Upcoming updates

This page is a list of upcoming RuneScape updates.

Skilling outfits
During GameJam Jagex suggested that they make the High Armour of Hanto, Slayer masks and regular (not elite) skilling outfits available at appropriate times. Following player feedback on this idea, Mod Ryan is working on adding 4 currently Treasure-Hunter exclusive skilling outfits to the game, with an expected release date of 6 March.


 * Players will have a chance of getting a random piece that they do not currently own from the sous chef's outfit when completing hard deliveries at Gnome Restaurant.
 * Un-owned pieces from the diviner's outfit will be obtainable from Guthixian Cache while earning experience from player; having a higher number of points will increase the chance of getting an outfit piece.
 * When earning a box of summoning ingredients from Familiarisation the player will obtain shaman's outfit pieces.
 * A new Shady ghost at the ectofuntus will exchange random un-owned first age outfit pieces for 1,000 ecto-tokens.

Outfits which are currently purchasable for Thaler will remain in the store. It is also possible that skilling outfits that are currently only obtainable in-game may be added to Vic's Store in future.

Shark outfits
The shark outfits will be made available through gameplay, as with ethereal outfits and golem outfits through rune ethereal and gemstone golem fragments. This is currently planned to be released in March 2017.

Menaphos Slayer Dungeon
A new Slayer dungeon will be added in June 2017, this will be located in Menaphos.

120 Slayer
With the release of the Menaphos Slayer dungeon the Slayer skill cap will be increased to level 120. Players' virtual Slayer levels will be converted directly into actual levels. New content will be added such as the player being able to become their own Slayer Master and create their own Slayer assignments. A poll of players' wishes for the expansion was launched on 10 January 2017. It is intended that experience rates will increase. Levelling from level 99 to 120 Slayer will take around 150 hours with an average experience rate of around 600,000 experience an hour once the level cap is raised. This will scale up as higher level monsters are accessible within the Menaphos Slayer Dungeon, from 300,000 experience an hour at level 99 to over 800,000 experience an hour towards 120. New Slayer monsters will be added in 120 Slayer. 120 Slayer will become a Completionist cape requirement, but players will be given at least 3 months amnesty, until the release of the second in-game area expansion in September 2017, to obtain the requirement.

New Slayer monsters
During GameJam Mod Shogun revealed that he is working on creating three new Slayer monsters:


 * Abyssal savage (requiring level 95 Slayer to kill)
 * Abyssal beast (requiring level 105 Slayer to kill)
 * Abyssal lord (requiring level 115 Slayer to kill)

All of these will be options that players will be able to chose in place of an abyssal demons task. The new monsters will each have the same teleporting mechanic as abyssal demons, with the abyssal lord also dealing damage to the player while doing so. As with regular abyssal demons, the effects of darklight and abyssalbane ammunition will work against the new monsters.

The abyssal savage will be a harder hitting version of an abyssal demon; though it will attack using magic. The abyssal savage will have a laser attack which the player must avoid by moving at least one step away from the savage. The abyssal lord will feature the most complex mechanics. Mod Shogun is aiming for them to have 2 special effects. One of these will be that, after the player has dealt a certain amount of damage to the abyssal lord, it can summon high-hitting minions which attack the player. Some of the minions' damage will be negated by Protect from Magic.

Mining and Smithing rework
A rework of Mining and Smithing was planned for September 2016, however the rework was postponed to 2017 due to player feedback on the initially presented concepts. It is currently slated for release in the second half of 2017. On 4 August 2016 Mod Jack made a post on the RuneScape Official Forums and on Reddit to begin discussions about re-evaluating what players wanted to see in the Mining and Smithing rework. From this they hope to reuse acceptable elements of the pre-existing plans for the rework as well as create new designs or take suggestions to fully meet with requirements for the rework.

During the Future of RuneScape Skilling talk at RuneFest 2016 Jagex revealed some of the considerations for planning the new Mining and Smithing rework. There were:


 * Coal no longer being needed as a secondary material for high level Smithing, but instead being a universal catalyst - speeding up the speed of smithing rather than being required to smith.
 * The crystal pickaxe maintaining its status as being better than other pickaxes due to the difficulty involved in getting it. It may be required to create higher level pickaxes.
 * Crystallise not offering the best Mining training method, but still being worthwhile to obtain.

