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Full RuneClick update
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What changed
- Balance
- Workshop
- UI and audio
- Gameplay
- Store
RuneClick 2.0 is live. The Combat Update is in your client on next Steam restart. If you came to RuneClick for chopping trees and mining ore, all of that still works exactly the same. Combat is optional. If you came for something bigger, this is what you've been waiting for.
Three combat styles
Melee, Ranged, and Magic each show up in the active-skill row alongside the existing six gathering and production skills. Pick one and every keystroke and click becomes a swing, a shot, or a cast. The same way every other skill in RuneClick has always worked. No timers, no auto-attack ticks. Your real input is your damage. A stance picker sits next to the skill row and routes XP. Melee has four stances: Accurate, Aggressive, Defensive, and Shared. Ranged and Magic each have two. Hitpoints gains XP from every damage tick across all three styles. Combat has its own active state. While you're attacking an enemy your gathering and production skills don't tick. Switch back to one and combat stops.
Eight new skills
Attack, Strength, Defence, Hitpoints. Trained through Melee's stance picker.
Ranged. Its own selectable skill with its own stances.
Magic. Its own selectable skill. Casts spells from the spellbook.
Fletching. A production skill. Carves logs into unstrung bows, strings them into finished bows, fletches arrows.
Runecraft. A production skill. Converts rune essence into runes at the appropriate altar.
Six skills became fourteen. The skill list, the stats panel, the leaderboards dropdown, and the achievement tray all grew to match.
The Abyssal Lord
The endgame boss. Switches combat style as you take him down. Bring all three of your loadouts. His drop table holds some of the rarest things in the game.
Twenty-four enemies, four bosses
The ladder starts at chickens and rats and ends at The Abyssal Lord. Each enemy has its own art, idle and attack and death animations, drop tables, and a kill count tracked separately on your collection log. Boss tiers are marked with a red skull in the monster selector. Four bosses: Goblin Chief, Ogre Chieftain, The Plague King, and The Abyssal Lord. Each drops a unique pet that follows you around. Each gates rare upgrades worth hunting for.
The combat triangle
Melee beats Ranged. Ranged beats Magic. Magic beats Melee. A matchup badge on the enemy HP bar tells you whether you're STRONG or WEAK against the current target. Pick the right style for the encounter.
Gear families and presets
Combat gear is organized into four family-locked presets:
Skilling: your gathering tools (hatchet, pickaxe, fishing rod).
Melee: metal armor, sword, shield.
Ranged: leather, bow, arrows.
Magic: robes, staff.
A preset only accepts gear from its own family. Your active preset is whichever family matches your active skill. Switch from Mining to Melee and your gathering tools come off, your metal plate goes on, no manual swap needed. Each preset persists independently, so your melee loadout stays set while you play ranged. Accessories and the pet slot are shared across all four presets.
Metal hierarchy rebuilt
The smithable tool ladder is now six tiers: Bronze, Iron, Steel, Mithril, Adamant, Rune. Steel and above need coal to smelt. Three new ores entered the mining ladder: Coal, Mithril, and Adamantite. Magic Logs are the new top-tier wood. Raw Shark is the new top-tier fish. Silver and Gold stay in the game but are jewelry-only metals now. They don't make weapons or armor. Each metal has its full set: helmet, chestplate, legs, sword, shield. Smithing levels spread across the tier so the chestplate gates tier completion. Existing tools and bars migrate automatically on first load. Old Silver hatchets become Steel. Old Gold tools become Mithril. Old Runite becomes Rune.
Dragon, Black, and the drop-only tier
Dragon is the apex. The full Dragon armor set (helmet, chestplate, legs, shield) and the Dragon Sword exist only as drops from the hardest enemies in the game. None of them are craftable. Black is a new tier between Rune and Dragon. Also drop-only. Helmet, chestplate, legs, shield, sword. Real upgrades from Rune, easier to find than Dragon.
Ranged and Fletching
Six shortbow tiers from Oak to Elder. Six arrow tiers from Bronze to Rune. Nine leather armor pieces across three sub-tiers: Leather, Studded, Hard. Above all of that, a green Dragonhide set as the top-tier ranged armor. Fletching is a two-step craft. Cut a log into an unstrung bow, then string it. Bowstrings come from Flax or as monster drops. Finished shortbows sell well. Fletching is a money-maker on its own. Arrows are consumed per shot and lost on a miss. They equip to a dedicated arrows slot in the ranged preset.
