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Steam News11 July 20261mo ago

Update 2.5.0 - Herblore and Farming

New skill: Herblore Herblore is a new production skill built around brewing combat potions.

In this update11

Full notes

Full RuneClick update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes17 additions11 changes0 removals
  • Gameplay
  • Balance
  • UI and audio
  • Performance
addedNew skill: HerbloreHerblore is a new production skill built around brewing combat potions. Herbs come out of the ground unidentified, so the first step is sorting them: grind a pile of mystery leaves and each one resolves into a random clean herb, the rarest showing up about once in eighty thousand sifts. From there you brew, one clean herb plus an empty vial plus a secondary ingredient into a finished potion, with a four-ingredient super mix at the very top. There are nineteen potions to learn, and a gold-sink apothecary bench you upgrade across three tiers to squeeze more experience out of every brew. You can also crush spare gems into dust for the trickier recipes, and the higher the gem the more dust it yields (the ultra-rare onyx is deliberately left out so a stray click can never destroy one). The nineteen potions:
changedNew skill: HerbloreKeen-Eye Potion (rare-drop chance), Scholar's Potion (experience), and Sacred Brew, a manual-burst overheal that trades offence for survivability.
addedNew skill: FarmingFarming grows in the background while you do everything else, no babysitting and no timers to race. Seeds arrive unidentified the way herbs do, so you sort them the same way, then assign a crop to a patch and it matures on its own, auto-harvesting to your bank and replanting from your seed stock. You start with four patches and can buy your way up to eight. Thirty-four crops wait to be grown: quick allotment vegetables, the fifteen herbs that feed your Herblore, three flowers, and trees and fruit trees that take real patience and pay a large lump of experience when they finally mature. Tree seeds are potted into saplings before planting, spare produce can be rotted down in a compost bin to toughen a patch, and a new Plant Cure item, bought cheap and used automatically, saves a crop the instant disease strikes.
addedThe Chaos Elemental, and the horde around itSeven new enemies join the roster, each carrying ingredients your new skills want, from imps and unicorns up through ents and moss giants. Past the Abyssal Lord a new apex boss waits: the Chaos Elemental, a fourteen-thousand-health monster that will not hold still. It rotates through three phases, answering with magic, then ranged, then a heavier melee, and it drains your combat stats a little with every exchange, which is exactly what the new Super Restore is for. Bring it down and it may hand over piles of gold, dragon bones, rare gear, and a baby of its own. It stays locked until you have beaten the Abyssal Lord.
changedPotions and food, reworkedBuffs were reworked to make room for all of this.
changedPotions and food, reworkedPotions live in their own stack. Equip as many as you have brewed through a picker that stays open, and each one shows a live count of doses left and doses in the bank, turning red when you run dry.

RuneClick changes

addedHerblore is a new production skill built around brewing combat potions. Herbs come out of the ground unidentified, so the first step is sorting them: grind a pile of mystery leaves and each one resolves into a random clean herb, the rarest showing up about once in eighty thousand sifts. From there you brew, one clean herb plus an empty vial plus a secondary ingredient into a finished potion, with a four-ingredient super mix at the very top. There are nineteen potions to learn, and a gold-sink apothecary bench you upgrade across three tiers to squeeze more experience out of every brew. You can also crush spare gems into dust for the trickier recipes, and the higher the gem the more dust it yields (the ultra-rare onyx is deliberately left out so a stray click can never destroy one). The nineteen potions:
changedKeen-Eye Potion (rare-drop chance), Scholar's Potion (experience), and Sacred Brew, a manual-burst overheal that trades offence for survivability.
addedFarming grows in the background while you do everything else, no babysitting and no timers to race. Seeds arrive unidentified the way herbs do, so you sort them the same way, then assign a crop to a patch and it matures on its own, auto-harvesting to your bank and replanting from your seed stock. You start with four patches and can buy your way up to eight. Thirty-four crops wait to be grown: quick allotment vegetables, the fifteen herbs that feed your Herblore, three flowers, and trees and fruit trees that take real patience and pay a large lump of experience when they finally mature. Tree seeds are potted into saplings before planting, spare produce can be rotted down in a compost bin to toughen a patch, and a new Plant Cure item, bought cheap and used automatically, saves a crop the instant disease strikes.
addedSeven new enemies join the roster, each carrying ingredients your new skills want, from imps and unicorns up through ents and moss giants. Past the Abyssal Lord a new apex boss waits: the Chaos Elemental, a fourteen-thousand-health monster that will not hold still. It rotates through three phases, answering with magic, then ranged, then a heavier melee, and it drains your combat stats a little with every exchange, which is exactly what the new Super Restore is for. Bring it down and it may hand over piles of gold, dragon bones, rare gear, and a baby of its own. It stays locked until you have beaten the Abyssal Lord.
changedBuffs were reworked to make room for all of this.

