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Expansion Details - 120 Combat

Expansion Details Announcement Timeline:

  • Part 1 of 5 - Level 120 Non-Combat
  • Part 2 of 5 - Lore & The Herald
  • Part 3 of 5 - Level 120 Combat ← YOU ARE HERE
  • Part 4 of 5 - Township, Official Mod Support, Astrology Rework & More
  • Part 5 of 5 - Everything we missed


Preface All information detailed and explained in these announcement posts are subject to change at any time during development without warning. Please refer to official patch notes upon release for confirmed full details.

[h2]Introduction[/h2]
Hello everyone!

Welcome to the third Throne of the Herald Expansion update announcement!

This announcement will solely focus on Level 120 Combat. So that means anything we are adding from Level 100 to Level 120 for Combat content.

We’re going to talk about Dungeons, Slayer Areas, and new Gear and everything in between.

Let’s get straight into it!

[h3]Dungeons[/h3]
As detailed in the previous announcement regarding the Lore, the Combat content follows a “storyline” of sorts. Dungeons play a massive role in the journey your character embarks on.

We are adding 7 new Dungeons to the game from Level 100 - 120.

These dungeons are designed to be difficult and challenging, but thanks to all the new Non-Combat content you can create, you can idle every single dungeon (except the final dungeon, more on that below).

We’ve taken you back to our roots where you will receive a chest of goodies at the end of a dungeon completion, containing new unique items for you to use as you progress.
Each new dungeon comes equipped with their very own Dungeon Pet! You definitely don’t want to miss them.

[h3]The Final Dungeon[/h3]
The final dungeon is the most challenging aspect you will encounter.

The dungeon cannot be idled, but you only need to complete it once! On top of this - the only Monster you will face is the final boss. No need to make your way through countless monsters before reaching the end.

[h3]Slayer Areas[/h3]
On top of the Dungeons, we’re also adding 8 brand new Slayer Areas from Level 100 - 120.

Just like the Dungeons, these are challenging yet very rewarding. Every Monster you encounter is unique, and will provide you with an exclusive item you don’t want to sleep on.

There are 33 new Monsters waiting inside these new Slayer Areas, along with some brutal Slayer Area Effects you will need to watch out for.

[h3]New Slayer Tiers and Armour[/h3]
The addition of new Slayer Areas and high level Monsters means we have introduced two brand new Slayer Tiers - Legendary and Mythical.

Alongside this, you can also obtain Legendary and Mythical Slayer Gear from the shop! These will greatly increase the power and assist greatly with negating the Slayer Area Effects.

[h3]New Magic Spellbook - Archaic Magicks[/h3]
We have also included a brand new Magic Spellbook that you will definitely need throughout your Combat journey.

Archaic Magicks are very similar to Ancient Magicks. However, the key difference here is that Archaic Spells can be used alongside Curses and Auroras. The damage they output can also be altered by Player damage modifiers!

There are 10 Archaic Spells for you to use. Choose wisely for the scenario you may find yourself in.

[h3]New Prayers[/h3]
We are adding 9 brand new Prayers to use between Level 100 and 120.

These Prayers are important, as the bonuses they will provide are much greater than previous Prayers you are familiar with.
I’m sure there will be plenty of interesting Prayer combinations to give you the upper hand!

[h3]New Weapons and Armour[/h3]
During your adventure through all the Slayer Areas and Dungeons, you will come across some pretty insane new gear to equip and wear.

This gear is designed to help in certain situations you may find yourself in.

We have new swords, bows, crossbows, magic staffs, wands, rings, necklaces - everything!

The unique special attacks and passives you can acquire from these items will make for some very interesting builds as you move forward.

[h3]Conclusion[/h3]
I didn’t want to spoil too much with this announcement.

With the help on all the Non-Combat content, new gear and synergies - you will encounter some interesting challenges as you attempt to beat the Expansion content.

[h3]The Next Announcement[/h3]
Our next announcement is definitely one everyone has been waiting for.

