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RuneScape: Dragonwilds News

This Month in Ashenfall: August 2025

What's new?
[p]We've dropped 0.8.3, sneak peeks at new tracks, shared what's coming with the Ranged Skill, we got our first look at Lesser Dragons taking flight, and we've got more to show you today, because you're our favourite. No, I mean it. Seriously.[/p]
Ranged Skill
[p]We're going to be releasing the Ranged Skill with the 0.9 update in early September! The 0.9 update is going to contain a ton of awesome stuff including custom world settings and Creative Mode, but we know what you're all excited for. Ranged! This includes a new buildable station - the Fletching Bench. Every kind of arrow, bolt and bow can be crafted once you've got the recipes needed to make the magic, or, ranged, happen.[/p][p][/p][p]Phwoar. Look at those tabs. You'll find this in the Build menu for you to put together. You'll need to have a roof over it, by the way. Wet feathers fletch worse, or something like that.[/p][p]One other thing we're introducing is Trick Shots - both for Crossbows AND Bows alike. These unlock as you progress through the skill tree as with other skills in RuneScape. These let you perfectly time your rhythm in shots to grant you a damage boost - rewarding a steady hand and a cool, calm and collected shot. Check it out in action here:[/p][p][/p][p]See that little glint of light before the arrow leaves the bow? That's the moment to go for the shot. Use that as your cue. Shield-bearing enemies may even have their guard broken by perfectly timed trick shots, so be sure to focus your fire to maximise the impact! This will unlock as you progress along the Ranged Skill tree, and then later on in the process, you'll also get your hands on a similar trick shot for the Crossbow. Perfect timing will instantly reload the crossbows for a quicker rate of fire, and you'll look cool doing it. You can also do this while holding a shield or torch! [/p]
0.8.3 Released!
[p]We launched out 0.8.3 update this month, which released a long-awaited community-requested feature: Building from Chests! Hit the "Linked" checkbox in chests to start connecting the Chests together to allow you to pull from their resources and start crafting! [/p][p][/p][p]You can check out the rest of the patch notes here. [/p]
Herby Werby
[p]We've taken a good long look at our potions, and we realised a recipe didn't make sense. In 0.9, we'll be changing Antipoison to require Marentill rather than Harralander - just like the rest of Gielinor. Thanks to Mod Arclaw for their help with this. The Antipoison potion now resists poison buildup, rather than entirely preventing it. [/p][p][/p][p]We've moved the poison immunity to the "Fungal Fortitude" Buff that you can get from cooking certain foods, and we've taken the liberty of making sure that ambient Swamp Gas doesn't proc poison stacking when in the Toxic Swamp. Speaking of cooking foods...[/p]
Cooking 3.0 is coming! 
[p]Based on tons of player feedback, we've been collating and assessing all the info we have about Cooking. We've had a deep-dive into the methods and processes courtesy of Mod Mossdog, and the team, but in short:[/p][p]2 to 1 Raw to Cooked food ratio is gone, now 1 raw item turns into 1 cooked item.[/p][p]You can now burn food as part of your skilling process. As you level up, you'll burn less. Don't throw your burned food away just yet... There's a skill coming that might need something like Compost...[/p][p]We're adding a new cooking station that will allow you to make anything you've previously crafted at a Campfire or Grill - the Stone Range (working name) will be the next step up. [/p][p]Levelling up your Cooking skill will also mean that you'll have access to better recipes, including double-perks for even more powerful cooking! Just like mum used to make. [/p]