New skill: Herblore

Herblore is a new production skill built around brewing combat potions. Herbs come out of the ground unidentified, so the first step is sorting them: grind a pile of mystery leaves and each one resolves into a random clean herb, the rarest showing up about once in eighty thousand sifts. From there you brew, one clean herb plus an empty vial plus a secondary ingredient into a finished potion, with a four-ingredient super mix at the very top. There are nineteen potions to learn, and a gold-sink apothecary bench you upgrade across three tiers to squeeze more experience out of every brew. You can also crush spare gems into dust for the trickier recipes, and the higher the gem the more dust it yields (the ultra-rare onyx is deliberately left out so a stray click can never destroy one). The nineteen potions:

  • Attack, Strength, and Defence Potions, plus their Super versions, temporary boosts to each melee stat.

  • Ranging and Magic Potions, plus Super Ranging and Super Magic, for the other two combat styles.

  • Super Combat, a single capstone brew that lifts attack, strength, and defence together.

  • Prayer Potion, Prayer Regeneration, and Super Restore, which drip prayer points back per action mid-fight (Super Restore also clears stat drain).

  • Antipoison and Super Antipoison, which cure and hold off poison.

  • Keen-Eye Potion (rare-drop chance), Scholar's Potion (experience), and Sacred Brew, a manual-burst overheal that trades offence for survivability.

New skill: Farming

Farming grows in the background while you do everything else, no babysitting and no timers to race. Seeds arrive unidentified the way herbs do, so you sort them the same way, then assign a crop to a patch and it matures on its own, auto-harvesting to your bank and replanting from your seed stock. You start with four patches and can buy your way up to eight. Thirty-four crops wait to be grown: quick allotment vegetables, the fifteen herbs that feed your Herblore, three flowers, and trees and fruit trees that take real patience and pay a large lump of experience when they finally mature. Tree seeds are potted into saplings before planting, spare produce can be rotted down in a compost bin to toughen a patch, and a new Plant Cure item, bought cheap and used automatically, saves a crop the instant disease strikes.

The Chaos Elemental, and the horde around it

Seven new enemies join the roster, each carrying ingredients your new skills want, from imps and unicorns up through ents and moss giants. Past the Abyssal Lord a new apex boss waits: the Chaos Elemental, a fourteen-thousand-health monster that will not hold still. It rotates through three phases, answering with magic, then ranged, then a heavier melee, and it drains your combat stats a little with every exchange, which is exactly what the new Super Restore is for. Bring it down and it may hand over piles of gold, dragon bones, rare gear, and a baby of its own. It stays locked until you have beaten the Abyssal Lord.

Steam post imageSteam post imageSteam post imageSteam post imageSteam post image

Potions and food, reworked

Buffs were reworked to make room for all of this.

  • Food now fills a single slot, one cooked dish giving its experience, luck, or double-resource bonus at a time. The emergency auto-eat slot is unchanged.

  • Potions live in their own stack. Equip as many as you have brewed through a picker that stays open, and each one shows a live count of doses left and doses in the bank, turning red when you run dry.

  • Potions now decay in combat and take effect per action, so a boost is fuel you spend rather than a switch you leave on. Same-stat potions take the higher value instead of compounding; different stats stack.