We’re going into detail about all the free content being added to the game alongside the Throne of the Herald expansion - including an in-depth look at Township!

Be on the lookout for that one coming soon.

Speak soon

- Malcs

Expansion Details - Lore & The Herald

Expansion Details Announcement Timeline:

  • Part 1 of 5 - Level 120 Non-Combat
  • Part 2 of 5 - Lore & The Herald ← YOU ARE HERE
  • Part 3 of 5 - Level 120 Combat
  • Part 4 of 5 - Township, Official Mod Support, Astrology Rework & More
  • Part 5 of 5 - Everything we missed


Preface All information detailed and explained in these announcement posts are subject to change at any time during development without warning. Please refer to official patch notes upon release for confirmed full details.

[h2]Introduction[/h2]
Welcome to the next announcement for the Throne of the Herald Expansion! This will be the smallest announcement in terms of information.

[h3]The Lore[/h3]
Melvor Idle currently has 5 Books detailing your adventures so far leading up to the final boss in the base game. They’re designed as a tool to provide insight to the world of Melvor and the story you as the player are progressing through.

A unique aspect around the Throne of the Herald Expansion is that it has been completely designed around an actual story.

After the events of Bane (Current final boss) have occurred, you will be taking on the task to seek answers and the truth. You, as the player, will be able to see in detail what your journey entails and how you managed to get through each section of the story.

Each of the new Dungeons in Combat play an important role in your journey, and after beating them you will be able to read how exactly you were able to defeat them. Bosses in Dungeons will have actual stories and dialogue so you can get an understanding of who they are and why they exist.

There are 10 brand new Books totalling 10,500+ words that will greatly expand the world of Melvor, and will act as the gateway to future story telling.

Building an actual world, story, and characters in Melvor Idle has always been something that I wanted to achieve. With the addition of the Lore in Throne of the Herald, I hope that we can expand even further and provide insight into the world we are trying to create.

The Lore will now have its own section in the game where you can easily refer back to them as you please. It also isn’t a requirement to read as it sits on the side ready to access whenever you feel like reading.

[h3]The Herald[/h3]



As announced in our Live Stream a few weeks ago, this expansion revolved around a character known as The Herald. An unknown entity that seeks total annihilation of Melvor, but what for? What could The Herald want to achieve by the complete destruction of the world? It’s up to you to find out.

The Herald has been part of Melvor since 2020, first appearing in the Lore after defeating all 4 Gods in the game. It is a character we have been planning to add for years, and with this expansion the time has finally come.

You will be tasked to seek answers and the truth about The Herald, uncovering ancient secrets and devastation across the world of Melvor throughout your journey. I highly recommend reading the Lore as you unlock it to uncover more truths about The Herald and what their intended goal is.

I won’t go into any further detail, as I don’t want to spoil too much about this character.

[h3]Conclusion[/h3]
This announcement was much smaller than the previous, but I wanted to provide a small insight into the inspiration and story of Melvor and how the original idea of the expansion came about.

We have 3 more announcements on the way detailing even more content you can expect to see in this expansion update.

Speak soon

Malcs

Expansion Details: 120 Non-Combat

Throne of the Herald expansion continues the story of our hero as you discover more about the mystic forces that surround the lands of Melvor, and the dark powers that remain hidden within the world.
New locations to explore, new gear to craft, and even more monsters to fight! Find out more and add it to your wish-list on the dedicated Steam page here.


[h3]Expansion Details Announcement Timeline:[/h3]

  • Part 1 of 5 - Level 120 Non-Combat ← YOU ARE HERE
  • Part 2 of 5 - Lore & The Herald
  • Part 3 of 5 - Level 120 Combat
  • Part 4 of 5 - Township, Official Mod Support, Astrology Rework & More
  • Part 5 of 5 - Everything we missed


[h3]Preface[/h3]
All information detailed and explained in these announcement posts are subject to change at any time during development without warning. Please refer to official patch notes upon release for confirmed full details.

[h2]Introduction[/h2]

Hello everyone!

