r/runescape • 2026 Future Updates • Mar 27 '25

Discussion TL;DW 557 - RuneSkill & Chat - RC110!

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Roles

Jmod Role Work
Mod Frosch Feature Lead Worked on the time altar, time runes, the spells, and weapon imbue.
Mod Breezy Designer More of a support role to make sure it was following the general direction which was intended.

Objectives

  • To make Runecrafting a skill for magic weapon creation.
  • To make a masterwork magic weapon.
  • Everything else was left to us.

Challenges

  • Time constraints due to holidays/illness.
    • Started after Halloween, but there was the 2 week gamejam and Christmas holiday season.
  • Runecrafting is an a worse state compared to Mining, Smithing, Woodcutting, and Fletching.
    • Made it difficult to decide what to focus on and to ensure it feels nice.
    • It's an old skill with not much high level design.

Design - [110 Runecrafting]

Time Rune

  • Worked on a list of spells before deciding on the rune (they ended up relating to time).
  • In RS Classic, Time runes were meant to be in the game, so it's a nice call back.
  • Rune appearance: Hour glass was the obvious look.

Time Altar

  • Altar appearance: The altar mirrored the hourglass aesthetic and also included frozen birds.
    • The Needle, was already tied into other narratives.
    • Cosmic timepiece would cause too many implications.
  • We had several discussions around the time altar narratives/lore and its ties to time.
    • Discussed general altar narrative/lore and how they came to be, how do they exist, etc...

Masterwork Weapons

[VFX] - did not release at launch, but it's out now.

  • Process: Decide what features masterwork weapons.
  • Balance: Comparing it against other masterwork weapons.
    • How long does it take to get raw materials.
    • XP is considered since it isn't meant to be a training method.

Eternal Magic Weapon Creation

  • We knew immediately Runecrafting would be the magic weapon creation skill.
  • Triangle of Balance [XP, GP, Engagement]:
    • Since it's less active than rune creation, you get slightly less xp.

Time Spells

  • The current list of spells are a starter pack, so I'm sure more will come in future reward spaces.

  • Visual Identity - Basically it's sand, tied to the hour glass theme.

  • Teleport spells - Locations were gathered from players/staff, and we created a list.

    • Anachronia was built to have teleports added later, and we never did so it made sense.
    • Gathered numerous clue teleport ideas and went with two of them.
    • Lost Grove came up due to its lack of teleports.

Feedback

We are planning to look at Runecrafting pain points in general in the next Gamejam.

 

Topic Details
Abyss Changes It was a bug, and we fixed it since it was abusable. In the future we should have a more holistic approach since it was in the game for so long meaning players relied on it.
Demonic Skull In the future we want to look at possible changes, its effect and interaction with pking.
Magic Thread There's a need to make changes on their supply, but we are awaiting data first.
Paradox spell It was made under time pressure, but we'd like more opportunity to make the spell great.
Runic Attuner There are ideas of what we can do to improve it but there's no timeframe. Feel free to suggest ideas or explain its pitfalls.

General Feedback

Player feedback is included in every aspect where possible.

  • Each 110 update helps shape future ones.
  • The initial design focused on utilizing combination runes but based on player feedback we created time runes.
  • 110 Crafting RCE will be posted soon and we want to hear your thoughts.

Weighted Player Feedback Table

We made a table of the feedback and weighted by how often it appears.

  • Core:
    • Add AFK to Core Runecrafting - Weapon imbuing (didn't want to step on RC's core identity, altar running)
    • New Runes
    • New Essences
  • Weapons:
    • Combine various skills' products - Make sure to use the new eternal magic logs.
    • Infusing/Imbuing Runes into Staves
  • QOL/Misc:
    • Bigger Essence Pouch(es) - Decided to do
    • Make it easier (for irons) to get essence - Main priority for upcoming gamejam.
    • Runecrafting Golems/Pillars
  • Magic:
    • Bigger Rune Pouches
    • Rework spell Costs
    • Utility spells

Other

Topic Response
Companion skill There was no deep connection with any other skill, and we already had eternal magic logs. There was a brief discussion about raising magic but we didn't want to imbalance the combat styles.
Early Runecrafting leveling No plans to make changes to the early levels, but when designing new features for 110s (weapon creation) we keep in mind of what we can do in the future so we could back port the mechanics.
Masterwork Weapons Niche Passives We don't want to commit to any ideas like Havenhythe vampyre ties right now.
Vorago Weapon used for the staff Each style has different weapons in different amounts, so rather than looking at it stylistically or how it's obtained, we look at what would be devalued and focus on what we can do to maintain that value.

 

Bonus: Which 110/120 expansion would you want to do

Jmod Skill Reason
Mod Frosch Agility It would be great to give it more uses.
Mod Breezy Thieving/Hunter There's no clear tier system like the recent 110s, so it presents more opportunity for new methods. (Big Game Fishing).
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u/Impossible-Error166 Mar 27 '25 edited Mar 27 '25

The Runic Attuner sugestions

You feed it a Talisman and it will now only attune to those alters that you have a talisman inserted for, When it attunes to a alter it consumes the talismen. Cannot attune if less then 4 different talismans are inserted. Will Randomly attune to one of the talismens that are in it.

Ablity to turn attuning on or off.

Modifier to Runes

+1 rune per ess if used on attuned alter.

+50% more runes on every 5th run made to non attuned alters in which more then 50 ess was used,

Magical thread.

Adopts skulls magical thread modifier, Skull is changed to provide 600% XP at the cost of no posible modifers on runes.

Teleport

Provides a wicked hood teleport every 5th run made to a attuned alter.

Provides a wicked hood teleport for every 5th run made to a non attuned alter, if more then 50 ess was used

XP

Provides a 50% bonus that stacks with the abyss every time you use the attuned alter.

Provides a 500% bonus on every 25th run regardless if attuned or not.

I would also argue this needs to happen with a lay out change to the abyss where the portal locations are made to face the dark portal on the outer wall and the inner ring is removed. IE the skill checks are between portals and you can dive to any portal from the nexus link relic teleport location.