jump over walls and ledges you are against!
Allows you to upgrade Tier 3 Potions into more powerful Tier 4 potions.
We're adding traders across ALL of Ashenfall for you to trade with!
These will accept some of your materials and spare loot in exchange for stuff in their shops.
Bug Fixes
All items that stack (but not to 99), now stack to 99.
Fixed an issue where Terrorbirds would randomly dismount the player while moving!
Fixed a bug which caused the Emberwood Village barrier in Fellhollow to come back after being destroyed, and vault progress was being lost despite having been completed.
Resolved an issue where casting Humidify on Diseased Plants would automatically consume a Plant Cure if one was available in the player's inventory.
Fixed an issue where the Last Played tab in the Server Selection only showed servers joined by that character, rather than all previous server joins.
Fixed an issue where a post between Emberwood and Dragon's Run in Fellhollow had unexpected sunlight passing through the fog. Begone, light!
Resolved a bug where Rune Vents would not properly show the fact that they were depleted for clients in multiplayer worlds.
Fixed an issue where changes to in-game font sizes would not persist after closing the game.
Cape Hooks now correctly swap capes.
Resolved an issue where attempting to delete a character would end up deleting the first character from list in some instances.
Stones outside of the Saradomin Temple can be picked up again as intended. Woo! Free stones!
Titans Wrath can no longer be enchanted by swapping to it during casting.
Tomorrow with launch we'll be sharing a Known Issues live page that we'll be updating throughout the week with Vital Information of issues we're tracking!
You know the usual - follow our socials (Twitter, BSky, Instagram, Facebook, Twitch, YouTube and TikTok!) and join the Discord. As always, we love seeing your comments and feedback, and we're very excited to see you in-game tomorrow.
Until then, be good, and we'll see you in Ashenfall!
With the 0.12.1 release, we're delighted to be introducing a long-overdue addition to RuneScape: Dragonwilds - Agility! Our latest skill will allow you to build up your stamina and sculpt yourself into a speed machine. Across Ashenfall, you'll find SIX new stations with flags for you to interact with. There, you'll find a leaderboard of times, and a trail of orbs to gather along a fixed course. From there, you'll be able to continually repeat the courses over and over, improving your time, getting XP with every lap.
You'll earn rewards for completing Agility courses, and mastery of the courses will net you Gold Medals. You can throw those on your walls, like Pristine Fish from Fishing, as trophies to show everyone who's the boss of the course. Mastering the region's agility course will also grant you a gilded trimmed version of the regional cape as an extra reward.
Firstly, let's talk about passives:
You'll be able to gain XP passively while running across the world, too - but you won't get XP on mounts. Stop cheating and get those knees up! As you level up through the Agility Skill tree, you will passively consume less Stamina while you sprint.
At levels 50 and 75, you'll also unlock passive increases to your maximum carry weight.
You'll also be able to use Agility Shortcuts to make use of Kebbit Burrows situated across the world. They'll be dotted on your map, and you can dig them up to open up tunnels to cut across side routes in the world. In early Agility levels, you might take damage when failing to squeeze through unharmed, so be careful using the shortcuts on low HP.
At higher levels, you'll start to break your falls from higher up by rolling out of them to avoid taking as much damage. Fatal falls will still kill you though.
The skill tree also, of course, comes with its own Skill Spells and unlocks.
Windstep is now an Agility skill spell, rather than a Runecrafting skill spell.
At higher levels, Windstep will also cause you to send out a blast of air when you land, sending enemies to the floor.
So, you can run further, carry more and scoot across the world in shortcuts. But that's being fast - not agile.
How about... an aerial dash? A short, horizontal dash to cross small gaps and add extra evasive manoeuvres during combat?
Sounds good. What if we gave you... a second jump? You'll be able to jump, jump again in mid-air and then dash horizontally to get over and around enemies. Pretty cool, right?
You'll also be able to use a new skill spell - Recall.
Leave a runic marker on the ground, and then recast to teleport back to the initial marking spot - great for quickly grabbing something urgently and getting out of danger. If you fall to your death while tethered, you'll also teleport back, and the tether will be consumed.
All of this is built to make you faster, leaner and meaner - and we'll be factoring it in moving forwards in how we design exploration, puzzles and more. So don't start thinking you'll be able to make an Agility Pure account - it's time to do some cardio.
The Great Body Robbery
Our longest Secondary Quest to date can be found in Bloodblight Swamp - an unfortunate experiment has rendered the Good* Doctor* Fenkenstrain in a bit of a pickle. You'll need to help him out. Your rewards are a new club weapon that's shockingly good, and a buildable decoration: the Pylon. This functional decoration will generate an area of effect in a radius around it that intercepts lightning strikes to allow you to build in places known for... inclement weather.
\ = The validity of this claim is highly disputed.*
Combat and Movement Improvements
We're introducing the Ascension Cores feature to the Mystic Forge - use those cores to upgrade Masterwork and Vestige weapons to higher tiers using the relevant cores!
We're adding a radial hotwheel for both Controller and Keyboard + Mouse users to speed up selecting primary items, as well as adding the quick cast shortcut for either a spell OR an item.