  • Prayer potions drip points back as you fight so your overhead wards stay up.

  • Antipoison and Super Antipoison now genuinely cure and block poison. They did nothing at all before this update.

  • Cooking stations became a gold sink you buy into across three tiers for lower burn rates, with your existing cooking progress grandfathered in so nothing regresses.

  • Dying now refills your entire prayer pool, and a poison hit that drops you to zero health now properly ends the fight instead of pinning you there.

New content at a glance

  • Around 117 new items, including the 19 potions, 34 crop types with their seeds and saplings, a dozen new brewing ingredients, and the utility items that support it all.

  • Three new pets, taking the total to tena Sproutling from Farming, a Magpie from Thieving, and the Baby Chaos from the new boss.
  • The first non-fish Cooking linetwelve produce dishes from a Baked Potato up to a Garden Feast, tuned so they never outclass the fish available at the same level.

Achievements, pets, and leaderboards

  • Twenty-four new achievements, taking the total to 100. Eighteen of them are max-level capes, one for reaching level 99 in every skill in the game.

  • The rest mark your first brew, your first harvest, your first identify, the defeat of the Chaos Elemental, and the discovery of each of the three new pets.

  • Beast Master, the collect-every-pet capstone, now asks for all ten pets. Menagerie still asks for the four boss pets.

  • Two new global leaderboards, Herblore and Farming, bring the total to twenty-one. The Completionist goal moved up to 1782 to match two more skills reaching ninety-nine.

Drop tables

  • All eight new enemies got full drop tables, and the new Herblore and Farming ingredients were seeded across roughly seventeen existing enemies too, so you can supply both skills by fighting as much as by gathering.

  • Every change is additive. No existing rare or supply drop was nerfed, and there is no forced save migration for loot, so returning players lose nothing.

Balance and economy

  • Several new gold sinks: the apothecary benches, the cooking stations, and buying out your extra farm patches, plus the steady cost of vials and cures.

  • Potion boosts were kept modest, in the range of three to six levels, so a fully stocked fighter is the new baseline for the hardest content rather than a runaway.

  • Farming and Herblore experience were tuned so the long climb to ninety-nine stays a real haul without dragging.

Quality of life

  • A new Farming panel with Tend, Identify, Pot Saplings, and Compost modes, per-patch status rows, a grouped crop picker, and a confirmation before you dig up a healthy planted patch.

  • A new Herblore brewing screen and a crush-gem picker that shows how much dust each gem yields.

  • The equipment panel was rebuilt into a cleaner two-column layout with Food, Auto-eat, and Potions side by side, and it is much shorter than before.

  • The shop was redesigned into an icon grid with a shared quantity bar, owned counts, hover tooltips, and a reset countdown, and the right-click sell confirmation now re-arms per item and per shop visit.

  • A major bank performance fix: the stutter while gathering with the bank open, and the multi-second freeze the first time you opened it, are both gone.

  • On-screen Farming feedback: harvests drop their yield on screen, the patch you just touched is the one shown, and disease messages tell you exactly what happened.

  • Two new in-game guide pages, one for Herblore and one for Farming.

  • New skill-row colors for Farming and Herblore, and the character now visibly brews, tends, sorts, pots, and composts, with every piece of jewelry repainted to match the new motions.

  • Skill descriptions and around a hundred item and recipe descriptions were rewritten in the character's own field-notes voice.

Localization

Everything new is translated into all eight supported languages, including every new skill, potion, crop, food, guide page, and all twenty-five achievement names and descriptions.

Under the hood

  • Your save upgrades cleanly on first launch. Herblore and Farming register at level one, your four starting farm patches are set up, and every existing bit of progress is left exactly as it was.

  • Older saves automatically keep the cooking station tier that matches their current Cooking level, so nobody loses burn reduction they had already earned.

  • Leaderboard validation was expanded to cover the two new skills so your first uploads on the new boards land without a hitch.

— Vosk

Source

Steam News / 11 July 2026

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