
RuneScape: Dragonwilds 0.11.0.9 is going live! Patch (9th April 2026)
RuneScape: Dragonwilds 0.11.0.9 is live, with the development team responding directly to Runecrafting complaints that surfaced after the previous update.
RuneScape: Dragonwilds patch 0.11.0.9 is live today, and the headline here isn't a long changelog. It's the team acknowledging, publicly and quickly, that the Runecrafting changes from the last update landed badly.
The core complaints are exactly what you'd expect from a crafting system that got tightened up too hard. The essence-to-rune exchange rate feels punitive, crafting rune stacks takes noticeably longer, and the Rune Altar Attunement system isn't pulling its weight compared to just auto-attuning. Credit where it's due: Mod Bitf0x, Mod Pointy, Mod Zombie and the team haven't gone quiet on this. They've said outright that they're looking at the data and want fixes that don't create new problems down the line, not short-term patches that need rolling back in a week. Anima vents were added to ease rune scarcity, and the devs acknowledge that's a start, not a solution.
More changes are coming later this week as they dig into the numbers. Full patch notes below.
kg-card-begin: html
Hi Adventurers, we're so glad to see so many folks jumping into Dowdun Reach and falling afoul of Black Knights! In the interim, we're seeing a lot of conversations around Runecrafting changes we rolled out with this update.
What we're seeing is:
- The essence to rune exchange rate feels very punitive, and it feels like it takes substantially longer to craft stacks of runes.
- The Rune Altar Attunement system doesn't feel rewarding enough compared to Auto-Attuning runes - the lean-in active skilling method should be more rewarding, and we agree!
- Anima vents are a good addition to help alleviate some of the (very intense!) relative scarcity of runes from other sources.
We hear you - and we're looking at our options in terms of how we can make changes that aren't just short-term bandages.
Mod Bitf0x, Mod Pointy, Mod Zombie and I have been chatting this afternoon about what sort of solutions we can bring forward to address the issues we're seeing. We'll be looking into the data that we see over the coming day(s) to get a better picture of what changes we can make. Our intent is to always make adjustments that aren't going to need course-correction for us in the long term. What's apparent is that we do need to make changes to alleviate some of the pain points here, while still making Runecrafting a meaningful action that feels more rewarding, increasing as you level up.
We'll be sharing more news on this throughout the week and beyond as we continue discussions, but we didn't want to sit on this any longer. We'll be in touch - until then, be good! kg-card-end: html
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Written by
Nathan LeesGaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.
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