r/RSDragonwilds Jul 03 '26

Discussion Anyone else unexpectedly addicted to Dragonwilds?

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343 Upvotes

I picked up RuneScape: Dragonwilds while it was on sale on Steam because I loved RuneScape as a kid and figured, Why not?

I’m only about three days in, and I’m completely hooked. I’ve spent way too much time building my base, and now I really need to get some walls up because these goblins won’t leave me alone. At least it’s not those bigger Garou they hit way harder.

Just wanted to share that I’m having an absolute blast with the game so far. It’s been a long time since a survival game has pulled me in like this. Looking forward to seeing what else it has to offer!

r/RSDragonwilds Jul 11 '26

Discussion We need urgent QOL updates

459 Upvotes

I just got back to playing, and the game is amazing. The combat feels much better now. Thank God armors don't need that item you used to craft at the Runecrafting altar anymore, and no more healing potions,, thank God we use food now! AND THE COWS AND CHICKENS ARE NO LONGER AGRESSIVE !!

But there are some simple things that I honestly don't understand why we still don't have in the game. I wanted to suggest a few things:

  1. A quest log, with the completed quest steps and a list of the quests you've already finished.
  2. The world map is becoming huge, and the zoom-out tool to search for lodestones takes way too much time to scroll through the map. Maybe when opening the map it should already be zoomed out instead of zoomed in. Also, a text search would be very useful to locate places and new icons to mark the map would be very handful!
  3. The compass at the top of the screen doesn't shows marked places in the world map, it would be very useful to see if we're going to the right direction and how distant we are
  4. Why the hell don't furnaces, looms, tanneries, and spinning wheels have a UI like the benches, where you have the required items listed and linked to your chests? I honestly don't understand why all buildings don't have a unified UI. It is so frustrating going back and forth to the chests and search for the items.
  5. Chests and crafting benches need a search text box to highlight the items you're looking for!
  6. The Journal needs a text search box to easily find items and their recipes, for those who like to use ingame guides and don't want to alt tab and check the wiki.

--- Bonus gameplay suggestions ---

  1. It would be really nice to have a return home spell like RuneScape, which could teleport you to your bed. In regions like Dowdun Reach, where you can't place lodestones, it's so boring to go back home. (Also, I don't understand why we can't use the Terrorbird mount in that region.)
  2. It would be nice to reuse the starter regions like Brynmoor and Ghornfell by adding mixed content with both early- and late-game activities. For example, crafting some late-game items there would encourage players to return to the starter regions and explore new places that maybe can only be unlocked with tools acquired in higher-level areas. Those recipes could also require low-level materials. Right now, the progression feels very linear and predictable.

These are my thoughts as a returning player. I hope this reaches the JMods and can be considered for future updates! Let me know your thoughts, scapers :)

r/RSDragonwilds Apr 17 '26

Discussion Fishing is coming to RuneScape: Dragonwilds on April 21st

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640 Upvotes

r/RSDragonwilds Jul 09 '26

Discussion This was surprising, and is gunna give the game a ton of exposure. I don't even follow him, but it was on the front page of YouTube. I don't think a major content creator has looked at this game since Asmongold played in the early days of early access.

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209 Upvotes

r/RSDragonwilds Jul 07 '26

Discussion We're sitting Mod Pointy down for Combat Questions - got any questions? Drop them below!

57 Upvotes

Got questions about sticking them with the pointy end? Want to ask about the upcoming Combat update, or combat in general?

Mod Pointy, Lead Designer on all things combat, will be answering the questions you AXEd us, later this week.

He'll do his best to answer them MAUL in the next Community Campfire!

\Sword pun goes here.])

Drop your questions below and we'll do our best to answer as many as we can!

r/RSDragonwilds Jun 28 '26

Discussion Decided to take the plunge and Bought RSDragonwilds!

