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Road to Restoration - Aura Overhaul Design Update
RuneScape
04.03.26 17:22 Community Announcements

Hey Scapers'

[p align="start"]A few weeks ago we shared a very early design for the overhaul of the Aura system. We talked about the issues that Auras and the Aura system presented and how we plan to address these issues, as well as where we would transfer meaningful Aura effects. That blog intended to show a very early set of design ideas for effects and include the community in shaping its direction - not intended as things set in stone, but rather to include you in the design phase and kick off discussions. In particular, we were keen to explore what types of rewards you thought were the best fit for where these effects should go.[/p][p align="start"]Based on some of the comments we saw, we realise the need to be clearer on this in the future, as it can be difficult to talk about designs when they come this early and are still cooking. As always however, your insights were very valuable, and we took this opportunity to listen carefully to what you've discussed and closely followed how reactions evolved over time.[/p][p align="start"]Since then, we've been busy beavering away and making changes based on your feedback, where possible, and we'll cover these today as well as some of the questions we saw pop up.[/p][p align="start"]We'll begin with an important question that came up following the first blog.[/p][p][/p]

Why not keep Auras as they are?

[p align="start"]In the first blog we discussed the issues that Auras cause for players based on comments from the community over the years, as well as our own feelings as players and developers. One thing that we could've been clearer on was why the slot and Auras themself are intended to be removed.[/p][p align="start"]In addition to the issues we listed in the first blog, we feel that the Aura system is quite disconnected from the game. The Aura slot is an extra slot that doesn't tie into in-game mechanics. Instead, it's an extra layer that feels 'removed' from the game while all other slots work in a way that is consistent with each other. In terms of game understanding and simplification, most auras don't connect to anything in the game world or any specific bit of content.[/p][p align="start"]There's no tutorial, no lore explanation and no sense of the auras being an in-world thing. Passive powers already exist in RuneScape, but they all come as rewards from content, or have some thematic reason for existing in the ways that they do. Generally speaking, it feels strange to have an equipment slot which uses a unique interface and that gives a temporary passive power. Additionally, given the upcoming removal of the Loyalty Point system and Solomon's Store, we no longer see it having a place in RuneScape.[/p][p align="start"]Ultimately, we want to make some of these effects feel like an integral part of the game, unlocked like all other buffs and boosts to create a more consistent and understandable RuneScape. While completely removing auras, their effects, and the associated system was an option on the table, our Road to Restoration is fundamentally aimed at returning integrity to the game, not simply ripping things out, and we want to find good solutions for keeping your experience with the game enjoyable.[/p][p align="start"]With that in mind we wanted to ensure that the community still has access to the most beloved effects, which is why in the first blog we explored what type of in-game rewards we could implement these effects into.[/p][p][img src="https://clan.akamai.steamstatic.com/images/38802315/4430ee04cf3d2303c62312ae8f683e863097e91a.png"][/img][/p]

Lets talk balancing

[p align="start"]There were some very valid questions on why some effects may need to be rebalanced. Aura acquisition has been extremely gated by time-locks (the Loyalty Point system) restricting access to their effects.[/p][p align="start"]As such, not everyone playing right now has auras, especially with a view towards the higher tier ones. As we remove auras and transfer their effects, we have to be mindful that a lot more players will now be able to access those powers and have them active more permanently, and the subsequent effects that could have on the wider game are substantial - whether that's experience rates or the economy.[/p][p align="start"]Put differently, a small percentage of players using a 1-hour aura that results in 15% more resources is very different and less of a concern than a much larger percentage of players who could access the same effects permanently with the same level of power. This is something we'd have to rebalance even if we were to just make all auras available to players, without moving their effect to other rewards in-game.[/p][p align="start"]We wanted to provide some data to cover some examples![/p]
  • [p]The Vampyrism aura is the number one most used aura by players each day. On average over the past month its use represents around 6.6% of daily members.[/p][/*]
  • [p]Legendary Greenfingers, which hovers around the 4th-6th most used Aura per day, represents around 2.7% of daily members.[/p][list]
  • [p]This falls to 0.3% for Supreme Greenfingers.[/p][/*]
[/*][*][p]Legendary Five-finger Discount comes in as the 7th most used aura per day, with its usage representing 2.7% of daily members.[/p]
  • [p]The Supreme version represents 0.4%.[/p][/*]
[/*][/list][p align="start"]As you can see, even the most used auras represent a small percentage of players on a daily basis. Of course there are many factors that go into this, such as what stage of the game a player is at or what type of content their focus is on at any given time, but we hope this helps highlight how we have to be mindful of these same effects being permanently available to a much wider net of players at their current power.[/p][p align="start"]Overall we still want to keep the effects in-game and let players use them as you have for years (we're not against keeping you feeling powered up), and we want to balance them in a way that doesn't give the game an XP/GP system-shock and cause more issues to resolve later.[/p][p][/p]

