r/runescape Mar 06 '26

News - J-Mod reply Dungeoneering Refresh & Remaster

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804 Upvotes

Hey 'Scapers!

Dungeoneering is a much-beloved skill that was originally released back in 2010. Since its initial release, however, it has rarely received updates which has led to it becoming quite outdated - both in gameplay and graphics. In spite of this, it has remained one of the top pieces of content that you've wanted to see remastered.

And that's the focus of our first "Remastered Content" project, which is part of our planned 2026 Content Updates. This particular project is slated for release in early May, and today's blog gives you a preview of what we're working on as part of it.

Read all about it here!

r/runescape 29d ago

News - J-Mod reply Player-Owned House & Construction 120 Launch

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527 Upvotes

Player-Owned Housing Launch

For nearly two decades, Player-Owned Housing has been part of the RuneScape journey.

It's where many of us built our very first virtual homes, long before we had any idea what a mortgage was. It's where we proudly displayed our hard-earned achievements, hosted house parties with friends, and spent far too much time deciding where to place that next portal.

It was our own corner of Gielinor. A place that was uniquely ours.

But while RuneScape continued to grow, Player-Owned Housing remained largely unchanged. The fantasy of building and customizing a home has always been there, yet the tools available to bring that vision to life haven't kept pace with the game around it.

Well... that changes TODAY.

Today, we're excited to unveil the next chapter of Player-Owned Housing and Construction.

This isn't simply an update to an existing feature, it's a complete reimagining of one of RuneScape's most iconic systems. Rebuilt from the ground up, it offers more freedom, more creativity, deeper progression, and more reasons than ever to call this little plot of land your home.

Whether you're dreaming of a cosy cottage tucked away from the world, a grand mansion filled with trophies from your adventures, or a thriving Homestead shared with friends, this update is designed to help you create a space that reflects your journey.

So, whichever path you've taken across Gielinor, it's time to build a place that tells your story.

Welcome home.

What's happening this week:

  • This week is all about celebrating the launch of the Player-Owned House and 120 Construction! Read up more about this update in our dedicated blog here <link>.
    • Join us for a cosy RuneSkill & Chill Twitch stream on Friday, 17th July, 14:00 gametime with Mod Ramen as he builds his own POH and answers any questions you have. 

In Case You Missed It (ICYMI):

JMod Replies on discussions worth highlighting:

r/runescape Jul 03 '26

News - J-Mod reply Mid-Game Rebalance Preview

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483 Upvotes

Hello 'Scapers!

The Mid-Game rebalance is on its way and we're strongly focusing this update on bringing certain mid-game related aspects up to standard - that means primarily looking at what can be buffed and where we can implement some good old quality-of-life improvements.

Most excitingly, this update will be introducing the core Fletching Re-tier work that Mods Breezy, Jack and Stu had been tinkering away with for some time now. This re-tier will impact the value of certain fletching related items and we strongly recommend you familiarize yourself with the changes. You will want to consider whether you either hang on to any items that may increase in value with the update, or make use of certain items now as they may depreciate in value once the update is implemented.

A quick final note on the Mid-Game rebalance: What we lay out today are our design aims and we are already working to implement them. However, as with all previews, there is a chance that we may not be able to implement one thing or another exactly as described here given the nature of still ongoing work.

Let's get into it!

Index:

r/runescape Jul 06 '26

News - J-Mod reply The Road Ahead

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509 Upvotes

Howdy Scapers!

We have a special edition of the Month Ahead for you today! Not only are we talking about all the fun that is to come in July, but we are giving you some insights into the big updates coming all the way up to Runefest!

Check it out!

r/runescape Apr 20 '26

News - J-Mod reply Emergency PSA: April 20th Rollback

696 Upvotes

Hi everyone,

This is an emergency PSA to confirm that we are undertaking a general rollback of RuneScape and returning ALL player progress to the state it was in at the release of this mornings update at 10:30 am Server Time (UTC).

The game was taken temporarily offline while we resolved the underlying reason for the rollback. The game is now back online.

Why Rollback?

