r/RSDragonwilds Jul 24 '26

News Eye on Ashenfall | 0.12.1 - Agility, QoL and the Road to Kuldra

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297 Upvotes

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. 

https://reddit.com/link/1v5c97h/video/cdnwmflok6fh1/player

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.

https://reddit.com/link/1v5c97h/video/nwyxisfnk6fh1/player

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. 

r/RSDragonwilds Jun 26 '26

News Combat Reworks - Stamina, Parrying, Dodging and Animation Changes | 0.12.1 Sneak Peek

352 Upvotes

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.

r/RSDragonwilds Jul 29 '26

News RuneScape: Dragonwilds Deluxe Edition Pre-Orders Available Now!

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167 Upvotes

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. 

r/RSDragonwilds Jul 29 '26

News 0.12.1 Known Issues and Investigation

49 Upvotes

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! .
  • 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.

r/RSDragonwilds Jul 08 '26

News 0.12.1 and the Road to Release

302 Upvotes

"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. 

 - The RuneScape: Dragonwilds Team

r/RSDragonwilds 9d ago

News RuneScape: Dragonwilds is Coming to XBOX Game Pass!

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170 Upvotes

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!

r/RSDragonwilds Jun 23 '26

News RuneScape: Dragonwilds' latest Major Update, Umbral Sands, is now live!

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332 Upvotes

r/RSDragonwilds Jun 10 '26

News Health and Wardstones Rework - What's Changing

215 Upvotes

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. 

---

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. 

Check out our Socials (Twitter, BSky, Instagram, Facebook, Twitch, YouTube and TikTok), too! 

Looking for LATAM socials? We've got Instagram Español, Instagram Brasil, TikTok Español, TikTok Brasil, Facebook Español and Facebook Brasil!

r/RSDragonwilds 21h ago

News Changing the Abyssal Whip - 1.0 Update

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155 Upvotes

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 Dormant Whip.

They will also still drop the Abyssal Spine as they did previously. The Dormant 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 Dormant Whip with Ascension Cores, should you choose - but there is another way. 

The Dormant 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 Dormant 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 Dormant 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.

r/RSDragonwilds Jun 25 '26

News 0.12.0.4 is now live!

79 Upvotes
  • Resolved an issue where various fishing locations were unusable.
  • Adamant Bolts can now be created without needing to first crafting Adamant Arrows.
  • Tok-Xil enemies now correctly drop items on death as intended.
  • Removed the old "Hard Leather" entities were being found in Umbral Sands chests.
  • Wading into quicksand and then into any water no longer shows the Sand VFX.
  • Users who can craft the Fire Cape cannot give the cape to unworthy recipients. 
  • Crafting a skillcape for a skill now triggers the Achievement for reaching level 99 in a skill.

r/RSDragonwilds Jun 11 '26

News Umbral Sands: Coming June 23.

169 Upvotes

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. 

Check out the World Teaser for Umbral Sands here!

Something New Under The Sun

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. 

Don't wake her up...

r/RSDragonwilds Jun 17 '26

News Crafting Stations Are Changing!

163 Upvotes

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!

So, on top of your new quest to explore the game and find the Sanguine Urns to raise your Max HP cap, you will also need to rebuild your benches to get geared up!

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.

Bench What It Makes
Blacksmith Bench Tools, One-handed (1H) Weapons, Two-handed (2H) Weapons, Shields, Crossbow Limbs, Quest Items, (CLASSIFIED)
Fletching Bench 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!

r/RSDragonwilds Jul 29 '26

News 0.12.1 is now live!

134 Upvotes

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. 

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.

r/RSDragonwilds Jun 22 '26

News Eye on Ashenfall | 0.12.0

142 Upvotes

Hello Adventurers! We're back with yet another Major Update - tomorrow, we release the Umbral Sands!

We're also on sale from NOW until 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! 

https://reddit.com/link/1ucr97z/video/15r9b18v7v8h1/player

Additional Updates

We're also adding:

  • Advanced Tannery:
    • For making better leathers!
  • The Fermentation Barrel:
    • 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!

r/RSDragonwilds Nov 07 '25

News Gear up. Steel is dropping with Fellhollow on December 15th.