Magic and Runecraft
Six staff tiers from Oak to Elder. Nine runes, each consumed per cast: Air, Mind, Water, Earth, Fire, Body, Cosmic, Chaos, Nature. Eleven spells across a spellbook UI with its own selector that sits opposite the monster picker. Magic robes have a three-tier crafting chain: Apprentice, Wizard, Mystic. Mystic is drop-only from late-game monsters. The lower two craft from cloth and thread. Staves above the starter tier each need a monster-drop catalyst to craft. Each tier has its own catalyst, dropped by an enemy that matches the tier's difficulty. When you cast a spell, the projectile color matches the spell element. Runecraft is its own skill with nine altars, one per rune. Each altar is animated. Standing at one converts rune essence into runes.
Active plus passive spells
Magic has a second concurrent slot. An active spell does the damage. A passive spell runs in the background, draining runes per combat input in exchange for an always-on buff. Two passives ship at 2.0:
Confuse. Cuts enemy effective Defence.
Empower. Boosts your max hit.
Passives work whether you're casting, shooting, or swinging a sword. Run out of runes and the passive auto-deactivates with a toast.
Poison and plague-touched food
Some enemies are putrid. Get hit and you start stacking poison. Stacks build to a cap, then damage you on a timer. Six new plague-touched foods, one per cooked-fish tier. Eating one cures your poison, grants temporary immunity, and gives you a chance to poison non-putrid enemies on hit. Trade a healing window for an offensive one.
Auto-eat and soft death
A new dedicated food slot lives below the equipment panel. Set an HP threshold in Settings. Below threshold, the game eats from this slot mid-fight. Player death is a soft cooldown. No XP loss, no item loss, no gold loss. The death animation plays and you respawn at full HP.
Combat HUD
A combat toggle button sits bottom-right above the XP bar. Clicking it opens the combat row: monster selector, stance picker, passive selector, and (for Magic) a spellbook button with a live rune counter. The monster selector is an icon grid. Hover any enemy for stats, drop table, and lifetime kill count. Rarity-tinted borders. Red skulls on bosses. Style hint in the corner. The equipment panel is a four-tab paper-doll, one tab per preset family. The stats panel got a new Combat section. A separate skilling-HUD toggle mirrors the combat one for the gathering side.
Animated props
Cooking's prop scales with your level. Campfire early on, stone fire pit further in, iron stove higher up, and a magical range at the top. Each is animated. Smithing swaps between an anvil for forging and a furnace for smelting bars depending on the active recipe. Both animated. The Magic Tree, Raw Shark, the Fletching workbench, and the Runecraft altars are animated too.
Onboarding
Combat is hidden by default if you haven't tried it. Open the combat HUD once, fight a chicken, and the new skills appear in your skill row. No tutorial gates. Returning v1.0.x players have their skill levels, gold, gear, achievements, and leaderboard ranks intact. Combat gear comes off your character on first launch (the v1.0.x save format had no combat slots) and goes into your bank. Equip what you want.
Achievements and leaderboards
The achievement count went from 30 to 63. The new ones cover boss kills, combat milestones, the Abyssal Lord, total kill counts, combat level, the boss pet chase, and full-set armor flexes. Eight new leaderboards for the new skills: Attack, Strength, Defence, Hitpoints, Ranged, Magic, Fletching, Runecraft. The existing nine boards continue uninterrupted. The autoclicker classifier got recalibrated for combat input rates. The in-game review queue (Settings → LEADERBOARDS) still works the same way it has since 1.0.4.
Notes
All existing leaderboard scores carry forward. The worker migrates pre-2.0 baselines so v1.0.x progression doesn't show as a sudden delta spike.
The XP-to-level curve is now twenty times what it was, so old levels mean the same thing they did but the numbers are bigger. Steam stats and leaderboards reflect the new scale automatically.
The overlay window now spans the entire virtual desktop. Multi-monitor setups can drag the character group between screens seamlessly.
Roughly 200 new items, 121 production recipes, 11 spells, 24 enemy art sets, 4 boss pets.
— Vosk
Source
Changelog.gg summarizes and formats this update. Original post from Steam News. How we read updates.