Welcome to the first part of the Expansion 1 update announcement schedule!

We are breaking up the announcements into 5 segments as there is just an incredible amount of information to cover, and we want to provide you with the most detailed information as we can so you know exactly what to expect when the Expansion eventually drops!

This announcement will solely focus on Level 120 Non-Combat. So that means anything we are adding from Level 100 to Level 120 for Non-Combat Skills.

Details regarding content added prior to Level 100, or planned reworks will be detailed in Part 4.

Enough of the introduction, let’s get into some juicy Expansion 1 details!

[h2]Level 120 Non-Combat[/h2]

Expansion 1 is increasing the maximum skill level of all Skills from 99 to 120.

Every single Non-Combat Skill will have new content for you to obtain, use and explore, keeping you company for the new journey ahead.

Let’s take a look at all the Non-Combat Skills so you know exactly what to expect.

[h3]Woodcutting[/h3]

We’re introducing 9 brand new Trees for you to cut from Level 100 to 120.

The new logs you obtain from these trees are used in various ways throughout the game, allowing you to create new items that will greatly enhance the power of your characters.

Alongside these new Trees, we have 4 more Tiers of Woodcutting axes that can be purchased from the Shop, greatly increasing your Woodcutting power.

You will also find a brand new Raven Nest which is only obtainable from these new Trees, containing brand new seeds to be used in Farming as well as something quite special you won’t want to sleep on (Hint: OSRS + Infernal).

[h3]Fishing[/h3]

There will be 14 brand new Fish to catch contained inside 6 new Fishing areas.

These Fish will play an important role with other Skills as they are used for ingredients in many products.

Alongside the new Fish, we’ve got a brand new chest that can only be found in these new areas containing brand new items that will directly assist with Fishing.

Plus, just like Woodcutting, we’ve got 4 new Fishing Rods available for purchase in the Shop.

[h3]Firemaking[/h3]

We have some fantastic changes coming to Firemaking that will be available for everyone. These will be detailed in Part 4 as it is not exclusive to the paid aspect of the Expansion.

[h3]Cooking[/h3]

Who doesn’t like Cooking? (Please don’t answer that)

There’s 21 new types of Food ready for you to perfect. For clarity, only 9 of these 21 are cooked Fish.

All new cooked products will provide more healing than previous related items. This will be important for your eventual Combat adventure.

[h3]Mining[/h3]

I’m quite excited about Mining, as we have introduced some brand new metals and mechanics to spice things up.

Here’s what you will find in Mining from Level 100 to 120:
  • 6 new types of Ore.
  • 1 new type of Rune Essence (It’s called Pure Essence, I wonder where that name came from?).
  • 5 brand new higher level Gems to locate.
  • 3 new Gem Veins.


What is a Gem Vein you ask? These are new nodes that don’t follow the standard mechanics of Mining.

Mining Ore Nodes will give you a chance to locate a “Gem Vein”. These Gem Veins do not have a maximum Mining Node HP, and will continue to stack in HP as you locate them while Mining.

These Gem Veins can be mined to depletion as you please, and will only provide you with the specified Gems.

On top of the new Gem Veins, we have a brand new Ore known as “Meteorite”. This follows the same mechanic as Gem Veins where it doesn’t have a maximum Node HP. Only this time, you can only locate Meteorites via Astrology! More on that below.

[h3]Smithing[/h3]

We’re bringing 4 brand new tiers of Smithing items that will play a fundamental role in your Combat journey.

These new tiers of Smithing items will provide all the required armor and weaponry you need to progress. It follows the same format as previous tiers in terms of what it provides. This includes the ability to upgrade the Smithing armor using new Ores obtained from Mining.

Each new tier of weaponry comes equipped with a unique special attack specific to that tier of item.

One of these tiers is the brand new Meteorite gear, which only provides a limited amount of gear but is definitely something you won’t want to ignore!

All together this comes to around 57 new items that can be created directly in Smithing.

[h3]Thieving[/h3]

Thieving aka the GP printing Skill.