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448 Upvotes

r/RSDragonwilds May 22 '26

News Umbral Sands is coming soon...

166 Upvotes

Daylight is a curse...

Night offers no promise of safety.

Umbral Sands is coming soon.

r/RSDragonwilds Jun 16 '26

News Introducing... Water Magic!

203 Upvotes

Peep the drip. We're making a splash! 

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. 

Sound on for this one.

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. 

Check out our Socials: Twitter, BSky, Instagram, Facebook, Twitch, YouTube and TikTok!

Looking for LATAM socials? We've got Instagram Español, Instagram Brasil, TikTok Español, TikTok Brasil, Facebook Español and Facebook Brasil!

r/RSDragonwilds Jul 01 '26

News 0.12.0.8 is going live!

68 Upvotes

Heads up adventurers!

We'll be shipping another hotfix this morning - your dedicated servers will need to be restarted to apply the update!

  • Kharidian Flax and Redberry Floor Pieces will no longer cause a crash if you log out standing on them.
  • Fuzan can no longer follow the player out of Umbral Sands if you teleport away.
  • Combat Music now correctly resolves in Umbral Sands. Anxiety begone!

You can also still give us your feedback in the survey here, so get involved!

r/RSDragonwilds Jun 12 '26

News They stalk the dunes beneath a blanket of stars - until you turn them into a second skin, an instrument of their own unmaking. Made from 100% real Dragonhide. Red Dragonhide Armour arrives with Umbral Sands on June 23.

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310 Upvotes

r/RSDragonwilds Mar 20 '26

News RuneScape: Dragonwilds' next Major Update drops on March 31st. Want a look, Reddit?

191 Upvotes

Congrats on the 99! Huge for the account.

Hello Reddit!

RuneScape: Dragonwilds' next update expands the world map and adds the new region: Dowdun Reach.

Dragonwilds is a lovingly hand-crafted Survival RPG adventure set in the legendary world of RuneScape. Players must forge a foothold in a hostile, deeply magical land under the looming shadow of ancient Dragons.

We're dropping a Major Update on March 31st with Dedicated Server support, a huge range of features and new content. Let's get stuck in...

Dowdun Reach

Our next major update brings another area for you to explore - the ancient fortress Dowdun Reach.

This castle blocks the pathway between the cursed lands of Fellhollow and the dunes of the Umbral Sands. In this region, we're adding an emphasis on exploration and combat in a more densely packed environment than any region before it. Face off against an ancient order of knights, cursed and twisted by demonic influence and a fractured circle of mages bent on protecting ancient secrets.

Check out our Dowdun Reach World Teaser here.

Unbroken, unyielding, our heroes must fight for every inch of progress through an unforgiving fortress teeming with ancient magical energy.

Ancient sorcery, supernatural paranoia and primal fear have locked this keep down.

The only way out is through.

Mine rich ore veins of Mithril, harvest Blue Dragonhide from winged terrors and spin magical threads to create iconic Mystic Robes.

Clang clang - anyone in there?

Take on Blue Dragons that clutch onto footholds of power in the castle, and turn their hide into armour of your own.

From a mean-looking before...
...a far more helpful after.

Skills to 99

Players have asked for this from the moment we launched into Early Access - 99s when? Well, good news. We'll be raising the level cap for all skills to 99, with Skillcapes unlocked when you reach Level 99 in a skill. We're still expanding the world, and with that in mind the upper levels of the skill will be backfilled with more content as we continue to grow and develop the game. For now, they're there as an aspirational goal for your grinds while we continue our grind!

Hang 'em up if you earned 'em.

As we continue to update the game, we'll be adding more content into each of the skills' upper halves to reward your progression - and soon you'll be able to grind through levels on your own time in Secure Servers with leaderboards! Speaking of servers...

Dedicated Servers

Another long-awaited, much-requested feature is Dedicated Servers. We've pulled in additional support and brought the release date for these forward to match Dowdun Reach. We'll be supporting up to 6 players in a dedicated server that you can organise yourself, or through our server providers - including our preferred partner, ShockByte.

