r/RSDragonwilds 14d ago

News 0.12.1 and the Road to Release

298 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 26d ago

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

349 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 7h ago

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

83 Upvotes

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


r/RSDragonwilds 7h ago

Video Wizard's Tower in progress

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73 Upvotes

Seeing some of yalls builds inspired a wizards tower, trying to build higher but probably reached limit of stone


r/RSDragonwilds 5h ago

Discussion What DragonWilds is for me

33 Upvotes

I have played RuneScape on and off since the days of classic. Probably have 20,000+ hours across RS and OSRS..

I jumped into DragonWilds from the get go, and have never really been disappointed… Sure, frustration with few things but some already have or will get ironed out eventually.

I was just thinking, what does it feel like to play DragonWilds? How does it compare to the blissful years of my youth spent playing RuneScape?

Well, without trying to sound corny, it’s almost like living a dream… Growing up spending a lot of hours in the world of Gielinor, it was only natural that some nights I dreamt of being inside the world of RuneScape.. And not just clicking around with a mouse…

In some ways, DragonWilds has delivered on that dream… A more interactive and immersive world of RuneScape.

Thank you Jagex and the DragonWilds team. 😊


r/RSDragonwilds 1h ago

Discussion Thank you

Upvotes

I realise that the wonderful people that are the creators of these games we love probably hear this constantly, however I want to take the chance to speak as I haven't done so before.

Thank you. For all the work, passion and care you all put into this game that we all love, I haven't been obsessed with a game in quite some time (probably about a decade) and this has reignited a spark of creativity and adventure for me. I look forward to your future updates, and am very excited to see what comes next for us all come 1.0.

Much love,

A currently (very) sandy mage ☀️🏜️


r/RSDragonwilds 6h ago

Bug I accidently get out of bounds, and took some interesting screenshots.

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22 Upvotes

I somehow got knocked out of bounds from a fight with a dragon and have spent an absurd amount of time trying to recreate this in the past week...unsuccessfully. While out of bounds, by the time I was heading north and got took the last screenshot, I realized "if I die, I might not be able to get to my grave" freaked out and escape teleported out.

The dunes are really really huge outside and they do just cut off to what I assume is a huge drop to death on the edge. There is no scorch effect and some random "gaps" between them where you can fall through and most likely die.

The most interesting thing I found is that Fuzan's volcano and the mountains we can see way off in the distance are not skybox but actual 3D shapes. I think that I would have been able to jump to where the one on the far East was, but don't know if it is solid or if I'll fall though. It is nice to know they are real 3D textures instead of 2D skybox material.


r/RSDragonwilds 56m ago

Discussion Highlights from the First Look at RuneFest 2026 Dev Q&A Stream

Upvotes

There was a Twitch stream earlier today on the RuneScaoe, Old School RuneScape, and RSDragonwilds channels that teased a bit about what's to come at RuneFest as well as acted as a dev Q&A. I'm not going to do a full transcript of the interview with Mod Dutch and Mod Doom. This is simply highlighting the new information related to the game they were able to give.

  • Release window on when 1.0 will be available on each console.

No word YET, but they do have figured them out and will be announcing them at a later date.

  • What can be revealed about the future of Dragonwilds?

1.0 brings the story of Kuldra to an end, but not the end of Ashenfall's story. Ashenfall is a land full of ancient magics and bountiful resources that is still unknown to Gielinor as a whole. The story about how those ancient magics are defeated and how Ashenfall is going to be revealed to the rest of Gielinor is the story that's going to come next. It is a multi-year story. We'll get a bit more information closer to launch with details coming during RuneFest.

  • Any word on the Agility Update?

This wasn't brought up during the stream, so unfortunately not. Only putting this point here cause I'm sure some of y'all would ask. A big part of the reason I wanted to watch was to see if there was any information on this yet.

There wasn't any other information revealed. Mod Doom struggled not to spoil anything they weren't ready to reveal. If you are reading this Mod Doom, you did good. While I was hoping for some information on the Agility Update, hearing the cliff notes on what's to come after 1.0 has me excited. I can't wait to see what the team has been cooking up during RuneFest!


r/RSDragonwilds 3h ago

Discussion Runescape nostalgia in dragonwilds

6 Upvotes

What makes this game so special to me is the fact that I have been a runescape player since more than 15 years now and getting to explore the universe in third person as a survival game is like a deep breath of fresh air and scratches an itch I didn’t know I had.

I can’t help but do some wishful thinking from time to time that one day I’ll be able to explore the entirety of Gielinor in the same way. I’m not saying turn this into RS4, actually I prefer Dragonwilds remains it’s own unique thing but with the RS magical touch all around it.