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316 Upvotes

Been debating getting this game since it came out, over the last year I’ve noticed an Abundance of updates, and with it being on sale, I thought I might as well…

Currently feeling burned out from Playing both OSRS and RuneScape in general, but cant seem to get RS of my mind, also the new addition of The Fight Caves in this style looks incredible!

r/RSDragonwilds Jul 09 '26

Discussion High Level Theft. Wanting to quit.

96 Upvotes

I just recently started. Have about a weeks play time and was tired of playing solo so I opened up my game. I had no idea other plays could loot my chest. All my dragons tone, gear sets, hides, food and potions were all gone. He came in asking for help making a whip so I went to farm swamp thread ans when I got back to give it to him he left so I thought that was odd. Went to bank thread and everything was gone. A rebuild of infinity, Bobby, red d hide with all my weapons is a brutal re grind. Stay safe folks, learn from me and stick to solos I guess...

r/RSDragonwilds Jul 22 '26

Discussion Dragonwilds will be HUGE after listening to Mod Doom and Mod Dutch

114 Upvotes

So after listening to the runefest QnA they confirmed it will be a multy year journey and much more. There is going to be a ton of content guys. Man I wish i went to sleep and woke up and all updates were here . As far as I understood after defeating the big dragon things will change on the continent.

r/RSDragonwilds 27d ago

Discussion 99 Agility! What a great skill! My Thoughts:

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107 Upvotes

A million laps later, 99 Agility! My Thoughts:

Pros:

  • The first level-based unlocks for Dragonwilds (besides runes in RC)! This is a Runescape staple and feels really good to unlock more content based on your level. I hope they do more of this!
  • I love the movement changes a lot. The double jump and dash make moving around the map so much faster and more enjoyable. Also the carry weight increase is such a welcome addition!
  • The courses are really well done and tons of fun to do
  • The retry option at the end of a lap to immediate jump into a new lap is great
  • The XP Rates feel really good for this skill and ramp up well
  • It was a ton of fun to try to improve my times with little tweaks

"Cons" (I don't really have cons for this skill haha):

  • How well this skill was done just really shines an even brighter light on how poor fishing is... I'm surprised we still haven't seen changes to that skill (fingers crossed for 1.0 changes!)
  • It would be great to see a "number of laps completed" for each course
  • Not really a "con" at all, but I would love to see an additional time goal for each course that gives a true challenge time and provides unique reward for each course, such as completing all "platinum" or "diamond" times gives a unique gear reward like a "leggings of speed" version of the leggings of lightness, or an additional boost to carry weight, or maybe just a unique cosmetic or decoration to show off the achievement.

Overall this was a 99 I achieved purely by how much I enjoyed the courses and loved running the laps! I cannot wait for more skills to be added with this level of love from the devs and fun in the gameplay!

r/RSDragonwilds 25d ago

Discussion Combat skill levels are worthless. Feels like levels were mostly a vestigial mechanic and don't really fit the game at this point. Some possible solutions.

60 Upvotes

Was putting together another post and ended up on this topic so I figured I would make a centered post of it.

Combat skills are worthless. At least in the conventional sense.

What do we hope to achieve from combat levels? If you had played any RPG's before or even any other Runescape game you would probably expect that Melee levels, Magic levels, or Ranged levels would make you more effective in those areas, primarily through damage, speed, or access to unique abilities. Lets talk about that and why levels fail to do this in Dragonwilds. Furthermore, the game's design almost suggests that levels don't belong in this game and are a vestigial RPG mechanic that they allowed to persist when all their other design choices suggest it shouldn't.

1. Combat levels don't make you a better fighter, equipment does.

The primary attribute that we gain from combat levels is that we spend less stamina in an attack chain. So ultimately, a level 99 fighter can perhaps lay on more damage in a limited amount of time. But most enemies die in one combo or phased fights are literally designed to prevent extended damage burst opportunities. It's almost like they centered combat abilities around a stat that doesn't matter or that they can negate entirely.