We’re providing you with 11 new NPCs to pickpocket. They’re bottomless pockets will contain an assortment of unique items that can be used throughout the entire game.

There’s around 18 new unique items that you will be able to find, alongside standard drop tables for all the new NPCs. Thieving will continue to print GP, but just know these NPCs will hit harder. Be prepared!

[h3]Farming[/h3]

One of the most peaceful Skills in the game is getting 4 new Allotments, 4 new Herbs and 4 new Trees!

To accommodate for the new Farming seeds, you will be able to purchase more Farming plots! This will directly increase the XP and item gain from the Skill.

Did I mention that one of the new Trees is a Banana Tree?

We’re also going to be exploring more types of compost, more methods of increased farming yield, and maybe a new item from Bob.

[h3]Fletching[/h3]

We’re coming in hot with new Arrows, Bows, Bolts, Crossbows and Javelins!

Each new tier of Smithing gear has their own Arrow, Crossbow and Javelin. Stand aside Dragon Javelins, we will have a new winner to reign supreme here! They also have special attacks for you to use just like their Smithing counterparts.

In total, you will find 28 new items to create and use.

[h3]Crafting[/h3]

Key feedback around Crafting is the severe lack of “usefulness” that this Skill provides.

This feedback is vital in ensuring we create content that players will use and appreciate!

It’s because of this feedback that we are introducing 46 brand new items to explore and create from Level 100 to 120 alone.

These new items are jam packed with special attacks, passives and consumables that you won’t want to miss.

Brand new jewelry created from the new Gems in Mining will provide unique passive effects, opening up a countless number of potential builds.

New consumables will give you an additional bonus in a variety of ways.

[h3]Runecrafting[/h3]

As everything is going to Level 120, you need some Magic gear to help in this adventure.

Runecrafting will provide you with 8 new Runes created from the new Pure Essence, unlocking the ability to use new Magic made available to you.

We’re also adding 3 new categories of Magic gear that can be created - Poison, Infernal and Lightning. Using these in Combat will provide you with increased power and utilize new Combat mechanics that we will discuss in Part 3.

The 3 new categories of Magic gear are available in 3 new tiers - Master, Legendary and Mythical.

We didn’t forget about weaponry either! You will be able to create 4 new Staffs and 3 new Wands, equipped with unique special attacks.

[h3]Herblore[/h3]

We’ve got more delicious and totally legal potions heading your way! 8 Combat Potions and 8 Non-Combat Potions (16 new in total).

These new potions will give you the upper hand in various aspects of the game, utilizing new expansion mechanics and modifiers that will be hard to ignore.

The new potions for Combat are designed to give you an advantage in certain situations, meaning there won’t be 1 “Best in slot” potion. They also explore some new mechanics such as gaining Prayer Points when hit by an enemy, or decreasing the Damage Reduction of the enemy.

The new Skilling potions will assist further in Skills such as Astrology, Firemaking, Cooking, Mining, Herblore, Agility and even Alt. Magic!

[h3]Agility[/h3]

Be prepared for the new Agility, as we are about to increase your power level substantially!

We have 5 new tiers of obstacles for you to add to your existing course from Level 100 to 120. This means we are adding 25 new Agility obstacles to choose from with new unique modifiers.

On top of the 25 new obstacles, we are providing a new set of Pillars to build at Level 120. These can be build alongside your existing Pillars and will remain active as long as you have a full course built.

With all of this, a full obstacle course will have 15 obstacles and 2 Pillars active. That’s a lot of power!

For those wanting some Quality of Life in Agility, we will have that for everyone as well. This will be detailed in Part 5.

[h3]Summoning[/h3]

This was a fun Skill to explore for adding new content, and it will create new synergies that greatly increases the power of most Skills.

The expansion will provide 8 new Familiars to create. 4 designed for Non-Combat, and 4 for Combat.

The new Non-Combat familiars provide bonuses for Agility, Astrology, Fletching and Summoning!