However, if you had the chance to experience any content from the original game in the dragonwilds universe, what would it be? It could be a quest, an area, a specific skilling activity, anything. Personally, I would love being able to explore the Falador castle, play through the desert treasure quest, or even do archeology as a way to learn more about the lore.


r/RSDragonwilds 5h ago

Gameplay I got lucky with the rng on this one..

4 Upvotes

I think I literally got it on drop rate, not sure if theres an exact place to see my red dragon kc. Still gonna try for the skills necklace tho.


r/RSDragonwilds 8h ago

Spoiler ancient magicks

8 Upvotes

they basically just teased the addition of ancient magicks in the future


r/RSDragonwilds 14h ago

Question Where are our sneak peeks for the next update

24 Upvotes

I've been checking this subreddit daily for new posts from the mods. When can we expect some kind of post about the upcomming agility update? 😭


r/RSDragonwilds 20h ago

Gameplay The Fishing Skill... (a bit of a rant)

41 Upvotes

I love this game so much, having played over 700 hours, but man... what is up with the fishing skill? The XP rates, node spawns, skill cooldowns, and collection mechanism are quite bad when compared to the other skills in this game. I'm really surprised there has not been any update yet to address the many issues... I understand RS players enjoy grinds (I've played RS since '04), but the skill is so "off" when compared to the others (which feel like way more reasonable grinds). Fishing is one of my favorite skills in RS and I was so excited for it to be added to Dragonwilds, but its current state is disappointing.

Every skill in this game is part of the core gameplay loop, combat, artisan, woodcutting, cooking, mining, runecrafting, etc. are core gameplay requirements. While you certainly don't have to level all these skills very high if you don't want to, you consistently train and interact with them simply by playing the game and collecting the required materials. Conversely, fishing (and arguably Farming) are not at all required and can be completely ignored; but at least with Farming you get large amounts of food and materials, the skill can be done very passively at your base, has extremely useful spells, and has great xp rates... Fishing, however, is very inconvenient, time consuming, has awful xp rates, and food can be obtain from way easier and faster methods..

Let's compare Fishing to Mining (using Umbral Sands as the highest xp):

  1. Nodes
    1. There are over 50 Addy nodes in Umbral sands (in addition to stone and gypsum)
    2. There are 7 rod fishing nodes
  2. XP
    1. One Addy ore gives 151xp and there are at times 10-15 ores on one single node, with multiple nodes within a few feet. You can get 1500-2000xp from a single node in like 30 seconds without the spell (much more with xp boosts).
    2. Beltfish, for example, give 60xp each, require a crafted bait, take like 30 seconds per fish, and you can only catch like 8 of them before the node disappears... You can get less than 500 xp in like 4-5 minutes...
  3. Spells
    1. Mining has an explosion spell that lets you destroy 20+ addy ores at once on a 60 second cooldown (you can get well over 3k xp in one click every 60 seconds)
    2. Even when leveled up, Fishnado has a 200 second cooldown, only catches like 8 fish, and then the node is on a long cooldown alongside the spell
  4. Collection mechanism
    1. Mining is fast and gives xp every single click (24+ xp per click, more on a crit)... even when your explosion spell is on cooldown, you can get thousands of xp per minute hitting multiple ore at once, and ore is plentiful and everywhere
    2. Fishing requires a slow-ish minigame for 60 xp... its so bad that net fishing (which should just be used for bait collection), provides significantly better xp rates than rod fishing.

I'm just venting at this point but it is really confusing how completely different fishing is from the rest of the skills in terms of material collection, spell cooldowns, and xp rates. The irony with the above list is, mining has a significantly better xp rate and collection method and availability, but is so integral to the core gameplay loop (especially if you like building) that I have over 1.6M xp in it... over 600K xp over 99. Meanwhile, I have no real incentive to fish due to the availability of other food options, so the issues above just make fishing really a non-starter. You would think the really inconvenient skill that you won't 99 naturally in the gameplay loop would be the skill with the much better xp rate...

Recommendations:

Jagex could easily correct these issues by increasing rod fishing xp by like 5x, increasing the number of fishing nodes significantly, increasing their spawn rate, letting you catch 2, 3,4 fish at a time for 2x, 3x, 4x XP, introducing some kind of trap and leave mechanic to introduce a passing "farming-esque" method, and reducing the fishnado and frenzy spell cooldown to like 1/5 the current cooldown... I really hope before 1.0 they make some changes to fishing.


r/RSDragonwilds 1h ago

Question Fallen Logs

Upvotes

Hey everyone, just got into Dragonwilds about a week ago and loving it so much right now. I have a question, is there a way to push fallen logs around into a bunch so you can use splinter on more logs? Ill chop down multiple trees with axtral projection and they end up falling in multiple different directions and rolling away from each other. It's not a massive deal by any means but just wondering if I can move them at all. Thanks!


r/RSDragonwilds 9h ago

Discussion Prefered food buffs

4 Upvotes

What food do you guys use?