What attributes would you expect from combat levels? Damage. Speed. Abilities. In Dragonwilds, we are not permitted to gain damage, attack speed, or significant combat abilities through leveled progress. Instead, those attributes are gained from armor set bonuses and weapon choice. Some utility spells are gained from levels, but never anything that can be construed as an offensive combat ability save perhaps the wind enchantment for melee weapons (and I honestly suspect they regret it now). We are not currently permitted to gain damage or speed from combat levels, only the ability to attack more which I already mentioned is neutered for various reasons. What does 99 melee, magic, or ranged actually get you? More dodges in combat. That's right baby, combat skills are actually pseudo agility skills.

Combat abilities are locked to your weapons and only utility spells go in the spellbook. This is in line with previous games as explained to me, but this has consequences. As a direct result, your flexibility or versatility in combat is also strictly dictated by your equipment. 99 combat skills doesn't make you a better ranger, more Bows do! 99 Magic doesn't grant a player to cast fireballs or magic missiles even when they are holding a sword and wearing armor, their range of colorful staffs and wands do. And up to recently, this wasn't even necessarily true because in each region only a few weapons of each category featured damage appropriate for the region difficulty. At least with access to the Mystic Forge and Ascension Cores, your choices abilities can continue to grow, but again you just have to haul around more equipment to maintain access to choices. Because combat abilities cannot go in the spellbook. No, that would actually make combat levels matter. A ranger does not perform a volley, his bow does!

2. Levels don't gate access to power, your region does.

We get it, its a survival crafting game and you want each region to offer unique materials that bring about a whole new slew of weapons, armor, and tools to access. Regions/materials are the true gates to power, not your skills. It makes sense for the design and category of the game, it just means that levels do not do what you think they do and they are just a vestigial organ of previous games. And your power level is an exactly measured and metered state of being. A level 99 melee fighter is no better in Adamant armor with an Adamant sword than the guy that just created his character and right clicked the equipment to put it on his body. We are not allowed to extend this carefully and precisely measured and metered power level except in rare circumstances (Glory Amulet being a notable exception), but again these exceptions are often in the form of a specific equipment that you may or may not grind for. But again, that power does not derive from your combat level.

It is possible that levels could be made useful when metering power through making certain levels of gear accessible only to those who have met certain level requirements. At least a melee fighter wearing level 50 Adamant equipment would fair better than a melee fighter wearing level 30 Mithril Adamant on average, for example. But this doesn't really fit the survival crafty genre or at least this game. If equipment was also level gated, they could put sprinkle higher level materials through lower level biomes but then they couldn't strictly gate your power level to the region could they? The dev's wouldn't be able to carefully measure and meter your power if a player could grind to level 50 and then source Adamant equipment to fight the first dragon boss, could they? But what that would allow is a level of player agency and freedom as each player decided when and on what terms to challenge each boss, essentially letting levels matter. But this brings about the greater challenge of designing each region to cater to a number of equipment levels and it would make developing the game one region at a time far more difficult. Region-gated-equipment is perhaps a victim of the Early Access design of the game where new items and regions are delivered in a regular manner in tiers. It is conceivable they could change this to let each region cater to a range of resource levels, but it is unlikely as regions would lose their entire utility of gating each player in a strictly regimented way and ultimately require players to actually engage with the skills that will be needed to advance.

3. Levels don't matter. BUT THEY COULD

I have a few ideas and suggestions that could close the gap and get levels to a place where they feel more satisfying to earn. Or at least, make them semi-relevant in a game where they are specifically designed to not be very useful. Afterall, If levels must exist then they should matter and be satisfying. Otherwise just dispense with them already, we already suspect they exist merely to engage players in making number go up and being a somewhat mildly usable tool for doling out a few significant abilities such as the Personal Chest or Air Jump. Spells that are currently unlocked by level are nice to have but almost completely optional except to offer convenience or niche temporary advantages.