With the addition of 8 new familiars, this means that they will synergise with other familiars just like the existing ones do now.

Over 100 new synergies will be added, opening up some insane combinations in all Skills.

[h3]Astrology[/h3]

As you may or may not know, Astrology is being reworked for the Expansion update. We will go into complete detail on how this works in Part 4.

[h3]Alt. Magic[/h3]

Yep, we’re also adding 11 new Alt. Magic Spells from level 100 to 120.

We’re exploring some new spells that can assist you in Combat, and to also convert items that may be better used elsewhere.

We’re also including another tier of Superheat and Item Alchemy.

[h2]Conclusion[/h2]

This is just a small taste of what is coming in Expansion 1!

We have 4 more announcements on the way detailing content you can expect to see. We hope the wait will be very much worth it!

Speak soon

Malcs

Throne of the Herald expansion continues the story of our hero as you discover more about the mystic forces that surround the lands of Melvor, and the dark powers that remain hidden within the world.
New locations to explore, new gear to craft, and even more monsters to fight! Find out more and add it to your wish-list on the dedicated Steam page here.

[UPDATE] New Temporary Custom Gamemode!

Update v1.0.5

[h2]Introduction[/h2]
Hello everyone!

With 100% of development is focused on the upcoming Expansion 1, I come bringing a small surprise update for everyone to enjoy while you wait.

As a thank you for the support so far on the Cool Rock Plushie sales I have decided to release a new temporary custom gamemode for you all to enjoy.

We’re currently at 80% of our funding goal for the Cool Rock Plushies with only under one week to go to reach our sales target! If you would like to help us reach that 100% target, you can do so here: https://shop.makeship.com/3KRnjqa

Nonetheless, even if we don’t reach that target, I believe everyone deserves something as a thank you from us to show our appreciation to the community that continues to support us through and through.

[h2]New Temporary Custom Gamemode[/h2]
Say hello to Internal Suffering Speedrun Mode!

Available until: August 31 @ 23: 59:59 GMT

We took the concept of the previous Hardcore Adventure Speedrun Mode and turned it up to 11. The idea here is to bring a fresh take on how the game is played, and really make you think about your next actions moving forward.

This gamemode will test your strategic decision making, forcing you to slowly disable Skills the further you progress. You will need to make the call as to what Skills you can do without, and what will help you defeat the final boss.

And yes, this is super fast again.

So, what exactly does this gamemode entail? Read carefully as there are quite a few important mechanics to keep in mind.

  • As usual, the goal is to defeat the final boss as fast as you can.
  • This is a safe gamemode. No character loss on death.
  • Uses the Hardcore Combat Triangle.
  • However, the Combat Triangle has been reversed! This means Melee now beats Magic, Ranged beats Melee, and Magic beats Ranged. Check the numbers inside the small triangle tooltip next to your Max Hit and Damage Reduction numbers to see the exact numbers.
  • All Skills except Firemaking and Farming are available to you at the start.
  • Your Skill Level is capped at Level 10. This cap can be increased at any time by permanently disabling any Non-Combat Skill. This can be done from the new menu item in the Sidebar.
  • For each Skill you disable, not including Firemaking or Farming, the Skill Level cap will increase by 10. This means you need to disable 10 Non-Combat Skills to be able to reach Level 99.
  • You can continue training Skills when you reach the level cap, you will just earn no further Skill XP.
  • Accessing the final boss requires Level 99 in all Combat Skills to access.

On top of the above unique mechanics, we have made similar adjustments to the intervals as the previous custom gamemode:

  • -80% Attack Intervals for you and the enemies.
  • -80% Skill Intervals (This now also reduces Thieving stun intervals).
  • +800% Global Mastery XP.
  • -2s Monster Respawn Timer.

You will also notice this gamemode uses larger numbers. This is purely visual and provides no real benefit to the game. It is simply done to make the gamemode look a bit different.

[h2]Other Changes[/h2]
Firstly, to accommodate for the new gamemode I have added another save slot for everyone to use and enjoy!