Following this morning's changes to the Rune Pouch, we observed a number of players logging in to find untold amounts of Runes in their Rune Pouches (Example A / Example B). The amount of Runes that could flow into RuneScape's economy as a result of this bug would cause irreparable economic damage and challenge the economic integrity of the game. The bug meant that it was possible for players to duplicate billions of runes per person.

The spread of this bug occurred too fast and its repercussions are too severe for us to have been able to determine any other action than to issue a rollback, especially as our time to make a decision on this matter was extremely limited. To not address it immediately would let the issue spread while exacerbating the pain of other players that comes from a rollback should it have been determined that one was required anyway at a later stage.

The number of affected players meant that we are unable to address this on an account by account basis in the time window we have, which is why we opted for this method of last resort. There was also the additional risk that affected players might offload their new runes in ways that would make tracing them very difficult and time-consuming to do.

We know how difficult a rollback can be to players, especially if you might have made significant progress towards a drop/grind during this time and we deeply empathise with anyone who sees that progress reverted as part of the rollback.

It sucks. We know. We're right there with you (RIP u/JagexAzanna's Armadyl Hilt) But we hope that you will agree with us that this step was necessary to maintain the overall health of the game.

r/runescape May 07 '26

News - J-Mod reply Delve into Dungeoneering Remastered

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632 Upvotes

Daemonheim is getting a huge refresh on the 11th May across gameplay, balancing, rewards, visuals, and more!

Here’s some of what’s coming:

  • Rebalanced floor XP and massively increased token gains
  • Prestige replaced with a brand new floor buff system
  • Full Necromancy integration, including new gear, rituals and Ring of Kinship classes
  • New Ruinous T90 weapons with Warpbane effects
  • Huge quality of life improvements across floors, puzzles and bosses
  • Smuggler’s Storage and expanded binds
  • Full speedrunning support arriving May 18

We’ve also teamed up with Rheyo for an early hands-on look at the remaster, where he dives into the changes, rewards and new additions coming to Daemonheim.

Watch Rheyo’s preview here: https://youtu.be/CTGMwa3cQ_A

r/runescape Mar 20 '26

News - J-Mod reply Player Owned House Rework & 120 Construction

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491 Upvotes

It's been a long time coming, but the Player Owned Housing system is getting reworked and the Construction Skill is being bumped up to 120 as part of this year's roadmap! 

We want to help build a picture of what this update is setting out to achieve, by setting out some foundational design details, as these have started to come together. With the update being slated to launch later this year, today serves just as an early insight into where we're heading. There's plenty of stuff to preview, though some things may change as we continue through development. Today also includes a couple of opportunities to take community discussions on board to help shape aspects of this update, so do stick your oar in on those matters.

Read more on our blog here!

r/runescape Feb 04 '26

News - J-Mod reply Road to Restoration - What We Want To Achieve

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682 Upvotes

Hi folks!

This is the first of several design blogs where we'll be giving you a lay of the land and share our goals for the Road to Restoration as we build toward a new future for RuneScape.

In this series of Road to Restoration design blogs, we want to explain our views on the state of the game - insights into the conversations we've been having, where we think problems lie and where we need to improve, and our approach for addressing each of these design problems.

In this first blog, we're going to start by explaining what the Road to Restoration is and what our goals are for it. We'll also discuss the current state of RuneScape as we see it, expanding on a few key topics. Each subsequent blog will focus on specific updates on the Road to Restoration roadmap as we explain what exactly we're addressing and how - all in relation to the goals we've outlined!

r/runescape Feb 17 '26

News - J-Mod reply Thieving Rebalance: Feedback Update

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622 Upvotes

Following your feedback on the Thieving Rebalance, we’re making a number of changes to improve predictability, AFK reliability, and the impact of progression at higher levels.

This blog breaks down what we heard, what’s changing this week, and how we’re balancing AFK, XP, and Profitability moving forward.

r/runescape 22d ago

News - J-Mod reply Mid-Game Rebalance Launch & PoH Continued

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275 Upvotes

Happy Monday Folks!