Get Creative!
[p][/p][p]We've taken a bit of a deeper dive into what Creative Mode looks like with Mod Deluxe in a blog post here. Check it out and get ready to build without limits. No more lugging logs and stewarding stones! All Building pieces, skills, and recipes will be unlocked. Carry weights, crafting costs, rune costs and spell cooldowns are all removed. Check out the full blog for all the details, and look forward to that arriving with 0.9 in just a few days' time![/p]
Lesser Dragons
[p]We gave you a few sneak peeks at Lesser Dragons recently - they're taking scaly, scary shape! Since we shared the Concept Art of Lesser Dragons, Mod JT and the Art Team have been chipping away at these fearsome foes and they're shaping up to be a serious threat to your progression in Fellhollow and beyond. We'll be sharing more around these as they come together in the near future, but for now - a glimpse of what's to come...[/p][p][/p]
Classic Compositions
[p]We've been working closely with composer Peter Michael Davidson and our own Audio team including Mod Debris and Mod Dodds to work on introducing more classic RuneScape music into RuneScape: Dragonwilds and we asked YOU to suggest some Goblin-esque and Swampy songs to take from OS/RS and reorchestrate. The winners of those respective surveys/polls were: Goblin Village and Morytania.[/p][p]But that's not all! With our 0.9.1 update currently scheduled for the end of September, we're adding an extra 30-45 minutes of brand new music to the game, including a range of classic RuneScape songs. Obviously, we'll have Goblin Village and Morytania, but we're also adding Goblin Game and FIVE other classic RuneScape songs that we've reorchestrated and translated into Dragonwilds, as well as more original music throughout the continent. Bops aplenty, inbound. Check out a Sneak Peek at Goblin Village here: [/p][p][/p][previewyoutube][/previewyoutube][p][/p]
Community Campfire
[p]We've tried to schedule our monthly check-in this time with Mod Raven, resident Loremaster and Wordsmith - we're finding a spot for this, but we'll be releasing this later than our regularly scheduled chats. Stay tuned.[/p]
Best Build Spotlight
[p][/p][p]Deadborne has lovingly pieced together a home with some… help from the ruins in the Fractured Plains. Nobody's using those anyway. [/p][p][/p][p][/p][p]IceCub has taken it upon themselves to whip up a tavern - Blue Moon Inn, count your days. [/p][p][/p][p][/p][p]FrizTheGreatWizard has put together a beautiful wooded cottage tucked away in the shade of Brynmoor. [/p][p]PS - If you're in the market for a Mod that offers a simple Photo Mode, there is one… Check it out over here. [/p][h2]Catalyst[/h2][p]Over on the mainland, something in Gielinor is awakening - RuneScape's first ever Leagues: CATALYST is coming September 15th! Running from September 15th to November 10th, you'll be able to experience RuneScape like never before! Experience accelerated progression, overpowered relics and completely change your RuneScape experience! If you have a RuneScape membership, it's already included, and has no additional membership or microtransactions. Jump right in and enjoy. [/p][h3]Road to Fellhollow[/h3][p]Righto, that's enough from me. We're still hard at work here with everything coming on the way on the Road to Fellhollow - all of which you can read up on here. [/p][p]Chat with us over in the Official RuneScape: Dragonwilds Discord and get yapping us across our socials. The JMods are always ready to hear from you and chat more about all things RuneScape: Dragonwilds! We're on Twitter, BSky, Reddit, Instagram, Facebook, Twitch, YouTube and TikTok too![/p]

