RuneScape: Dragonwilds
Steam News 20 April 20261mo ago

Runecrafting | Proposed Improvements

Hi Adventurers, It's been a while since we talked about Runecrafting. We sat down with Mod Deluxe and Mod Pointy to look into the ways in which we want to revisit the skill and the changes we intend to make. Let's start…

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Full RuneScape: Dragonwilds update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

0 fixes0 additions3 changes0 removals
  • Balance
  • Gameplay
changedOur FindingsThe Runecrafting Skilling Activity (Attunement) duration is too long to feel worthwhile relative to the rewards.
changedUpdating Skill Tree PerksAll of the current "Rune Efficiency" perks that currently boost the "High Attunement" rune gains will instead be reworked to better enable a sense of mastery as you progress the skill tree:
changedShortening the Activity Time CommitmentReduce the Infusion Phase (sealing cracks in the Runes) phase duration by 25%. Same output, just faster.

Hi Adventurers,

It's been a while since we talked about Runecrafting. We sat down with Mod Deluxe and Mod Pointy to look into the ways in which we want to revisit the skill and the changes we intend to make. Let's start with the basics.

We're reducing teleportation costs, increasing the volume of runes from vents, boosting XP, and scaling Essence in multiplayer worlds. We're reducing crafting times across all attunements and reducing punishments when cracks form in attunements. Here's what we've found.

Our Findings

  • We feel that the XP Curve for Runecrafting is in a good place but we will be revisiting the XP rates to assess what changes we may be taking there.

  • The number of Rune Essence Geysers you find along the "golden path" (the most direct route to each quest objective) feels appropriate.

  • The volume of runes you need to make in order to level feels extreme - part of that is the essence to rune conversion.

  • Levelling is slower in multiplayer worlds, and the more players in a world, the harder it is to skill.

  • Skilling feels slower because the target is Level 50 to unlock Law Runes as they are essential for teleportation.

  • The Runecrafting Skilling Activity (Attunement) duration is too long to feel worthwhile relative to the rewards.

  • The Attunement activity's signs and feedback are not clear around difficulty and the success and failure states.

So, with that in mind, we set about making changes. Here's what we're putting forward as our intent and direction looking ahead.

Proposed Direction

We want to bring Rune output numbers back into line, and make the skilling activity more rewarding. You put more effort in, you should receive more rewards.

To address this, we will be:

Adjusting Rune Ratios

We're lowering the base Rune conversion ratio from 1:10 → 1:5.

1:10 Conversions will still be available by completing High Attunement difficulty when performing the minigame.

With Attunement, we're adjusting bonuses to base crafted Rune amounts:

  • Low Attunement: +33% Runes

  • Normal Attunement: +67% Runes

  • High Attunement: +100% Runes (Equivalent to 1:10)

Updating Skill Tree Perks

All of the current "Rune Efficiency" perks that currently boost the "High Attunement" rune gains will instead be reworked to better enable a sense of mastery as you progress the skill tree:

  • Per Rune Type: Autocrafting will now award High Attunement rune output (1:10 Ratio)

    • You'll get less XP than the Skilling Activity rates this way, but you'll get runes faster as a result.

This allows players to bypass the need to play the skilling activity for rune types you've outlevelled and just focus on easily creating those runes when you need them. These perks will serve as a core chase aspect of the skill tree right up until the later levels.

Updating Anima Vents

  • Anima vents will now produce 1:10 output ratios, matching rune alters and Concentrated Anima Vents will offer even bigger bonuses.

  • Our maths on this is expected to be:

    • ~100 Runes per standard anima vent, up from 40.

    • ~300 Runes from a concentrated vent, up from 80.

Adjusting Teleportation and Law Runes:

  • We’ll reduce teleportation costs from our initial calculations that we launched with - they're currently too high.

  • We’ll increase Runes distributed from Anima Vents (as we mentioned above), giving players more teleport resources earlier.

Shortening the Activity Time Commitment

  • Reduce the Infusion Phase (sealing cracks in the Runes) phase duration by 25%. Same output, just faster.

  • We'll also adjust the drain rate during the infusion phase of runes across all attunements.

Improving the Skilling Activity Signs and Feedback

  • We're replacing the Low/Medium/High bonus rune chance

Source

Steam News / 20 April 2026

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