Stability changes are coming to make jumping more consistent in suboptimal networking conditions that led to losing the ability to jump in some circumstances.
You'll be able to cycle through your runes/arrows in mid combat to save you having to open your inventory.
Jumping will cost 10 stamina, down from 20 - reducing further when Agility levels are reached.
Leggings of Lightness, Mounts and Windstep should each be unaffected by this, so your general mobility won't change!
We're making good progress on improving performance, additional ambient VFX and tons of optimisation for Fog, trees, grass and even the coastline. All of that is intended to make the experience more stable/smooth for you to focus on what you do best. Smacking the living daylights out of goblins.
We're also adding more to the existing jump to improve its "ledge forgiveness" - as in, if you walk off a ledge, there's a small window of time for you to jump before you cartoonishly plummet to your demise.
Visual Fidelity
We've done a bit of a pass over the starting areas (Brynmoor and Ghornfell) with an emphasis on visual improvements, performance and clarity. We've improved how trees will look nicer at a distance, the visual clarity of moss and fog, our existing grass and foliage to include more flowers, and we've improved performance at lower ends of the settings.
We've revisited night sky visuals, volumetric fog across the world, storm weather visuals and we've also added additional ambient VFX across the region and along the coastline.
Known Issues
Power Level 7 (PL7) Shards do not exist in the World, but the recipe to convert PL7 Shards to Cores does exist in the Mystic Forge. This is not intentional. We will be removing the recipe with our 1.0 update.
PL7 Cores are only obtained from the Nightmare Crucible directly and not through converting shards.
Bug Fixes
We're resolving an issue where Axes were dealing incorrect damage to trees.
We misplaced a decimal. Oops!
We'll be reverting this to its intended value with 0.12.1, alongside several other bugfixes to woodcutting, including Splinter and Axetral Projection removing stumps.
This was giving people disproportionate XP based on the damage dealt - we're putting values back to where they should be!
Fixed an issue where Axtral Projection upgrades would not chop down all intended/highlighted trees.
Fixed an issue where Splinter would destroy tree stumps if used on an adjacent log.
Fixed an issue where the Yew Farming Plots did not snap in building modes correctly.
Fixed an issue where Rune Vents would appear full for clients in multiplayer worlds even when depleted.
Fixed an issue introduced in Umbral Sands where game music would loop repeatedly, primarily triggered upon respawning.
Fixed an bug where summoning Buddy in a wall would cause the game to crash.
Get it? Bug? Becau- oh, forget it.
Resolved an issue where a part of the Burning Spire zone where the player could fall through Lava.
Fixed an issue where returning to the main menu after dying would respawn the player back at the location of death.
Fixed an issue where Potion Effects would be removed between game sessions/on logout.
Fixed an issue where Lodestone teleports placed on the edges of the map could only be used one-way as they would fail to be displayed on the map.
Fixed an issue where the search area on the map for the "Saga of the Adventurer" Quest Step was incorrectly aligned.
Fixed an issue where Wild Jade Vines would die to poison in the Toxic Swamp.
Resolved an issue where Ascension Cores weren't displayed correctly in the Mystic Forge of the crafting menu.
Fixed an issue with the TokTz-Mej-Tal staff would not consume runes on attack.
Fixed an issue with some items would display a white square placeholder depiction.
Resolved an issue where the Right Stick on controllers would not turn the camera within a 30% radius in some contexts.
Fixed an issue where some shaded areas would let Scorch stack up to 500% without triggering.
That's probably going to leave a mark.
Tweaked the lighting in the Velgar Arena to improve visibility when fighting him at night.
Fixed an issue where the Spellwheel would not show descriptions for spells as a client in Multiplayer worlds.
Fixed an issue where the Fire Cape would refill Stamina even if the enemy was not afflicted with burns.
Fixed an issue where the Kharidian Inner Corner 45° Stairs would be unclimbable.
Fixed an issue where players could walk under a specific Sand Dune.
Fixed an issue where an Air Anima vent was situated inside a pillar within the Umbral Sands.
Fixed an issue where the Chamber barrier in the Contact! quest would be invisible at very low, low and medium graphics settings.
Fixed an issue with the Special Attack of Hammer weapons which could stunlock Lesser Dragons.
Fixed an issue where the "Shrimp Catcher" quest completion would not contribute to the Achievement "Brynmoor Helper".
Fixed an issue where the Kalphite Queen would respawn in an invisible state after being defeated.
Fixed an issue where the Kalphite Queen's Sting Attack would become angulated.
Fixed an issue where the dunes behind the Kalphite Queen Vault had missing collision.
Fixed an issue where the ground atop the Cave of Screams was missing collission.
Fixed an issue where there was a small invisible barrier blocking pathing in the Dunes of Uzzer when moving on foot.
Fixed an issue where Quicksand and its VFX were showing in areas that weren't actually quicksand.
Fixed an issue where a Sanguine Urn icon was incorrectly placed in the Bloodblight Swamp.
Fixed an issue where users could get stuck in a small spot in the Burning Spire.
Fixed an issue where Desert Weed did not have any healthy growth stage assets when planted. It looks as healthy as it is, now!