The Road to Fellhollow - A Check in from our Product Director

Foreword from Mod bitf0x, Product Director
[p]
First, I want to thank all of you who have made their thoughts known, in our Discord, in Reviews, Reddit, Steam Forums, and Socials. As our Product Director, myself and my team (Mod Doom, Bakes, Kamon, Stitches, Rose, and Renzum) are responsible for asking, collecting, reading, reporting on, and advocating for what our community feels is important and ensuring that the game team is aware -- and helps to steer our future development.

For this post, I wanted us to give an idea of the next few months as we go from 0.9 and the introduction of the Ranged Skill all the way through to 0.10 and the release of Fellhollow.

I want to mention something you’ve likely already keyed into from 0.8 -- that we’ve been doing ‘Minor’ patches of 0.8.1, 0.8.2, and 0.8.3. These have been relatively small, AND we’ve worked behind the scenes to spin up a strike team to make these monthly updates more impactful and bring more content in between the major releases. That team is in its infancy, but we are building them up – some of the job listings on the Jagex website are for them!

The reason we’re sharing this with you at this stage is because we want to truly deliver on Early Access as a feature of our game, and bring you, the players into the process. We know that RuneScape games are at their best when we’re player-driven, and getting your thoughts on how we’re doing has been a critical part of our approach from the very beginning of this games’ development. We’ve taken note that when asking players their opinions on content (as through polls and similar) we often get questions like:

“Why are you asking us? Don’t you have a plan?”