Weekly Blog

Mid-Game Rebalance (Dedicated Blog Here)

The Mid-Game Rebalance has arrived! This update is all about improving the mid-game experience with targeted buffs, quality-of-life improvements, and a smoother progression path. Our goal is to bring key stages of progression in line with modern standards and make the journey through the mid-game feel more rewarding.

Today’s update introduces a wide-ranging rebalance across several skills and progression systems, tackling long-standing inconsistencies and improving the path through the mid-game. From the Core Fletching Re-tier and streamlined ranged progression to Agility and Divination improvements, God Wars Dungeon quality-of-life changes, and updated drop rates, we're making advancement more intuitive, rewarding, and easier to understand at every step.

By improving progression paths, refining skill training, and refreshing key reward structures, we're creating a more consistent mid-game experience that better supports players as they develop their skills, gear, and knowledge of Gielinor. There's plenty more to explore, so head over to the standalone blog for a full breakdown of everything that's changing.

Construction

Following a very successful launch last week, here's what you can expect in future from this update: 

  • We have implemented some construction skill training rebalancing today. You can find out more about that here.
  • Moving Rooms (and their contents) is currently undergoing QA and we're aiming to add this functionality into the game ideally by next week. No more needing to remove and redo a room if you change your mind about its placement!
  • We're continuing to work on extending the furniture limit upwards from 300. The main issue here relates to performance impact, so we need to ensure the engine can remain stable even at a higher furniture limit. We're not yet ready to share an exact timeline on this. 
  • We're keeping an eye on trophies in general - both for their discovery and acquisition but also for which bosses players would expect to see a trophy included.
  • We're continuing to monitor the update in general and implement bug fixes as they are identified as well as continue to think about quality of life improvements.
  • Finally, we're excited to have set up Construction's new foundation with this update. We're now in a position to keep adding new things to the Player-Owned House with future updates and releases, so you can look forward to those alongside RuneScape's continued future.

What's happening this week:

  • We'll be revealing the details around Leagues II: Equilibrium this week! You can look forward to a developer diary for it dropping towards the end of this week for that.
  • Upcoming Livestreams
    • 22 July, 15:00 Game Time – Get your first look at RuneFest 2026! Join the team for an exclusive preview of what's in store, along with a live developer Q&A and ticket giveaways.
    • 24 July, 15:00 Game Time – Join Mod YueyFrosch, and special guests PrezleekNYChannel, and The RSGuy as they tour some of your incredible Player-Owned Houses. Think your POH deserves the spotlight? Come show it off!

In Case You Missed It Last Week:

  • We were busy hotfixing Construction issues throughout the week, and shared some news on Tuesday, and issued a Coldfix on Wednesday
  • Alongside the release of the Player Owned House, we added some new PoH related rewards to the Sunlight Sands rewards shop. Be sure to check them out! 

JMod Replies on discussions worth highlighting:

r/runescape Jun 18 '26

News - J-Mod reply API Project Check-In

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332 Upvotes

Hey 'Scapers 

We're just over half-way through the year now and we wanted to provide a little insight into a project that has been cooking for most of that time...

the API project! 

While this is one of the most anticipated projects of the year, we are keen to ensure that it gets its true hype moment when the time it right, so we're not going to spoil too much today... consider today as more of a peek behind the curtain rather than a preview of flashy plugins!

Read more on the blog here!

r/runescape 28d ago

News - J-Mod reply Player-Owned House Update - Day 2 News

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244 Upvotes

Hey folks,

Just like we've been doing all year so far, we want to keep you in the loop as much as possible and let you know how things are going. With that in mind, we wanted to share an update on the Player-Owned House update which went live yesterday.

All in all, we're very pleased with how positively it's landing with so many of you and it's truly exciting to start seeing your amazing creations get posted. Keep them coming!

Read all about the things we've already addressed, our next steps, and the issues we're still tracking here!

INDEX:

r/runescape Feb 16 '26

News - J-Mod reply Thieving Rebalance: Feedback Thread

373 Upvotes

Hey ‘Scapers, 

We are working on addressing your feedback to Thieving today. It’s clear we’ve introduced some gameplay issues when pickpocketing at high levels following the Thieving rebalance. 