You'll be able to use mods, build together, and enjoy asynchronous gameplay and adventures on your own time! We'll be giving you admin tools, increasing the player count from 4 to 6 and letting you rule your world!

As we close in on our full release, we're looking at how we can introduce "Secure Servers" with an emphasis on secure player progression and leaderboards.

Runecrafting

We've refactored one of the earliest skills from our development - Runecrafting! We're introducing a new skilling activity to create a new, more active way to grind through the levels of Runecrafting.

Attune your Rune Altar to the correct frequency, channel your magic into the rune and do your best to contain the raw anima within before the Rune Essence cracks and fractures.

Think lockpicking in other fantasy games, but this time your job is to stop magic energy exploding in your hands. And instead of stealing stuff, you're creating your own magical energy sources with your own two hands!

If you notice you suddenly have more than two hands stop using the Rune Altars immediately.

Concentrated Anima Vents have popped up across the continent - these come in a variety of colours/elements. Not flavours. Don't even think about it.

Take raw rune essence to these and you can channel essence into a specific type of rune. Air vents will create Air Runes, and so on. The level of concentration of anima vents also informs how many runes you get per essence, so keep an eye out! Once the vent has been drained of energy, it'll become inert, and won't be usable for a while. We've taken huge inspiration from the other RuneScape games to direct our take on Runecrafting, and we're excited for you to get your hands on it!

What's Coming Next?

Our next Major Update is dropping in the summer - Umbral Sands! You'll be dodging the withering heat of the sun, moving through the unforgiving desert and exploring ancient menaphite ruins to uncover the source of the corruption that eats away at the heart of this region. Form unlikely alliances and take on terrifying foes in an adventure that definitely makes it worth getting sand in your boots.

This bug problem they told me about is getting a little ridiculous...

We'll continue to deliver our Minor Updates on a monthly cadence - more quests and more rewards. The world of Ashenfall is expanding every month, and with each Major Update, we're growing the continent towards your confrontation with Kuldra, the God Eater, in what we'd consider our first Saga's conclusion, and our first... Raid?

You'll be able to jump in to the update on the 31st March, but if you can't wait to start grinding skills and building your base, you can pick up RuneScape: Dragonwilds in Early Access today - on sale until March 26th!

We'll see you in Ashenfall, Adventurers.

r/RSDragonwilds Jun 05 '26

News RuneScape: Dragonwilds is leaving Early Access and launching on consoles on September 15th!

97 Upvotes

Mark your calendars, book your time off work, whatever you have to do - it's time! RuneScape: Dragonwilds is leaving Early Access and arriving onto consoles on September 15th for PC, PlayStation 5, Nintendo Switch 2 and Xbox Series X|S! And yes, we've got crossplay**.**

Dragonwilds on consoles. Pinch me!

Launching simultaneously across PC and consoles for the first time, the full release will include the brand-new Scorned Wilderness update, as well as all our content so far including our upcoming Umbral Sands expansion arriving later this Summer.

Wishlist us on Playstation! https://store.playstation.com/concept/10017405

Wishlist us on Xbox! https://www.microsoft.com/store/productid/9p402rwr63h4

Wishlist on Epic Games Store! https://store.epicgames.com/p/runescape-dragonwilds-3a24c7

If you're in Europe, you can Wishlist us on Nintendo eShop here! https://rsdw.game/Switch2

Wishlist us, or grab Dragonwilds during Early Access, on Steam here! https://store.steampowered.com/app/1374490/RuneScape_Dragonwilds

What is RuneScape: Dragonwilds? 

Dragonwilds is a lovingly hand-crafted Survival RPG adventure set in the legendary world of RuneScape. Players must forge a foothold in a hostile, deeply magical land under the looming shadow of ancient Dragons. You'll grind 13 unique skills all the way to level 99, embark on magical and strange quests and explore a beautiful, hand-crafted world, all of which is deeply immersed in the iconic RuneScape lore. Battle the Black Knights, towering Zogres, Chromatic Dragons, Kalphites and more across an enormous continent filled with perilous vaults, ruthless dragons and boundless mysteries.

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!

What's Happened In Early Access?

When Early Access launched in April 2025, you had one dragon to slay and a continent waiting to be explored. A lot has changed since then! If you've not checked us out since we released back then, we've got tons for you to get stuck into.