We always have a plan. We also want to make sure that we have room to change, iterate and improve with our community; we believe it is a crucial part of the RuneScape ethos. While we continue to build up ideas on how we can better involve player feedback in our development processes, we’re always listening. If you’re keen to be a part of that conversation, then please feel free to join our Discord Community.

All said, I don’t just want to talk about what we do, let’s show you where we’re going. Over to Mod Doom.

[/p]
0.9: Releasing Early September.
[p]
Hello everyone! Mod Doom here. As you've probably noticed, we've been sharing quite a bit of news about what's coming in 0.9. It's a lot, and we'd probably go so far as to classify it as a major update. In case you missed it, this update is coming with the Ranged Skill tree, skill spells, a new weapon type, and more. This also comes with Creative Mode (which we covered in more detail here) and the World Custom Settings and Sliders which will allow you to customise your world to your preferences.

After our last internal review of the controller implementation, we still feel like there’s more for us to do to make it feel better on the sticks. We are still delivering some of the controller updates for 0.9, however we would still want to consider this to be a beta test – bringing in functionality but with a clear need to continue for polish. We're committed, as controller fans ourselves, to iterate and continue to improve the experience as we progress. For now, what should you expect to see? A lock on function for enemy targeting, all inputs for navigating menus and actions being in place, and some input bindings reshuffled / reoptimized. This will allow you to play on controller, however we still feel it can be better and we want to deliver an updated version in November. Please give us feedback. The team will be listening!

[/p]
0.9.1 will release End of September
[p] After 0.9 releases, as with our previous updates, we're going to be releasing a 0.9.1 update which is going to include Cooking 3.0 (which you can find out more about here!) as well as Hitsplats. These are something we've been tinkering with in the background based on player feedback since launch, and we've been keeping in the background until we're happy with them, and we're very excited to show you where we've got to with them. [/p][p]Additionally, we're very excited to confirm that we are planning to localise the game into both Português Brasileiro and Español (Latin American, not Castellano)! This has been a hugely requested localisation in our comments on socials, and we've been hearing you. This will be rolling out as soon as our Localisation team give this the thumbs-up and we’re all set to introduce this. Stay tuned for more news when it’s out. [/p][p]With 0.9.1, we're also adding between 30-45 minutes of brand new music to the game, including a range of classic RuneScape songs, some of which were voted on by you, our community! Expect to hear Goblin Village, Morytania, Goblin Game and FIVE other classic RuneScape songs that we've reorchestrated and translated into Dragonwilds, as well as more original music throughout the continent.[/p]
0.9.2 will release Mid / End of October
[p]
In 0.9.2, we're planning to bring the Coziness system up to 1.0. At present, proximity to your bed reduces Hunger, Thirst and Fatigue reduction. We want to expand this out to decorative items, enhancing the system to more generally make being back at base feel better. The Design team are still exploring how the full picture will look - but rest assured, we will be adding new decorations to the game with this update.

[/p]
0.9.3 will release Early / Mid November
[p]
One last update before Fellhollow - we'll be focusing on the fact that Fellhollow will require you to overcome the Fractured Plains. We've been looking at player feedback, behaviour, data and analytics and we're conscious that emerging from the swamps means you're running in to the danger zone. We want to review how much of a source of friction that is - we're a survival game, not a walking sim, but there's room for us to adjust this. We'll take the time to sit down with the designers to discuss this in a future blog when we're solidifying the changes.

[/p]
0.10.0 will release Early / Mid December
[p]
Finally, Fellhollow, at last. It's got soul, that's for sure. Fellhollow is a region teeming with undead, souls and sufficiently spooky shenanigans as you progress in your journey for survival in Ashenfall, and the next step to dethrone the Dragon Queen. We'll be introducing Steel weaponry with the update, as well as the Farming skill. This region will come with a range of new enemy types, new resource nodes, new NPCs, new quests and a few new Vaults for you to plunder as well.

We had provisionally earmarked Dedicated Servers as a feature we would want to focus in on around our 1.0 release in September 2026. We've heard loud and clear from you that you're very excited about this feature. As of this week, earlier than we initially planned, work is underway. We'll share more news on this when we have updates, and a clearer picture of exactly when this feature will be landing.