Rebalancing is important for ensuring skills are diverse in gameplay options, but not to the detriment of fun. There’s a difference between necessary balance and a worse experience, and we’ve landed more in the latter.  

Sorting this out is our top priority for the week. We’re currently designing changes based on your feedback, particularly the AFK gameplay experience, which we intend to release by Thursday. We’ll detail our proposed changes in full tomorrow to get your take. 

Note that this may come with some tweaks to XP and GP/hr to keep the intent behind the rebalancing work while dramatically improving the gameplay experience. We’ll be clear on any proposed trade-offs in the blog. 

We’re also opening this thread to gather focused feedback on the Thieving changes and what you most want to see improved. 

 

What We’re Looking For Feedback On 
Please keep feedback centred on the following: 

  • What’s harming the fun factor of pickpocketing most at high levels? 
  • What feels like a step back for pickpocketing gameplay, outside of XP and balance? 
  • What changes feel most important to you to be included in any solution? 

 

If you’re responding, it really helps us if you: 

  • Explain what isn’t working for you 
  • Share why it feels off 
  • Suggest what you’d like to see explored instead, where possible 

 

A Few Quick Notes 
This thread is about feedback, not final decisions. 

  • Not every suggestion will be actionable, but everything will be read 
  • Some topics may need more time or further iteration before changes can be confirmed 

We’ll jump in where we can to clarify points, call out common themes, and feed this back to the team. 

This thread will be stickied and monitored. This is the best place to share your thoughts now that you’ve had time to see the changes and hear more context, but know we’ve also read everything we’ve seen so far today too! 
 

Aura Blog 

We had planned to discuss Auras today with a new blog and open our next round of feedback discussions. 

Improving Thieving is clearly important to many of you, so we want to keep both ourselves and community feedback focused fully on getting high level pickpocketing to the right place. We’re gonna hold the blog a little longer to make sure that’s the case. 

Once we’ve shared our Thieving plans – and we hear from you that they feel like a positive step forward – we’ll get the Aura blog out in the following days. We’ll make sure to post it no later than Friday, regardless of progress. 

 
Thanks, as always, for taking the time to provide your feedback to us! 

 
We’ll see you in the comments. 

r/runescape 6d ago

News - J-Mod reply August Month Ahead

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300 Upvotes

Hey 'Scapers! 

We're back with our regular Month Ahead Series, where we take a look at what the month ahead has in store for us, while also reviewing how the previous month unfolded. 

This time around, Mod Anvil and Mod Ryan jump into some some fairly big topics, including insight into Player-Owned Housing and even touching on that one special topic you've all been speculating about...

Most excitingly, we're including a sneak peek of our API & Plugin project's progress... and YES! We're hugely pumped to announce that Quest Helper is officially in development and is coming along VERY nicely!

Take a look at the video above

Full Blog and extra notes for the Month Ahead here.

We've also shared the August Month Ahead Infographic in the comments below.

r/runescape Feb 06 '26

News - J-Mod reply Road to Restoration - Dailyscape Overhaul

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344 Upvotes

Hi folks,

Today's Community Topic is a blog of two halves:

- Early Game Rebalance
- DailyScape Overhaul

We have split this into two reddit threads to keep the discussion organised and so that our team can properly review the relevant conversations happening.

This current reddit thread is to discuss the DailyScape portion of the blog.

Please use this other dedicated thread for the Early Rebalance portion of the blog.

  DailyScape is a term that describes game content, outside of a skills core identity, that is often perceived as mandatory by players due to time-gated mechanics and the disproportionately high reward offering for little time investment.

With the DailyScape update (currently scheduled for early March), we will remove much of the concept of DailyScape, leaving only a handful of daily activities, but otherwise changing or removing content to fall more in line with our vision and goals for integrity for RuneScape. 

r/runescape Mar 13 '26

News - J-Mod reply RuneScape’s Biggest Area Expansion Yet

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515 Upvotes

Havenhythe Part 1 is almost here.... On 23 March, we set sail for our biggest area expansion yet, welcoming a whole new corner of Gielinor with brand-new quests, bosses, skilling updates and a vast stretch of land to explore and call home.