A month or so ago I posted a thread to Reddit asking the community for feedback on the UI of the game, and requested information on everyone’s biggest UI pet-peeve.

You can view this thread here: https://www.reddit.com/r/MelvorIdle/comments/v0o1ip/whats_your_biggest_ui_petpeeve/

I plan to resolve as many of these UI issues as possible, especially for the release of the expansion.

For now, I took the top comment and adjusted the UI for Firemaking, Fishing and Mining to now display Skill XP, Mastery XP, and Mastery Pool XP you can gain per action (Woodcutting already shows this during the action).

Farming and Summoning UI adjustments to show extra information will be coming at a later date! Alongside resolutions for other UI pet-peeves mentioned.

In the future, I plan to ask more questions similar to this so I can gauge an understanding of what everyone is thinking, and what I can do to address the potential concerns or suggestions mentioned.

It’s something I’ve valued since I began development on Melvor Idle, and I want to continue this level of communication moving forward!

[h2]Another Expansion 1 Live Stream[/h2]
In case you missed the news, we have another Live Stream happening to discuss Expansion 1 in more detail. There’s also a Live Q&A happening on this stream, so be sure to tune in to get an inside into all things Melvor Idle!

Live Stream Details:

When? Monday, 11 July at 4:00pm GMT
Where? On the official Melvor Idle Twitch: https://twitch.tv/MelvorIdle

VOD? Yes! For those who can’t make it live, we will have a VOD available on the official Melvor Idle YouTube channel: Click here to view the channel!

[h2]Conclusion[/h2]
Progress on Expansion 1 is looking fantastic. We’re excited to share more information with you all and take a closer look at what can be expected from the update!

I hope you all enjoy the new custom gamemode. Be sure to check out the live stream as there will be some information you won’t want to miss!

[UPDATE] New Save Slot UI + Discord RPC (v1.0.4)

This update introduces a new Save Slot UI to hopefully assist current and future players with their understanding of how the save system in Melvor works.

Our full focus at this stage is on Expansion 1, and progress is looking great! We will have a lot more news to share soon as we delve closer to the release.

New Save Slot UI

There are no functional changes to how the system works, this is just a visual update to provide clarity around the system that is currently present in the game.

You can read about the new Save Slot UI in detail here: https://store.steampowered.com/news/app/1267910/view/3173358927557497208

Note: Your characters are already stored inside a Save Slot (The little number to the left of the save). This is the Save Slot the game will use for this update.

Here’s a breakdown of the changes:
  • The game will now display all Save Slots available to you, instead of hiding empty ones.
  • Slightly adjusted the UI of Save Slots to provide clarity around what slot your save is in.
  • The Settings button has moved to a dropdown menu in the top right corner of each Save Slot.
  • An empty save slot will now warn you if an existing Cloud save has been detected in that slot.
  • When attempting to load or import a save, the game will now display exact details of what save will be overwritten in the popup.
  • You can now delete Cloud Saves from the Settings menu dropdown.
  • Cloud saves can now be refreshed inside the game by using the new Refresh icon sitting next to the “Show Cloud/Local Saves” button.
  • If a save produces an error, it will no longer stop the entire game from loading. Instead it will adjust the UI of the save slot to show the save is corrupted. This will help us debug issues you may run into.
  • Downloading a save now includes the Date & Time of the download in the filename.
  • You can now disable the warning popup when attempting to load a save. This setting is not yet localized. I will sort this out ASAP.

[h2]Update on adding more Save Slots[/h2]
I can confirm that new Save Slots are on the way for those that have been asking.

Firstly, I want to ensure this new UI is up to par and reduces the issues that have been faced significantly before I go ahead and add more Slots.

If this new UI indeed succeeds in reducing the issues, more save slots (and temporary gamemodes) won’t be far away at all!

Discord RPC

This update adds Discord RPC for Windows clients only.

A small Steam client update was released not too long ago is required for Discord RPC to function. You do not need to update the client to access the general game.