These updates are going to be arriving at a consistent cadence with our commitment to ensuring meaningful content every quarter. We’re also trying to work closely with a dedicated team to deliver more in those intermediary spots. We're moving fast and listening close as we iterate and progress. If you want to see what we're working on early, then make sure you're following our socials, and joining our community spaces - Discord, and Reddit. This means that there will also be chances that there will be more bugs that arise with the releases coming out faster. While our QA team is consistently on it when it comes to isolating and fixing bugs before release, you may encounter some around release, but we're committed to fixing any and all issues we can track down.

For now, we hope you're excited by what's on display. We're very keen to hear your feedback - in both our channels, but also in Steam Reviews. Mod bitf0x personally reads literally every single one of them, and we take them seriously. We really appreciate folks taking the time to tell us how they feel about the game, and what they want to see.[/p]

Eye on Ashenfall | 0.8.3

[p]Hello again, adventurers. We're closing in on the release of 0.9 on September 9th (0.9 on 9/9!), which includes the Ranged Skill Tree, Creative Mode, Custom World Settings, and some optimisations to a range of features, to boot. For now, we've got a list of lovely fixes and improvements we know you've been asking for, so let's get into those.[/p]

[p][color]Crafting and Building from Chests[/color][/p]

[p]An oft-requested feature from our community is here! You can now craft and build using nearby chests' contents without requiring the materials in your inventory. [/p][p]
[h2]Quest Inventory Update[/h2]
[p]Garou King's Tokens are now stackable up to 99, and can be destroyed. Special thank-you to u/Narmoth on Reddit who reported this one.[/p][p][/p][h3]Additional Fixes[/h3][p]Fixed an issue causing the day/night widget to desync when in multiplayer worlds.[/p][p]Additional work to make the compass more readable.[/p][p]The compass will now showcase player positions in multiplayer worlds.[/p][p]Fixed an issue where the Clock Widget would display the wrong time.[/p][p]Fixed an issue where AMD GPU driver crash may randomly occur when interacting with out of game windows.[/p][p]Fixed an issue where users who did not have the Fire Magic Perk unlocked could still use Fire magic. [/p]

Introducing Cooking 3.0!

[p]Since RuneScape: Dragonwilds launched into Alpha testing, we've been stewing on how to improve cooking. We initially ideated how to create a satiety system where you could eat a few meals at once, with unique additive effects, but feedback was clear that players wanted to consistently min-max slots and the experience felt less RuneScapey.[/p][p]We've spiced things up a few times before but we're heading back to the kitchen, again. Your feedback around cooking has been clear. [/p][p][/p][p]But your feedback has also been focused on how RuneScapey cooking feels, or rather, doesn't feel. So we've gone back to the chopping board... or, drawing board. [/p]
Here's Mod Mossdog to talk more about Cooking! 
[p]Hello Doom and hello to the greater Dragonwilds community! [/p][p]As some of our alpha testers may have noticed, we had a completely different food system and no thirst system to speak of prior to our initial EA release. We added these mechanics very late in development, mere weeks before we launched in fact, and as such they weren't really given the space to breath and be iterated on, we also felt we didn't quite hit the mark when it came to replicating that OSRS feel. Now that time has passed and we've received lots of fantastic feedback from our players, we've gone back to the kitchen, revised our recipes and are ready to introduce Cooking 3.0 which we hope players will enjoy a lot more![/p][h2]Chef in Training[/h2][p]Is there anything more OSRS than Burnt Shrimp? No! That's why we've brought back burnt food as part of players skill progression. Now when you process an ingredient into a cooked ingredient at a campfire or our new Grill processing station (imagine a nicer campfire that can be built in your home and doesn't have a fuel cost to process food!) you'll have the chance to mess up and burn the ingredient. You can still eat burnt ingredients, but they'll restore less Sustenance, or Hunger and make you a bit sick! Burnt ingredients will also come in handy in a future update that sounds like 'Arming. [/p][h2]Plate Up[/h2][p]In addition to the two processing stations (campfire and grill) players will eventually gain access to two Crafting benches, the pre-existing Range and an as yet to be properly named 'Stone Range'. This is where you'll craft different meals and beverages from the items you've previously processed. You'll get far more insight into exactly what you're making and what benefits you'll receive. There's no more throwing random ingredients into a pot and trial and erroring your way into the meal you wanted.[/p][h2]Skill Up to Fill Up[/h2][p]As you progress in your Cooking Skill, not only will you reduce your chance to burn an ingredient, but you'll also gain access to better quality recipes for both Food and Drink, with these recipes offering new Perks to help empower your play. Some of our later recipes have also been reworked to feature DOUBLE Perks which is a new idea that we've been playing with. We're looking forward to expanding on this Perk first approach to Food and Drink as the game grows and expands on our way to 1.0 with new regions offering new ingredients and new recipes to help players survive in those harsh and hazardous locales. We can even imagine a world where recipes become as valuable to players as a new Helmet or Sword. [/p][h2]One to One[/h2][p]We've gotten rid of the 2 to 1 raw to cooked item ratio, so now 1 potato is 1 potato. Hooray! No more stray bits of unusable food clogging up your inventory and storage boxes.[/p][h2]Revised Hunger and Thirst values[/h2][p]We've completely rebalanced our Sustenance/Hunger and Hydration/Thirst values for Food and Drink. While Thirst and Hunger are still important parts of the survival salad, we know players were getting frustrated with how often they were having to eat.  At some point we want merely cooking to survive to be less of a concern, and for players to instead to eat and drink for interesting Food and Drink perk combos to help them focus on the activities they want to focus on at any given time. We want to make Food and Drink more about empowerment, rather than punishment. [/p][p]But seriously... Stop drinking dirty water people![/p][p]We hope you're excited about what we're cooking, and we're always listening to your feedback, so please dive in to the Official RuneScape: Dragonwilds Discord and get chatting with us across our socials. The JMods are always ready to hear from you and chat more about all things RuneScape: Dragonwilds! We're on Twitter, BSky, Reddit, Instagram, Facebook, Twitch, YouTube and TikTok too![/p]