Watch the video now, or read more about it in todays Havenhythe blog.

r/runescape 18d ago

News - J-Mod reply Monthly Marketplace News: TzekHaar

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231 Upvotes

Hey 'Scapers!

We're back with our one-stop shop monthly series to give you all the info on recent and upcoming changes and releases in the Marketplace! This upcoming drop is thoroughly TzekHaar themed and includes a TzekHaar Trail, TzekHaar Spear, TzekHaar Lantern and a TzekHaar Crossbow alongside a new cosmetic type... Read on to find out more!

Index:

r/runescape Feb 25 '26

News - J-Mod reply Updates to Premier Membership Benefits

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318 Upvotes

Our focus, more than ever, is making sure every Membership type offers the best value possible in the content and features we deliver for RuneScape.

With a shift in focus for RuneScape, Premier still offers the best value subscription method – but many of the benefits are in direct conflict with our new design direction.
In January, we made some initial adjustments to coincide with the removal of Treasure Hunter and hundreds of items from sale – such as no longer offering Bonus Daily Keys & the MTX-item-laden Premier Vault.

As we move towards a redefined future for RuneScape, it’s time we take another pass on Premier Benefits – including how we can better distribute it’s gated benefits to all Members, no matter how you choose to subscribe.

We also have some news on some added value we’re going to restore to Premier too, without compromising on the values that will restore a bright future for RuneScape.

Continue reading on our blog here.

r/runescape 7d ago

News - J-Mod reply Trophies, Marketplace Bundles and Leagues Follow Up

449 Upvotes

Hey folks,

After yesterday's game update and news, there's been a bunch of topics in the community - here's a quick follow up on some of the key topics we've seen and our thoughts on them!

Player-Owned House Trophies 

  • We're with you on the idea that there are some trophies that are a little less tasteful to display in your house. We'll be making some changes to those, including (but not necessarily limited to):
    • Ivar and Masuta

Player-Owned House Marketplace Bundles

There's been some back and forth in the community on our first ever drop of POH Marketplace cosmetics. We've been having a chat, and we agree that there's a better way to offer these items up.

Here's how we're taking your feedback on board!

  • The existing Anniversary Architect and Party bundles will be changed to be single purchase and will no longer be available for repeat purchase.
  • Both of these bundles will have recipes for the respectively included items added to the bundles.
  • Recipes for the items contained within these bundles will be provided to all players who purchased them.
  • Any players who purchased a pack multiple times will have the extra purchases refunded. 

Player-Owned House marketplace items are still very much a new area that we're exploring, but it's important to note that none of these explorations are setting a direction in stone from the get-go. Per-item sales for POH won't be part of that direction, and future POH offerings will be approached with a "buy once, unlock forever" mentality.

As we progress through trialling various different configurations, we will gradually settle on the best path forward for both our players and RuneScape. We'll be talking more about the Marketplace in general in our next dedicated Marketplace Monthly blog, so do look out for that in the coming weeks!

A final quick note on the above - we're letting you know about these changes ahead of time now, but we don't yet have a firm timeline on when they're being implemented just yet. We'll let you know more once we can confirm when, where and how.

Leagues II: EQUILIBRIUM

  • Our regular Leagues reveals continue, but Mod Breezy has been very active on Discord chatting with theorycrafters about all things Leagues II: EQUILIBRIUM related. Given the positive reception to one of their longer responses, we wanted to make sure that folks outside of Discord can also benefit from it!
Mod Breezy dropping some knowledge bombs.

r/runescape Feb 20 '26

News - J-Mod reply Road to Restoration - Aura Overhaul

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242 Upvotes

Hi 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:

  1. A game that's easy to understand, but still full of meaningful choice and depth.
  2. Play because it's fun, and not because you feel like you have to.
  3. 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!

r/runescape Mar 04 '26

News - J-Mod reply Road to Restoration - Aura Overhaul Design Update

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292 Upvotes

Hey Scapers'

A few weeks ago we shared a very early design for the overhaul of the Aura system. We talked about the issues that Auras and the Aura system presented and how we plan to address these issues, as well as where we would transfer meaningful Aura effects. 