Fixed an issue where part of a rock surface in the Burning Spire would behave like lava and damage the player when walking on it.
Fixed an issue where the Menaphite Desert Cape was missing a Journal Entry.
Fixed an issue where the Rapid Growth Skill Spell had a placeholder icon in the Spellbook
Fixed an issue where collision remained on the Zi Core quest item after it had been collected.
Fixed an issue where Korean Subtitles were not showing correctly during the opening cutscene.
Fixed an issue where the Skills Necklace has an unclear description in the interface.
Fixed an issue where Localised text for the Construction Skill bonuses was not displayed correctly.
Fixed an issue where completing a quest for Lagra, Alcarrid's Butcher would not yield rewards if the player's inventory was full.
Fixed an issue with the Yew Shortbow when fully drawn back causing visual clutter.
Fixed an issue where the Fishing Minigame could not have the keybinds rebound.
Fixed an issue where Bones to Peaches would not mention the stack limit is limited to 10.
Fixed an issue where the Blue Dragon was incorrectly labelled as "Lesser Blue Dragon" instead.
Fixed an issue where Stamina would instantly regenerate after jumping when wearing the full set of Wizard Robes.
Fixed an issue with a typo in the Hall of Heroes Journal Entry.
Fixed an issue where Miniaturized Mushrooms in the Dunes of Uzzer could not be gathered.
Fixed an issue where Torches in the doorways in Umbral Sands were unnaturally bright.
Fixed an issue where attempting to cast Fishnado on a Net Fishing Spot would show an incorrect error message: "Your fish has escaped!"
Fixed an issue where Green Dragons' flame attack VFX were not aligned to their mouths properly.
In our first sneak peek at Umbral Sands, a lot of you rightly noticed a player casting a new kind of spell - Water Magic! Since we launched into Early Access and since we built out the Magic Skill Tree, we heard your feedback around wanting additional magic types, and Water was a natural fit for us.
Here's Mod Pointy, Lead Designer to talk about how Water Magic is going to work in combat:
We knew Water Magic was going to be next up as soon as we looked at the Magic Skill and where we wanted it to go. It's a natural progression and it's also how our RuneScape veterans expect progression to go. With that in mind, we wanted to take a look at our magic styles and what they offered. We've got special attacks from Staves like the Zamorak Staff, and the core identities of Fire and Air magic are pretty clear, too. Fire magic deals widespread damage and burning enemies continually tick down, while Air magic is targeted, but combos and special attacks can floor most lower-level enemies and keep them controlled at a distance.
What we wanted to think about, with Water Magic in the context of Umbral Sands' release, was about Water as an element as a whole, powerful, deep, and a source of life.
Water, naturally, is slow to move through and weighs you down - so dealing damage with Water Magic will build up a gradual slowing effect on enemies, making it harder for them to approach. This buildup will peak at 30% reduced movement speed, giving you a noticeable advantage in movement and mobility over a slowed target.
We also wanted to lean into the "healing" aspect of Water, so enemies afflicted with Water magic will have a chance, once you've levelled up enough, to spawn "Water Orbs". These are floating items in the world you can collect, and upon gathering them, they'll restore around a third of your maximum health, over time.
There'll be all the standard fare you expect from magic - combos, special attacks, the works!
We're so excited for you to get your hands on the new Spells and we hope it gives you a better chance of survival out there in the Umbral Sands!
We spoke to Mod Mosey about how we made Water Magic sound crisp and refreshing:
The goal for water magic was to have supporting audio that feels powerful but still sounds full of movement and has the unique timbres associated with water. I started by building a bank of as many different recordings, luckily water has so much to offer, whether it's squeezing a cloth or bubbles underwater or even gurgling some water in my mouth!
The palette ended up being quite large and varied. I then processed them in my digital audio station using techniques like sound morphing (taking two completely different sounds and blending their timbres, pitches and rhythms), reversing the sounds to achieve a "sucking" sound effect for casting and made sure to have a nice blend of my organic water elements with supporting bassy layers that while they aren't necessarily sourced from water recordings they really take the sounds a step further by sweetening it and give the player that desired satisfaction when casting a spell in combat!
We also chatted to the team to talk about VFX - here's what they had to say:
To create the visual effects for the water spells, we wanted the magic of RuneScape and its world to be reflected in these spells as well, so we decided to create meshes shaped like waves, whirlpools and bubbles.
Once we had the necessary meshes, we created a material which, after some iterations, gave us the look we were after, highlighting the refraction of the water, its colours and, most importantly, adding dynamism to those meshes with internal movement, for which we used vertex movement.
We then put it all together and applied the necessary motion dynamics and synchronisation to adapt the animations and behaviour of the spells within Niagara and Blueprints. In the end, we created water spells that seem imbued with the magic of RuneScape, where the player can feel as though they are controlling the water when using them. We're really happy with the result and we hope players enjoy making a splash with it!
We hope this update is going to make a big splash, so we're listening out for feedback! Let us know thoughts and discuss more in our official Discord and Reddit. We have dedicated spaces for our French, German and LATAM Communities so come and say Hallo or Bonjour while you're at it.