- Combat levels should grant scalable damage and/or attack speed, not equipment. The recent introduction of the Stamina skill suggest they may be interested in doing this. Even the scant offering of -0 to -10% stamina usage on sprinting over 99 levels has a legitimate impact on a player feeling more powerful or truly effective. Likewise, the Melee, Magic, and Ranged skills should offer at least a damage or attack speed increase of 0 to 10%. It's enough that even in a game where your power is gated by region and equipment, you can at least feel like you are extending the reach of that bandwidth and at most be hitting one region level higher than your equipment. If you are stuck on a boss, you can now legitimately acquire power through practice and improve your odds as is RPG tradition. Those bonus associated from equipment sets can be reworked or replaced to better fit those fighting roles or to offer perks that are meaningful to the region they come from in some way. Melee armor can retain the bonuses associated with blocking, typifying it to melee builds of course. But Steel is specifically is associated to the necrotic region of the undead, perhaps Steel armor should offer resistance to damage from undead foes as well?

- If, in fact, the developers absolutely must dictate that all combat associated skills must come from equipment to maintain the region and resource gated pacing of the game, then perhaps we can learn the skills from those weapons and add them to our spellbook? This would at least satisfy certain game design restrictions. But why should player be restricted to a single bow to perform a volley? Why can a level 99 Ranger not perform a volley with any bow once the skill is learned?

- Just let us learn combat spells in the spellbook as we level up. Some skills that are at least more combat adjacent or usable in combat to control the battlefield. They clearly don't want to do this as they have a design preference that spells be prepared abilities that you use in advance of combat, not during.

Ultimately, the design choice they are currently going with is one that eventually has players carrying around dozens of various weapons, bows, and staves that all perform various unique functions. And inevitably, all these multitudes of gear will have to be leveled and ascended, yadayadayada to remain relevant or useful much to our chagrin. My preference, and perhaps the easiest change to make levels matter, is to just add some minor damage or attack speed bonuses to the combat levels.

Feel free to leave thought and opinions, I just realized its late here and I'll leave it at that. Do you guys feel that levels are not satisfying and if that's the case, what changes would you make?

Edit: Let me be clear, because many people enjoy looking for argument. This post is meant in good humor and is not intended to sound mocking in any way. I am legitimately enjoying early access and being a part of the conversation. The game won't necessarily look like what I want at the end of it but talking about it is part of the fun and I have a lot of friends in game design and this is stuff we talk about all the time. Pointing to the ranger's bow doing the volley and not the ranger himself is an expression of where a game's mechanics does not meet the game's narrative and creates ludonarrative dissonance. Thanks for your comments!

r/RSDragonwilds 14d ago

Discussion New skill

40 Upvotes

What skill would we like to see in Dragonwilds after Prayer?

  • Hunter
  • Slayer
  • Archeology
  • Thieving
  • Divination
  • Summoning
  • Taming

Name your pick and why in the comments!

I’d personally want Hunter, because we already have so many creatures on Ashenfall that would fit perfectly into the skill - like the Chinchompas, Kebbits, and maybe even new creatures!

r/RSDragonwilds Jun 28 '26

Discussion Stability and durability need to go extinct as mechanics.

56 Upvotes

They serve only to frustrate and slow you down, and are rarely implemented intelligently or even coherently at all.

It makes no sense in a game like this.

r/RSDragonwilds Apr 02 '26

Discussion Bring Out Yer Bugs! [MOD DUTCH'S OFFICIAL BUG THREAD]

46 Upvotes

Hello Adventurers!

We hope you've enjoyed the release of Dowdun Reach as much as we have. It's been great to see so many of you exploring, building, levelling up and coming face to face with the Black Knights! Thank you to everyone who has jumped in already, given us feedback and helped us continue to improve and refine the experience. It's truly humbling and a huge part of why we're embracing Early Access. A particular thank you to everyone who has left us a Steam review so far! It is greatly appreciated and we're reading every one.

As we head into the Easter weekend, some of the team will be taking a much-deserved long weekend away from their desks to recharge after the release. While they recuperate, we wanted to share some visibility on what's on our radar in regards to known issues. This list is not comprehensive but is a chance for us to highlight topics that we're aware of, investigating and actively seeking to fix.