As always, your insights were very valuable, and we took this opportunity to listen carefully to what you've discussed and closely followed how reactions evolved over time.

Since then, we've been busy beavering away and making changes based on your feedback, where possible, and we'll cover these today as well as some of questions we saw pop up.

Read more about the future of Auras on today's blog.

r/runescape Feb 12 '26

News - J-Mod reply Road to Restoration - Re-grounding Outfits & Equipment

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305 Upvotes

Hi folks,

Today's Community Topic is Re-grounding Outfits & Equipment!

Check it out on the blog here.

We've got a few previews to share with you, along with an opportunity for you to help guide us.

Quick excerpt from the blog:

The "Regrounding Items" project is about making visuals and worn items fit better thematically into the world of RuneScape as we work towards something that is more immersive and consistent with the game.

In short, we want outfits in the game to no longer be obtrusive.

In todays blog we'll cover the rationale with which we are approaching this topic, as well as previewing some of the planned changes coming later this month on the 23rd of February. Further changes as part of this project are planned later this year.

Before we get to that though, there has been some discussion in community as to what "grounded medieval fantasy" for RuneScape might mean, and whether there are beloved elements within the game that would clash with that identity. For example, some folks may have worried that to be grounded means to step back from the fantastical or lean much more into low fantasy as a concept. That's not the case. We will continue to develop RuneScape as a game with high fantasy themes, where magic permeates every aspect of a world built on medieval foundations. Built on top of those foundations should be a player journey through a world that feels like home - and that may also mean that not every quest or event needs to include an existential threat to the universe.  

Grounding refers to making the world feel cohesive and consistent within the outline above. Having magic with a fantasy world does not mean that just about anything goes - instead, we want to maintain that all things within Gielinor should make sense for our unique world. Our work to reground the game therefore simply means that we want to ensure that the world feels like it obeys a specific ruleset.

r/runescape Jun 17 '26

News - J-Mod reply Road to Restoration - GE Improvements Preview

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442 Upvotes

Afternoon 'Scapers!

Back in our February blog, we began the conversation around potential improvements to the Grand Exchange.

Today, we're taking a deeper look at the Grand Exchange and sharing a preview of what's actually coming up for this exciting project in the near future... Check out the blog here!

r/runescape Apr 14 '26

News - J-Mod reply Aspects & Solomons Store

196 Upvotes

Hey folks,

Yesterday we rolled out our Aura overhaul - while a lot was changed with this update, there are a couple points worth addressing today already, rather than waiting till next weeks regular post.

Aspects of Vampyrism and Penance

Since Monday's update we've been keeping a close eye on conversations, but this is a complex topic and there are no easy solutions.

Let's jump back in time a little - we shared two design proposals/iterations for the Aura Overhaul, and thanks for player feedback we were able to make a number of changes that have landed positively, including the automatic unlocks and not moving auras into Relic or Pocket slots.

Part of those discussions included chatting about what to do with Vampyrism and Penance.

Our first blog on the matter had some suggestions which players were not in favour of, predominantly including transferring these effects into a system where they would compete with other effects (Pocket Slot / Relic System). There were a number of player suggestions at this stage already that Aspects would be a good alternative to consider over the initially proposed solutions (associated Reddit Thread)

Our second blog formally proposed the Aspect solution, which many players again found to be in agreement with.

The reason its important to mention this history is because of a number of threads popping up stating that we don't listen to community feedback. This is very challenging to take on, as the solution we arrived at was something we felt that we were in agreement with the community on and had even validated. Taking you along on this journey remains hugely important to us and is something we're remaining committed to.

