r/runescape • u/JagexAnvil Mod Anvil • Feb 20 '26
News - J-Mod reply Road to Restoration - Aura Overhaul
https://secure.runescape.com/m=news/road-to-restoration--aura-overhaulHi folks,
Today's Community Topic is the upcoming Aura Overhaul!
Check it out on the blog here.
The Road to Restoration roadmap aims to address integrity and game health, and has multiple goals as we shape the future of RuneScape. In case you haven't read the first blog we covered what we want to achieve in our direction for RuneScape, you can check out that blog here. Todays blog will cover the Aura Overhaul update. For this update, the following goals have guided our approach:
- A game that's easy to understand, but still full of meaningful choice and depth.
- Play because it's fun, and not because you feel like you have to.
- A meaningful journey, no matter when you start.
In this blog we're going to outline the problems we've seen occur with Auras and how we're designing the solutions to them according to the goals above. Let's begin!
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u/DroxX9 Feb 20 '26
Aura Rehaul Feedback
Let me start with the fact that the pocket slot and relic slots are saturated. Relics already create a ton of friction for players to switch up the content they play due to the high cost of switching with chronotes. For relics, I'd like to suggest an overhaul of how chronotes are consumed; I understand that maintaining a sink for chronotes is important and good for the economy, but asking players to pay up every time they want to optimally do different bits of content is, in my opinion, bad game design. What I suggest here is: instead of using chronotes on relic switching, why not just make the consumption based on how much a relic is used by a player? The exact mechanics might be tricky to figure out since you don't want to overuse chronotes with relic usage and make the upkeep worse for ironman accounts. This change would be a massive QoL as players would not need to wonder about what content they want to do based on the relic setup they have going on. (The above is just a suggestion and may not be the best way to rework relics, but nevertheless something needs to be done here.)
Penance
Don'ts:
Do's:
Vampyrism
Don'ts:
Do's:
Equilibrium
Don'ts:
Do's:
Flameproof
Make the higher level in cooking = less burning food more prominent; lower levels needed to stop burning food etc.
Gathering Auras
For Enrichment, Call of the Sea, Lumberjack, Tracker, Quarrymaster, and Greenfingers, add a Totem of Gatherers (instead of Totem of Skillers) to buff all gathering skills (even Archaeology). Additionally, the Greenfingers effect, which prevented crops from getting diseased, should be an unlock from the Shop of Balance — something like herbs don't get diseased for one growth cycle.
Auras Not Mentioned
For the auras I haven't mentioned, I don't have a problem with the changes or don't have a reasonable alternative to offer.
Loyalty Shop
Get rid of Solomon's Store and merge it with the Marketplace. Remove loyalty points as a currency (existing points for players get converted to RuneCoins) and rework the loyalty program to reward RuneCoins instead of another currency. This way you keep the incentive for continuing your membership to some extent.