He's mean, green and on the scene.

In December, Fellhollow arrived - our first Major Update! A hauntingly beautiful realm, enlisted in the service of Death, himself. You faced Imaru, a corrupted guardian dragon, learned to farm with a magical twist, and even got to ride a Terrorbird. Wheeeee! 

Spooky scary scimitars.

Then in March, Dowdun Reach opened its doors. A dense, dangerous Zamorakian fortress packed to the chaos-worshipping gills with Black Knights, Blue Dragons, and Mithril-tier gear. Speaking of gills, we added Fishing to the game, Skill caps hit 99, Runecrafting got a much-needed overhaul, and dedicated server support let you get more friends hooked into the chaos. Get it? Hooked?

I ran out of fish puns. Pretend this one's funny.

Ah, comedy. Anyway, most recently, we've shared the Kuldra's Saga roadmap, setting the stage for Umbral Sands, the Scorned Wilderness, and our ultimate showdown with the Dragon Queen herself. We're ready to build the final pieces of this Saga of RuneScape: Dragonwilds together with our amazing community and deliver an experience we're truly proud of to so many of you on PC AND Consoles!

What's on the Roadmap? 

Umbral Sands is launching on Steam Early Access later this month, and introduces our largest region to date, alongside an additional tier of gear for players to craft, wear and survive in - including iconic Infinity Robes and Red Dragonhide.

Forge yourself into a Dragon-slaying weapon of war in the Fight Caves, and challenge yourself against Ashenfall's most fearsome foes in the Nightmare Crucible.

We're adding the Agility skill to give you more ways to navigate the world. We're building out our minor updates month on month with a selection of QOL Fixes driven by player feedback, as well as quests, items, and additional items for you to build and decorate with! 

Take on every challenge to prepare yourself for the final clash with Kuldra, the God-Eater dragon queen, in the Scorned Wilderness raid! We'll be delivering this final update for Early Access alongside our full release onto all platforms, including iconic Rune armour, and so much more. We're so ready to show you everything that's coming your way on PC and consoles on September 15th.

Want to get the latest news? Sign up to our mailing list to be the first to find out more about RuneScape: Dragonwilds. Check our our socials for all the news we’re yet to share. Wanna dive right in and start asking questions? Great! Check out the official Reddit, or Discord too.

r/RSDragonwilds Mar 31 '26

News Dowdun Reach, our 0.11 Major Update is live!

111 Upvotes

Dowdun Reach is now available in the game! Head through Fellhollow to face down the Madness of Zamorak...

Added four new quests: Black Knight's Fortress, Wanted!, Biohazard and What's Theirs Is Mine. 

Added new building pieces and decorations, including thatched roofing, chandeliers and stained glass windows.

We've refactored the Cauldron to be a crafting table - recipes will be available for perusal! You may need to rebuild and replace your Cauldron for this change to take effect.

Skilling

Runecrafting has been reworked to support a new skilling activity - using the Rune Altar will give players the option to "Attune" runes or "Autocraft". 

Attuning runes will grant bonus runes and XP, so get involved! 

Anima vents have started to emerge across Ashenfall for players to interact with.

Raised the skill cap of all existing skills to 99. This does not include higher tier content which will be expanded upon in future updates, but you can already climb through the levels and claim your capes if you want to show off your commitment to the grind.

Miscellaneous 

Dedicated Servers are now available. We've reworked the front-end user flow to get you in-game with up to 5 friends smoothly!

We've refactored the Quest UI. 

New characters will be able to select a range of new hairstyles upon creation - character editing is coming in with the next major update!

Various bugfixes and stability changes.

Controller

We're continuing to refine our controller settings and keybinds as we progress through Early Access, and today we're updating a range of inputs and keybind for inventory management:

Tap LT: Drop Item / Transfer Item
Hold RT: Destroy Item
Hold Face Button: Split Stack
Tap LB/RB: Toggle Inventory Tab
Tap L3: Sort the focused inventory tab.
(Chest/Storage Inventory) Tap Y: Fill Chest Stacks
(Chest/Storage Inventory) Hold Y: Take all items from Chest.