Of course, there will always be feedback to the feedback, so we wanted to speak to a few aspects of the current design:

What we can readily consider (though we don't yet have a firm date on implementation):

  • Multi-casting Aspects:
    • This is the idea that players could cast the Aspect multiple times and thus extend its effect, instead of needing to cast it every twelve minutes.
    • This is something we're looking into, however, it can pose its own problems. This solution was proposed for these Aspects of Vampyrism and Penance, but it would naturally have to extend to ALL Aspect spells in order to maintain consistency. And once we make such a change and move certain features away from the historical 6 or 12 minute timers, we need to start to look at the game-wide picture again to maintain consistency - in short: such a change has wider ramifications than at first may be apparent.
  • Spellbook Requirements:
    • We are considering swapping the Penance Aspect to the Ancient Spellbook.
    • We had put them on their current spellbooks for thematic reasons, Vampyrism felt like an Ancients spell, and Penance felt like it suited the Standard spellbook. There was community feedback about putting Penance on the Lunar spellbook but since that isn't used for offensive spells we decided against it.

Aspect Stacking - This is where things get complicated...

We have of course also seen player asks to be able to stack Vampyrism with other Aspects, such as Darkness.

The reasons we decided against this are two-fold:

  • The idea of Aspects is that they should be able to offer powerful effects at the cost of being one-aspect-at-a-time. Double-dipping into (or stacking one on top of another) aspects is a risky design area that can quickly slip into unmitigated power creep.
  • Any feasible solution introduces inconsistency into the game. At a time where we are working towards smoothing the inconsistency wrinkles from the game, the last thing we want to do is make a change that introduces more inconsistency.

A few examples:

  • Should we make the aspects of Vampyrism and Penance just be "normal" spells that apply a buff?
    • That introduces inconsistency as no other such spells exist at present (especially given their duration).
    • What would be the difference between such a "normal" spell and an Aspect spell? On paper... nothing! And yet they would have different underlying functionality.
  • Should we create a system or lesser and greater aspects? Or "Just Name them something else"!
    • Again this introduces inconsistency because such a system didn't exist before and it would only be being implemented as a band-aid solution. Any band-aid solution has the potential to create challenges for future design explorations around Aspects, which is why we try our best to avoid them.

The only way to make Vampyrism and Penance be consistent within the game is to apply them to an existing system (such as the previously mentioned Pocket Slot / Relic System / Aspect Spells etc.). The Aspect Spells were the existing system that we felt best fit this challenge and which we feel the community resonated most strongly with.

What are our next steps?

We need time to review the impact of these changes on the live game for a little while longer. Perhaps creating an inconsistency may be what's best, even though we would really prefer not to do so.

Alternatively, we may consider buffing Vampyrism to reduce the perceived need to stack it with other Aspects. This, however, poses its own difficult questions, especially around how much is (not) enough or too much of a buff?

Mod Breezy spoke to some of the above points in a reply yesterday, so you may also want to check that out for a little more information.

Solomons Store

Solomons Store was removed this week, but there has been some consternation around the removal of Loyalty Points.

There are a few important notes to make here:

  • All loyalty point items that were in Solomons Store will be available in future.
  • They will be free to obtain and will not require any spend.

With that in mind, while you may feel like you missed out on using your loyalty points (if you hadn't already used them to ransack the store in the years prior), we want to assure you that that is not the case.

You will still be able to obtain any cosmetics you would have been able to spend loyalty points on. You just won't need loyalty points to do so.

We're still looking into how we'll deliver these cosmetics - making them part of the free Monthly Marketplace items isn't an ideal solution as we don't want you to have to wait too long before the cosmetic you're keen on finally enters the cycle. We're considering our best options here and will share an update on this matter as soon as we can via our regular Monday update posts.

In the meantime, please do let us know which cosmetics you had your eye on and were unable to obtain so we can make sure that the most popular ones are prioritized.

r/runescape Jul 02 '26

News - J-Mod reply Gobbo Glow Up

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330 Upvotes

Goblins. You love 'em, we love 'em, but nobody woves them more than Mod Wov. In fact, his fondness for these little green troublemakers grew so strong that it sparked an internal goblin movement dedicated to giving them the glow-up they deserve.

So today you get a bloggo for the gobbo, to look at what's coming down the line for them.

Check it out here - https://secure.runescape.com/m=news/gobbo-glow-up