Introducing the Ranged Skill!

[p]0.9 is dropping on September 9th, including Custom World Sliders, Creative Mode and, of course, the Ranged Skill Tree. We're talking new weapons, new skill spells, and rewards for grinding through those levels. Let's get stuck into what's on the menu:[/p]
New Weapon Archetype: Crossbows
[p]The crossbow is a new 1-handed long-range weapon that you'll be able to craft and wield. While Shortbows and longbows allow adventurers to deal damage from afar, and stay agile and evasive, we've heard your feedback around wanting to be able to off-hand a secondary tool, whether that's a torch or a shield. The Crossbow offers a versatile, powerful alternative to the bows that lets you combine the weapon with a shield or torch so you don't have to compromise on attack OR defense.[/p][p][/p][p][/p][p]Crossbows will be crafted with a new station:[/p][p]The Fletching Bench! This is your new go-to place for all your Ranged crafting needs. Once you've gathered Wood and Flax to unlock it, you'll find every recipe – both old and new – for every Bow, Arrow and Bolt in one convenient place![/p][p]These can be cratfted with a range of wood types for frames, with limbs made from bone or metals. We've heard your feedback around the process of crafting equipment feeling more like RuneScape. So, expect the traditional RuneScape crafting methods. Mine rocks to get ores, smelt ores to get metals, forge metals to make limbs, craft limbs into crossbows, load them up and fire away. We want to hear your thoughts on how this process feels, so your feedback on this is super important! [/p][p]This will be the start of your journey from humble hunter-in-training to a ranger of renown, mythical in speed, accuracy and carrying lots of arrows without making a lot of noise.[/p][p]On the subject of arrows, we're working on an update to add an extra inventory stash, much like Runes or Quest Inventories, that will let you store arrows and bolts in a separate storage tab for easier organisation. [/p][p]As you progress through both the Ranged Skill, and crafting tiers, you'll be able to acquire more potent resources to craft more powerful weapons. Much like with Melee and Magic before you'll be able to feel your progression with every hit. You'll also be able to pump that DPS up even more with Trick Shots, which we'll get into later... [/p]
Skill Spells
[p]As with every Skill in RuneScape: Dragonwilds, your progression will unlock the power of Skill Spells. You're going to want to leverage the power of these spells to give you the upper hand in and out of combat.[/p][p]We've got two new skill spells dropping in with 0.9 that we're really excited to share with you. We saw a lot of feedback from players early on when testing the bow and arrow, that there weren't enough options to open up space, or kite enemies from a safe distance. Feedback like this:[/p][p][/p][p]So, we got thinking - what could a hunter use to prevent their prey, or their enemy from moving - either too close, or too far? Snare is our solution to that problem.[/p][p]Snare can be cast to mark an area of the ground that will trigger when an enemy moves into it. Upon triggering, the spell will entangle the target in roots, pinning them in place, and leaving them vulnerable to any and all forms of attack.[/p][p]At later levels in your progression, you'll unlock the Skill Upgrade: "Venomous Trapper".[/p][p]The Snares that you place now trigger a cloud of damaging poison when activated, causing enemies stuck inside to become poisoned over time. Once poisoned, enemies will continue to take poison damage even once the trap subsides.[/p][p]Feel like you're being swarmed? Wish that you could hit more than one target with an arrow? Good news! You can! Introducing "Spectral Arrows".[/p][p]Enchants a player's ranged weapon with Astral Magic for a period of time. While enchanted, arrows fired from the bow are able to penetrate through targets, allowing players to call on their accuracy and timing mastery in Ranged combat to hit as many enemies as they can with each arrow. There is no limit to the number of targets the arrow can pierce through.[/p]
Trick Shots
[p]When you draw your arrows, you will see a particular glint at the tip of the arrow that may catch your eye. We've introduced "Trick Shots", a system that lets you get into a rhythm when firing your arrows. This will let you capitalise on hitting a particular rhythm when shooting that grants you an additional damage boost when you shoot, to keep up a more consistent, higher-damage output that rewards a calm, steady hand.[/p][p]When you wield a crossbow, you'll see a small bar/meter that appears below your crosshair when you fire. That bar will fill after each shot, showcasing the remaining time on the reload between shots. It's only a few seconds, but there's a sweet-spot somewhere along the bar, part of the way through the reload. If you can time it right, and fire again in that sweet spot, you'll perform an Instant Reload, and immediately launch another shot, cutting the reload time down. If you can consistently hit that rhythm, you'll be dealing damage at a much higher pace, so find your rhythm and focus in![/p]
Status Symbols
[p]There are THIRTEEN new ammo types coming into the game with the 0.9 update - now bringing us to a total of seventeen ammo types. As we mentioned earlier, we're going to be adding an additional inventory tab to accommodate these ammo types in the near future, so listen out for that coming in an update very soon. [/p][p]As you progress through your Ranged skill tree, you'll unlock the ability to brew new potions at the Brewing Cauldron using the new herb: Kwuarm. Brew this with a Poison Ichor to create - you guessed it - Weapon Poison. Use this on a melee weapon to poison your blade, or create Poison Arrows. You can finally poison enemies back. Give them a taste of their own medicine! [/p][p]Then, there are Weapon Barbs - brutal spikes to rend your foes with every swing, stab or shot. Use these to create Barbed arrows, that apply stacks of bleed damage. Then there are also Fire arrows, which trigger (you'll never have guessed this) fire damage! Experiment with the builds, stack up DPS and turn those pesky Garou into pincushions![/p]
Looter Shooter
[p]The passive ability of the Ranged Skill Tree will be a chance to be able to retrieve your arrows from an enemy's body once they die. Arrows are brittle, delicted precision tools of dealing death from afar, but as you improve in your martial prowess, you might be a bit less cack-handed with them to boot. [/p]
Archery Target
[p]Think you're a stupendous sharpshooter? Best-in-class Bullseye blaster? Tremendous target terminator? I'll stop now. [/p][p]You'll be able to craft and place an archery target to test your sharpshooting. May the best marksman win! [/p][p]All of this will be arriving as part of the 0.9 Update, along with Custom World Sliders, and a Creative Mode, which you'll be able to enjoy. That's just the start. We'll continue to iterate and build on what we've got here as a foundation, and there's some extra awesome updates coming later on as part of our 0.9.1 update towards the end of September.[/p][p]We hope you're excited about what's coming with the Ranged update, and we're always listening to your feedback, so please dive in to the Official RuneScape: Dragonwilds Discord and get chatting with us across our socials. The JMods are always ready to hear from you and chat more about the Ranged update, and all things RuneScape: Dragonwilds! We're on Twitter, BSky, Reddit, Instagram, Facebook, Twitch, YouTube and TikTok too![/p][p]Until next time, be good![/p][p]We'll see you in Ashenfall.[/p]