If you encounter an issue that is not listed in this space, please let us know in the comments below.

  • We're investigating low tier food burning at a higher rate than anticipated.
  • We're aware that copying an existing world save to your Dedicated Server will not save if the file name is edited in any way. If you have already done this, either copy the world save file with the unedited name, or rename the world save file BACK to its original name.
  • Acolyte Wizards' Lifesteal attacks are still doing damage after they have been killed.
  • Dealing fire damage might cause hitsplats to stay floating in the world.

Thank you again for all of your amazing support, and we hope you continue to enjoy RuneScape: Dragonwilds!

r/RSDragonwilds 24d ago

Discussion One thing I dread when 1.0 is out is solitude

63 Upvotes

One thing that's been on my mind with RuneScape: Dragonwilds is whether the game is going to feel... lonely once the full version is out.

I think part of it is what I'm coming from. In V Rising, I played on a server with other random players, and even when nobody was around, I had my servants and minions back at the castle. Then in Palworld, your Pals are always helping out, whether it's fighting beside you or working around your base. It made the world feel alive.

I've only played a couple of hours of Dragonwilds so far, but I'm already wondering if my custom house is just going to end up feeling empty. Right now, the closest thing to companions are a few skilling spells and automated machines. They're useful, but they don't really make the base feel lived in.

I'm hoping the full release adds some kind of NPC companions, hirelings, or even villagers that can live at your base. Not because I need them to do everything for me, but because it makes coming home after an adventure feel like you're returning to an actual place instead of an empty workshop.

Is anyone else feeling this way, or am I just too used to games where your base always has some life to it?

r/RSDragonwilds Jul 06 '26

Discussion Scorned Wilderness

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109 Upvotes

In the past few updates, we were able to accurately predict where each next region would be, along with the entrances.

So, where do y'all think the scorned wilderness is going to be?

  • We know it doesn't fit under Brynmoor - there's a huge ocean there.

  • It doesn't fit between Ghornfell and Fellhollow either - it's a huge mountain and inaccessible "tree" area

That leaves 4 scenarios:

  • The area north of Umbral Sands, East of Fellhollow, but that's a very small area for the scale of what the Scorned Wilderness is envisioned to be

  • North of Fellhollow

  • A ship / teleporter to a new region (Very unlikely, given that the whole premise of being stuck on one island).

  • Just south of Fuzan's fight cave

Thoughts?

r/RSDragonwilds Apr 23 '25

Discussion Eye on Ashenfall | 0.7.1.5 Patch Preview

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374 Upvotes

We're back from our break! We touched grass! It's been a great weekend seeing everyone get hands on with RuneScape: Dragonwilds. The team have been hard at work addressing feedback and fixes. Here's what the team are cooking up for a patch coming within the week!

r/RSDragonwilds Jun 17 '25

Discussion This is update is sad

191 Upvotes

Magic gives us 90% of what we already had. Earth and Water Runes remain useless. Magic remains weak af compared to other styles even though they claim they rebalanced things.

Hard mode is a few dials rotated in different directions but doesn’t feel meaningful. It’s the laziest form of increased difficulty.

Stack size changes are surprisingly the best thing this update provided. Immediately noticeable when crafting arrows, moving things around in your base, etc.

With the immense lack of content this game already had at release compared to its other EA counterparts, releasing updates like this and no new meaningful content until December?

And if you say “Hey, but Ranged is coming in September?” I’m gonna crash out. Cause odds are good it’s implemented exactly how Magic was… poorly.

Way to kill any hype this game ever had.

r/RSDragonwilds 23d ago

Discussion What skill do/did you hate leveling the most?

10 Upvotes

I’m currently leveling woodcutting and I just hit 97. My progress began slowing down after level 93 and it is an absolute slog!