This RPC will display information about:
  • Your current gamemode and total level.
  • What non-combat skill you are training, the action you are performing and the level of that skill.
  • What Enemy you are fighting, and the area/dungeon you are active in.
Changes and Bug Fixes

Here is a list of Changes and Bug Fixes included in this update

[h2]Changes[/h2]
  • Locked Summoning Synergies in the search UI now displays the Marks and Levels required to unlock that Synergy. This is also colour coded: Green = requirement met, Orange = Requirement not met. If you have not found the first Mark yet, the name will display as “???”.
  • When clicking into the Summoning Synergy search from the minibar, it will default to only showing Synergies for that respective Skill.
  • You can now double click Bones to quickly bury them in the Bank. Only works if the item is not locked.
  • You can now double click Chests to quickly open them in the Bank.
  • You can now click the Slayer Task image to see detailed stats, special attacks and passive of that enemy.
  • Perfect Fish can now be used to create Pig and Wolf Summoning Tablets.
  • You can now downgrade Perfect Fish into normal Fish at a 1:1 ratio. This is just a temporary addition as I will soon be implementing a feature that allows Agility obstacles that cost normal Fish to accept Perfect Fish as well.
  • Slightly updated the UI for buttons in Thieving and Artisan skills.
  • [Mobile only] When selecting a recipe category or item in an Artisan skill, the UI will now automatically scroll to the respective area.


[h2]Bug Fixes[/h2]
  • The issue that causes offline progress to get stuck (and produce a timestamp error) will no longer cause the game to become unplayable without a save fix. This doesn’t fix the bug itself (which we are still looking into). Please report offline progress issues if you do run into them after this update.
  • Fixed an issue that caused an error during a cloud save (Cloud save still worked as intended even with this error).
  • Fixed Pet Log completion number not updating automatically.
  • Fixed issue where connecting your Mobile Device for push notifications would get stuck on the loading spinner.
  • When wearing the Bone Necklace, the first item in the Loot container will no longer hold its place.
  • Quick Buy modal no longer appears under the Cooking recipe selection modal.
  • During Sell/Move Item mode in the bank, the borders of selected items will no longer be removed when moving items to new tabs or positions.
  • Modifiers that affect Enemies now function correctly in the Golbin Raid.
  • Leveling up the Mastery of a Rune in Runecrafting now dynamically updates the UI to show changes.
  • Adjusted the text on the “Render Combat Progress” to now mention it disables Non-combat progress bars as well.
  • Fixed incorrect styling to popup buttons in some circumstances.
  • You can no longer sell the Basic Magic Wand during the Tutorial (which bricks tutorial progress).
  • Fixed undefined translation in Thieving Game Guide.
  • New Adventure Mode characters now correctly start with 100% HP, instead of only 10%.
  • Fixed issue that breaks the save settings function due to there being an apostrophe present in the character name.
  • Astrology Mastery token is now named correctly, and now has its description.
  • Fixed Golbin Raid shop purchases disappearing after 1 purchase.
  • Fixed visual issues that cause dropdowns to extend above available screen space.
  • Dragonfire Shield now has its original description restored.
  • Quick Equip menu now closes when closing the Skilling Minibar on mobile.
  • Corrupted saves no longer break the game, and instead are isolated to their save slot only.
  • Fixed incorrect Milestone for Normal Shortbows.
  • The Bank Sorting method now correctly displays your current sorting method on load.
  • Fixed typos in some special attacks.
  • Ragnar Godsword and Terran Godsword now display their correct special attack description.
  • Adjusted the wording on the 50% Firemaking Mastery checkpoint to correctly reflect the actual mechanic.
  • Adjusted item description loading for Artisan skills that should hopefully reduce some CPU usage (It used to reload every action, now it only loads once).
  • Corrected grammar for Ancient Magic locked tooltip.
  • Fixed incorrect description of the Ranged Game Guide.
  • The Venom special attack can now miss.
  • Gems now appear correctly in the bank when searching “Gem” or “Gems”.