Feedback you gave us

[p align="start"]From the discussion around the first blog there were many different opinions, feedback, and concerns raised from the community on the initial "high-level" design, and we’ve adapted the revised design in response to that feedback. Here are some of the points that were raised:[/p]
  • [p]You didn’t like slot “competition” when an extra slot has traditionally existed, the pocket slot was a common concern here.[/p][/*]
  • [p]There were concerns around adding to Relics or Invention Perks because those things have their own frictions that you've expressed.[/p][/*]
  • [p]There were concerns around weakening aura effects if they are rebalanced (which we covered above).[/p][/*]
[p align="start"]We’ve been discussing and re-designing based on the above and other feedback points, while keeping in line with our own considerations for design too. We've attempted to maintain aura effects that you thought were important, while not making them "compete" with other things as best as possible. We've also made some tweaks to content where appropriate, such as adding Pilfer Points to Heists.[/p][p align="start"]We’ve listed these changes out below and look forward to hearing what you think![/p][p align="start"]Please do note, that these details are always subject to change based on design, balancing, and our own production timelines.[/p][p][/p]

Aura Effects And What's Happening With Them

[p][/p]

Skilling Auras:

[p align="start"]We've revised some of the places their effects would be transferred to, and aimed to help bolster some already existing rewards.[/p][p align="start"]Note that everything below is subject to rebalancing. Additionally, If you are on mobile, please turn your device to landscape to better read the following table.[/p][/tr][/tr][/tr][/tr][/tr][/tr][/tr][/tr][/tr][/tr][/tr]
[p]Aura[/p][p]Notes[/p]
[p]Daemonheim[/p][p]All passive effects remain as passives for completing the respective tier of Daemonheim area tasks.
The 1-hour activation effect for prayer-restore will also simply become a permanent passive.
The "Thok Headbutt" animation that replaces the Backhand ability animation will become a combat cosmetic override, unlocked once the respective area tasks have been completed.[/p]
[p]Focused Siphoning[/p][p]The increased success chance will become a passive unlock.
It can be bought from Wizard Rinsit's Runecrafting shop requiring Runespan points to purchase.[/p]
[p]Greenfingers[/p][p]The increased crop yield effect will become a passive unlock.
It can be bought from Sydekix's Shop of Balance using Crux Eqal favour to purchase.[/p]
[p]Five-finger Discount[/p][p]The increased Thieving chance will become a passive unlock.
It can be bought from the Thieves guild using Pilfer points to purchase.
[/p]
  • [p]Dev note: We'll be making Heists award Pilfer Points alongside this.[/p][/*]
[p]Enrichment[/p][p]We'll be directly buffing the chance to obtain an enriched memory as part of the skill.[/p]
[p]Quarrymaster[/p][p]We'll be making this one of Mining's levelling benefits.
The first unlock will give +5% critical strike chance at level 59 Mining, and another +5% at level 85.
[/p]
  • [p]Dev note: Quarrymaster was originally planned to be removed, but we understood your feedback about keeping its critical strike chance effect, especially for content such as Croesus and Gate of Elidinis.[/p][/*]
[p]Call of the Sea[/p][p]We'll be increasing or adding the success chance to various tools and rewards.[/p]
  • [p]Perfect Juju Fishing potion: 5% → 10%[/p][/*]
  • [p]Tools:[/p][list]
  • [p]Rod-o-Matic: 0% → 3%[/p][/*]
  • [p]Dragon Harpoon: 6% → 9%[/p][/*]
  • [p]Crystal Rod: 5% → 8%[/p][/*]
  • [p]Tavia's Rod: 10% → 13%[/p][/*]
[/*][*][p]Summoning Familiars:[/p]
  • [p]Granite Crab: +1%[/p][/*]
  • [p]Ibis: +2%[/p][/*]
  • [p]Granite Lobster: +3%[/p][/*]
[/*][/list][p]Dev Note: These changes bolster the rewards and allow players to continue using their typical Fishing setups as is, allowing you to stack up on fishing success chance boosts.[/p]
[p]Lumberjack[/p][p]We'll be increasing the effectiveness of hatchets.[/p]
[p]Tracker[/p][p]We'll be directly buffing the success chance for capturing creatures across the board as part of the skill.
[/p]
  • [p]Dev note: This was already done for Birds and some Kebbit tracking with the Early Game Rebalance update.*[/p][/*]
[p]Resourceful[/p][p]This will be removed.
[/p]
  • [p]Dev Note: Resourceful was originally planned to be removed without its effect being maintained in game. Crystal and Red sandstone will become a permanent resource once the Dailyscape Overhaul update releases, so this will no longer be a problem as players will be able to mine it indefinitely. One key point you raised however, was that Resourceful was useful for Archaeology material caches. As such, with this update we'll be making material caches give a guaranteed minimum amount of materials before depleting.[/p][/*]
[p align="start"]We reviewed the following skilling auras and are going ahead with their removal.[/p]
  • [p]Flameproof[/p][list]
  • [p]This was originally on our list of maintaining as part of the Totem of Auras (Totem of Skilling) but given that burn rates are part of Cooking's level up progress, and players have access to cooking gauntlets and eventually the 99 Cape perk, we deemed it one to remove.[/p][/*]
[/*][*][p]Surefooted[/p]
  • [p]This was originally on our list to maintain, but after investigating we found that increasing success rates on laps would make the failure chance so tiny that it would defeat its purpose as a mechanic. As such we've decided to remove the aura.[/p][/*]
[/*][*][p]Dedicated Slayer[/p][/*][*][p]Illumination[/p][/*][*][p]Jack of Trades[/p][p][/p][/*][/list]