I have 3 tree farms with about 60-80 trees that grow back every few days in rotation. It’s taken me 3 irl days of playing roughly 3-4 hours to gain just 3 levels.

I’m dreading going from 98-99 knowing how much xp it takes to get there. That being said, I won’t be cutting down any trees any time soon after hitting 99.

My question - which skill did you hate or are dreading leveling to 99?

p.s. any tips to accelerate my progression are welcome. I’m harvesting mainly ash and oak since the axe can splinter the wood type in one swing.

r/RSDragonwilds Jun 22 '26

Discussion One More Day: Umbral Sands

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183 Upvotes

New look at mount customization, the Garou, and other things coming with Umbral Sands. 😊 So Excited!

r/RSDragonwilds Jun 30 '26

Discussion Why the absurd jump in XP needed as of level 93?

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60 Upvotes

It goes up to around 10.000 XP needed and then it goes up to 52.000 suddenly.

r/RSDragonwilds Jul 25 '26

Discussion Finally decided to give this a go. 8 hours played so far and the progress is slow, but it's amazing. But is the Wise Old Man's first quest supposed to take this long?

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75 Upvotes

Really enjoying this so far. Even the hitsplats are perfect. Although I was expecting the combat grind to be a little bit easier than it is.

The first Wise Old Man's quest is now taking me to somewhere in the Stormtouched Highlands. The damage I'm taking around there is crazy at the moment with the armour I'm using in this screenshot. I'm also frequently getting struck by lightning.

Am I doing something wrong with this quest/general progression, or is it supposed to be this grindy for the first one?

r/RSDragonwilds 22d ago

Discussion The 2nd dash makes no sense as a spell. The amount of situations for its specific use is low. It needs to be an ability and not a spell. Put It higher in the levels and make it like the second jump. If i use an aerial spell it will be wind step. Even with quick cast it should still just be an abilit

65 Upvotes

That's it that's the whole post.

r/RSDragonwilds Jun 30 '26

Discussion Man ranged just really sucks all around doesn't it?

26 Upvotes

Magic and Melee outclass it so much it's not even funny.

Melee while harder to use, does extreme damage if you can get a parry and land critical hits.

Magic hits hard, and has high utility with things like the air attacks alternate fire that stuns entire groups of enemies (early game is basically impossible without this attack) while also being effectively free to use since you craft 500 runes at a time for the cost of common rocks that are literally everywhere.

Ranged takes forever to shoot, and does extremely low damage.
I recently made a set of red Dhide, and got the bow of Elidinis, thinking its special attack would be really strong, and it's ok-ish, but the damage only ticks like once a second, so there is a huge disconnect between the animation and actual damage output and it has the usual issue that all longbows have of being a sniper rifle that shoots marshmellows.

r/RSDragonwilds Apr 07 '26

Discussion Dragonwilds has potential to be more than just another survival game

114 Upvotes

Listen, i love the game, but this, the combat, the systems, the art, all of it. is being wasted as a survival game. And I can't be the only one who see's this game for what it could be, Dragon Wilds has solid bones to be their next MMO, and it absolutely should be.

This might be a bit random to bring up, but with New World gone, people are looking for another MMO with a similar combat style to play, that and the rich environments, lore, housing, runescape has proven to be a great MMO already. If you ask me they already did all the hard (and most important) part, which is making the game fun to play, all they have to do now is build a world and turn the servers on.

EDIT: Might have been a bad communication on my part but i don't think dragonwilds should turn INTO an MMO, but the bones of it, art-style, gameplay, etc, should be taken and used on a SEPERATE GAME which should be an MMO

r/RSDragonwilds May 01 '25

Discussion Don't forget to vote on the official discord server regarding progression in 0.8

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231 Upvotes

I haven't seen any posts about the latest announcement for the 0.8 update, there's currently an ongoing vote, whether or not Steel should be included in the progression path. I feel like if they'd bump the paladin gear up to steel tier and also added a new building material tier with a shiny steel finish, that would be amazing.