I tend to like the salmon and tomato meal, I forget what it is called but it has sea life perk for health regen. It also jas lower sustenance and like 160hp heal

I don't really use some of the other buffs. Veg Roll I used for a while for experience boost

What other useful foods/buffs are good?

I basically use pumpkin spice drink for exploring and ferocious drink for fighting.

Potions I only ever found the ones for xp boost for specific skills. I use them occasionally and the antiposion when in bloodblight swamp


r/RSDragonwilds 12h ago

Question Is this a solo type of game?

6 Upvotes

I understand its not mmo or meet new people in game, right? Is it a solo game that you can invite friends too? Does it have quests? If so how is the story?


r/RSDragonwilds 1d ago

Gameplay A lot of you requested it, so here's Dragonwilds at 720p low with Super Resolution and Frame gen enabled on the S24 Ultra.

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58 Upvotes

Unfortunately, im severely limited by the ram on this specific device. If you were to run this on a gen 5 snapdragon with 24gb of ram, it would easily lock a stable 60fps. This is also without a thermo electric cooler which would stop from thermal throttle (which is causing all the stutter). I still have a long way to go with the driver but it's certainly playable in its current state.


r/RSDragonwilds 20h ago

Gameplay Best crops for leveling farming XP

27 Upvotes

I could not find a list of what crops were the best to plant for leveling farming XP, so I tested it out and planted all of them except for berries. I was using the 30% XP potion, 10% XP food, and the 5% XP ring when I did this.

Barrel Cactus - 337xp

Bunny Cactus - 337xp

Cabbage - 193xp

Corpse Cotton - 337xp

Desert Weed - 337xp

Flax - 121xp

Harralander - 283xp

Irit - 553xp

Kuarm - 283xp

Marrentil - 283xp

Onion - 373xp

Pipe Cactus - 337xp

Potato - 193xp

Pumpkin - 553xp

Snapdragon - 463xp

Swampweed - 463xp

Toadflax - 463xp

Tomato - 373xp

Watermelon - 553xp

Wheat - 193xp


r/RSDragonwilds 6h ago

Bug Leaving the mount my screen "dark"

2 Upvotes

Hello i dont know how to explain but when i leave my mount "The bird" after he runs my screen has alot of bright becouse of the "speed" and u get some waves around the screen.
After i dismount my screen goes a little black then its ok again. But after i mount run and dismount,

Is this only me ???


r/RSDragonwilds 5h ago

Gameplay Went afk on hard mode and lost all my stuff any way to get it back?

1 Upvotes

I went afk in my base and when I came back was respawned at the starting church. I teleported back to my base, picked up my gravestone and there was only wood from where my base walls had been destroyed. I am on hard mode, is there any way to get my stuff back?


r/RSDragonwilds 1d ago

Gameplay My humble little castle cottage home

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34 Upvotes

r/RSDragonwilds 9h ago

Discussion What official modding/customization tools do you want to see at or after 1.0 release?

1 Upvotes

The biggest one to me is terrain/mapping tools. Even some very simple stuff would go an incredibly long way towards longevity for the game, making fan expansions a billion times easier.

Imagine the "recreate the layout of osrs Gielinor" projects, we could finally get to run from lumby to varrock and get rocked by some garou or dark wizards.

Im not super familiar with the details, but i dont think this would be too awful to implement? its unreal engine which is friendly to this type of thing generally, so im hopeful.

Theres many more official modding tools that would be great, but this is the one that feels essential to me. What else?


r/RSDragonwilds 1d ago

Gameplay Dragonwilds running natively in 1440p on a Galaxy S24 Ultra with a custom Turnip driver.

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36 Upvotes

r/RSDragonwilds 14h ago

Question Umbral Sands Vestiges..

2 Upvotes

Is there a database that shows every furniture / building vestige that was added with Umbral Sands.. can't seem to find it on the wiki or anywhere else..


r/RSDragonwilds 21h ago

Discussion Why is this not in the game?

5 Upvotes

Why is the ability to make signs not in the game? I simply want to label my chests on the outside so I can quickly identify them without opening them. Like the signs in Valheim. And I haven't seen a mod for this either. I did see another reddit post where someone said you can just put a large chest on a post and it will create white floating text. This is unacceptable! I just want basic customizable signs for labeling things.