Combat Auras

[p align="start"]We've revised the designs for transferring the effects below, and have avoided adding them to already existing pocket slot items especially. Other in-game items that give the same effects won't be changed in any way, and will continue to be alternatives that players can use.[/p][p align="start"]The below is a list of effects we're maintaining. Note: If you are on mobile, please turn your device to landscape to better read the following table.[/p][/tr][/tr][/tr][/tr][/tr][/tr]
[p]Aura[/p][p]Notes[/p]
[p]Vampyrism[/p][p]We'll be creating a new "Aspect" for the effect, "Vampyrism" under a new category: Aspects of Sustain
[/p]
  • [p]This will be unlocked in the Ancient Spellbook with level 68 Magic[/p][/*]
  • [p]Rune cost: 15 Blood; 10 Death; 6 Soul; 40 Fire[/p][/*]
[p]Dev Note: This would be aimed as a mid-game unlock, and work the same way as other Aspects such as Animate Dead and Darkness, where one can be used at a time, lasting 12 minutes.[/p]
[p]Penance[/p][p]Well be creating a new "Aspect" for the effect, "Penance" under a new category: Aspects of Sustain[/p]
  • [p]This will be unlocked in the normal Spellbook with level 62 Magic[/p][/*]
  • [p]Rune cost: 30 Body; 30 Mind; 15 Soul; 20 Chaos[/p][/*]
[p]Dev Note: This would be aimed as a mid-game unlock, and work the same way as other Aspects such as Animate Dead and Darkness, where one can be used at a time, lasting 12 minutes.[/p]
[p]Salvation/Harmony/Corruption[/p][p]We'll add this as an effect to the Sunspear.
We'll be tweaking this effect. Instead of it giving 10% per 500 prayer XP, we'll make it give prayer restore on each Vyre kill, with a 0-5% restore.
To unlock this effect, players will have to cremate Vyres in the Columbarium. Every 50 Vyres cremated gives +1% restore, up to a maximum of 5% with 250 cremations.

Dev Note: Currently, it normally takes around 2 vyres kills to trigger the 10% restore, whereas this would give up to 5% restore, but guaranteed on each kill.
Essentially, this makes training at Vyres a bit more consistent as you'll restore half as much prayer, but it will trigger on each kill (double the previous amount), levelling out the effective change.
[/p]
[p]Poison Purge[/p][p]We'll be tying this effect into the Anti-poison totem

Changes:
[/p]
  • [p]Remove the ability to hold the Anti-poison totem in the off-hand, only wearable in the pocket slot instead.[/p][/*]
  • [p]Increase the immunity when worn in the pocket-slot from just 50% to 100%.[/p][/*]
  • [p]When under the effect of an anti-poison potion on top of this, it will allow you to heal a percentage of poison damage taken[/p][/*]
[p]
Dev Note: This aura was originally planned to be removed, but we saw an opportunity to carry out some QoL with the anti-poison totem. However, given how niche this aura is and that Venomblood already exists, we'll only be going forward with this as long as it sticks within the scope of the update.
(The Anti-poison Totem works in a bit of a strange way, wearable in two different slots, and giving a different amount of poison immunity based on what slot it's equipped in.)
[/p]
[p]Desert Panethon (Might of Het)[/p][p]The Might of Het effect from this Aura will be transferred over to the Totem of Auras.