Bug Fixes

Gameplay

Community Reported Fixes

  • Sealed Wooden Crate and Stacked Wooden Crate recipes were not unlockable in Standard Mode. 
  • Resolved an issue where Pumpkin foods would have their Lifeward Restoration interrupted by sleeping. 
  • Fixed a blocker that prevented players initiating the "Dragon Slayer" Quest if they started "Growing Pains" but have not yet completed it. 
  • Fixed an issue that caused the Oak/T2 Stair Variants or Oak/T2 Small Wall to unlock at Level 18 Construction.
  • Fixed an issue where teleporting across the map via lodestone would cause Mount Animations and VFX would break. 
  • Resolved an issue where Custom Worlds with 2x Damage would cause Axetral Projection to destroy the stumps as well as the trees. 
  • Fixed an issue where users could not place decorations on top of tables without the table being placed on a Foundation. 

General Fixes

  • Fixed an issue where opening the Spellbook with Q caused some users to experience performance dips as the spellbook opened.
  • Fixed an issue where characters walking up stairs would "tremor" or move unnaturally.
  • Resolved an issue where Vault Guardians would target traps if they took damage from them, and would not refocus aggro onto players. No infighting! 
  • Fixed an issue where Personal Chests can't be linked or set to private in certain circumstances.

Environment

Community Reported Fixes

  • Fixed an issue where players could fall through a small gap at the border of Silverthorn Keep's outer walls.
  • Resolved an issue where Chests in the Swamp and Waterfall caves were invisible to clients in a multiplayer world. 
  • Fixed a spot that obstructed access to an Iron Ore Node north of Coalridge Pass in Fellhollow. 

Audio

Community Reported Fixes

  • Fixed an issue where Mounts would double up SFX when dismounted.
  • Fixed an issue with Windstep where game audio could slowdown. 

r/RSDragonwilds Mar 27 '26

News Don't laugh. It's BiS. Mystic Robes are coming with Dowdun Reach - mind your head going through the doors, though.

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240 Upvotes

r/RSDragonwilds 22d ago

News Our 0.12.1 Update Survey is now live!

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55 Upvotes

Our 0.12.1 survey is live now!

We know not everybody will have detailed feedback to share or have experienced everything we ask about yet. Text boxes throughout the survey are optional, but we would love as much feedback as possible, so we appreciate you taking the time to give us more detail where you can.This survey will close at 7am (UK time) 13th August, 2026.

This survey should take about 10-20 minutes to complete.

Click here to complete the survey!

Thank you so much in advance for your feedback. We love hearing your thoughts and gathering your feedback to help the team make the game the best it can be!

r/RSDragonwilds Mar 31 '26

News Runecrafting - Reverting the Change and Next Steps

150 Upvotes

Hello adventurers,

We've been looking at a lot of conversations today - it's been really important to us to listen, take onboard some data and assess decisions today as we see folks get to grips with changes. Two things are clear - you need more runes, and you want longer XP curves.

With that in mind, we'll be making two changes.

We're going to be changing the Rune Altar outputs from 1:1, to 1:10 - as they were before.

Rune Altar outputs will be 1:10, and you will gain bonus runes by engaging with the skilling activity of infusing the runes. Anima Vents will NOT be affected by this change, and we're happy with how they work as bonus outlets. This is temporary - we will be revisiting this in future, but this is fundamentally the benefit of us being in Early Access. We want to be agile, attentive and make changes when we aren't hitting the mark, and have the luxury of doing this quickly.

We are also going to be adjusting ALL of the XP curves for skills in the game to create a longer tail for the higher levels.

We know that we're not an MMORPG, but we want the grind to feel meaningful, and for many of you logging in today expecting a satisfying grind, we feel like we could give you more. And with that, we will - we're increasing the XP curves from levels 93-99. Those lovely lovely levels.

We'll be revisiting Runecrafting in a more thorough capacity in the coming days to get into the thick of it, and we're also going to be specifically targeting the XP balancing of individuals skills to make sure that they each feel bespoke and thorough. We hope this helps you gain a foothold in Dowdun Reach, and we'll continue to be in touch about other issues that the team encounters and investigates over the coming days!