Dev note: Your feedback on the previous design, for the Totem of Auras giving skilling effects, was that the level requirements for this totem were too high for the benefits they gave.
We'll still need to do something with the Totem of Auras with this update. Rather than outright removing it, we see its high requirements as suitable for the "Might of Het" effect from the Desert Pantheon aura, which was an effect you expressed wanting to keep. We'll rename this to something like "Totem of Vitality".
[/p]
[p align="start"]The following is a list of auras being removed without their effects transferred elsewhere. Note that many of these auras were already disabled with the Combat Modernisation on Monday due to the player-power changes that came with that update.[/p]
  • [p]Aegis[/p][/*]
  • [p]Ancestor Spirits[/p][/*]
  • [p]Berserker[/p][/*]
  • [p]Brawler[/p][/*]
  • [p]Dark Magic[/p][/*]
  • [p]Inspiration[/p][/*]
  • [p]Invigorate[/p][/*]
  • [p]Knock-out[/p][/*]
  • [p]Maniacal[/p][/*]
  • [p]Reckless[/p][/*]
  • [p]Runic Accuracy[/p][/*]
  • [p]Sharpshooter[/p][/*]
  • [p]Equilibrium[/p][/*]
  • [p]Reverence[/p][/*]
  • [p]Mahjarrat[/p][/*]
  • [p]Dwarven Instinct[/p][/*]
[p align="start"]Equilibrium was originally mentioned in our first Aura blog as a potential one to keep, however following the combat changes it has been disabled. We'll work with the Combat team to continue reviewing feedback around these changes as players get more comfortable with the new combat system over the coming days and weeks.[/p][p][/p]

Misc. Auras being removed

[p align="start"]As mentioned in the first blog, there were a handful of miscellaneous auras that are also planned to be removed.[/p]
  • [p]Friend in Need[/p][/*]
  • [p]Oddball[/p][/*]
  • [p]Wisdom[/p][/*]
  • [p]Prime[/p][/*]
[p][/p]

Marks of War and Aura & Life Refreshes

[p align="start"]With Auras gone and Aura Refreshes no longer having a use, Marks of War will have limited things to spend on. We're going to keep Life Refreshes purchasable with Marks of War in War's Wares, and bonfire upgrades will also continue to require them for purchase. Just a reminder that Life Refreshes are on the list of MTX items to be removed from the game later this year, mentioned on the blog from November 3rd 2025![/p][p align="start"]Aura Refreshes are currently a possible drop from the Rare Drop Table, so with this update we'll also be switching them out for another item.[/p][p align="start"]In the future we'll reconsider what value Marks of War provide and if we should do more with them or rethink them.[/p][p][/p]

About Aura Refunds

[p align="start"]We’ve seen some questions following the announcement of the aura system changes about whether Loyalty Points spent on auras will be refunded.[/p][p align="start"]As outlined in our recent Premier Membership update, the Loyalty Store will be closing and Loyalty Points will no longer have an in-game function. Because of this, we won’t be offering Loyalty Point refunds for previously purchased auras. The only other thing that Loyalty Points could have been used for (cosmetic content) will be relocated into the Free Monthly Marketplace Drop cycles when the Store closes.[/p][p align="start"]One important distinction we can make relates to players who purchased an aura using bonds, as there is a direct and single correlation between the bond and the aura. Any players who spent bonds to acquire an aura in the last 3 months (after 1st December 2025) will have those bonds automatically returned to their accounts when the aura overhaul goes live.[/p][p align="start"]Additionally, any players who purchased the Mahjarrat Aura using Reaper points in the past 90 days (since 3rd December 2025) will have those points returned to them, though the timing on this still needs to be finalized.[/p][p align="start"]Importantly, with the ongoing aura overhaul, we’re not removing all aura effects outright and you'll be able to continue using many of their effects due to our efforts to rework the system. Some are being reworked or integrated into other parts of the game, while others are being retired as part of broader improvements. Given the varied changes to different auras, there isn’t a fair or consistent way to apply refunds across all situations.[/p][p align="start"]We understand that many of you invested Loyalty Points over time, and we truly appreciate that commitment. Our focus is on ensuring the updated systems feel stronger, healthier, and more rewarding for the future of RuneScape.[/p][p][/p]

Next Steps

[p align="start"]That covers everything we have today on the Aura Overhaul update! We hope we've addressed your feedback by shifting the places these effects come from to be much more friendly, and less competitive to other slots and rewards than the design iteration from the first blog.[/p][p align="start"]We're now implementing the above changes, but will of course keep an eye on discussions as they unfold to ensure that we've covered as many of your feedback points as we can. With that in mind, head on over to the discussion thread and get involved in the conversation![/p]
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