It is currently intended that the content added by the rework will be available to free-to-play players.

Mining
The basics of Mining will remain the same; with players using pickaxes to mine ore from rocks. Rocks will not be hard to find, but higher level rocks will be placed in less accessible locations. There will not be quest requirements to access any types of rock, though it is possible that more accessible locations may be unlocked as quest rewards. Rocks will no longer deplete: there will not be competition between players for obtaining ores.

While mining from a rock the player will automatically strike it with their pickaxe every 4 ticks. Mining experience will be gained on every strike at the rock while ore will be obtained less frequently. Experience drops will therefore be lower amounts but occur more frequent than do currently. The mining animation and sound effect will be updated to make them correspond to ore being obtained.

Each strike that a player deals to a rock will accumulate progress points; which will be like damage dealt to the rock. The amount of progress points earned will depend on the player's Mining level (each level adding an additional 1 progress per strike) and pickaxe (better pickaxes will give more progress per strike). Each rock will have a difficulty; this will determine how many progress points the player will need to get ore from the rock. Each time that the player builds up enough progress points they will get a piece of ore and their progress points will be reset to 0. Progress points are stored for a type of rock, rather thaneach exact rock, and players can resume mining at the same progress if they continue mining the same type of rock at a later time; however mining a different type of rock resets progress. Experience gained on each strike is equivalent to the amount of progress earned multiplied by a bonus for the rock type, with higher level rocks giving a greater bonus. Mining experience rates will remain around the same or slightly faster.

While mining the player will occasionally tire and need a break to recover. The number of strikes that the player will be able to make before needing a break will be approximately the same as their Mining level divided by 10. A break will last 20 ticks, after which the character will automatically resume mining. Players will be able to click on a rock to interrupt their breaks and resume mining early. This mechanic will encourage active gameplay: at the highest (90+) tier of rocks not interrupting breaks at all will give around 30% less experience and ores.

Higher tier rocks will have an additional property called hardness, which will decrease the amount of progress gained per strike of the rock. For example, if your pick would normally strike for 11 progress and the rock has a hardness of 10, you actually only get 1 progress. Hardness will be counteracted by using better quality pickaxes, which have a greater penetration value. A pickaxe's penetration value will be the same as the hardness at that tier. For example, drakkurlith rocks will have a hardness of 60 and a drakkurlith or dragon pickaxe will have a penetration of 60. Pickaxe penetration will be subtracted from hardness before hardness is subtracted from progress. Players will need to use a pickaxe that is at least the same tier as the rock they are mining to remove the effect of hardness. The hardness mechanic will ensure that it remains difficult to mine higher tiers of ore with low level pickaxes.

Players will be encouraged to bank their ores through the addition of imcando pyxides, which will act as deposit points. Each mining spot will have at least one imcando pydis located within easy reach of the rocks. Each pydis stores a certain amount of ore: the number will depend on the type of ore but will correspond to 20-30 minutes worth of mining. Once the pydis is full the player can click on it to teleport themselves to the nearest bank, automatically depositing all stored ore into their bank at the same time. The player will then have to return to the mining spot using their own means. It is intended that Mining should be the best method of ores: to achieve this monsters' drops may be replaced with coins or protean-like items.

Jagex are also considering giving Strength and Agility effects on the mining progress. One tenth of Strength skill may be added to progress per pickaxe strike: this would be equivalent to around 5% of overall mining performance. One tenth of the Agility skill may be subtracted from the number of cycles the character stops for while having a break from mining: this could potentially improve experience rates while afk mining by up to 15%, but would not affect active mining.

Smithing
The tiers of existing equipment will be lowered and new equipment will be added at higher levels. Players will be able to smith gear up to tier 80, which will have slightly poorer stats than the equivalent tier gear obtained from monster drops. This gear will reuse models and concepts shown previously in the initial ideas for the rework. The Smithing process will remain similar to how it is currently, though Jagex intend to change the process in a way that allows more modifying reward items to be used with the skill. Jagex are also looking into removing unnecessary realism in the skill with the requirement of extra materials, such as wood for crossbow stocks, being moved from the smithing process. The significance of coal will be reduced; it will no longer be required for higher level Smithing, instead it may act as a non-essential catalyst to speed up smithing.

The basic mechanic of Smithing will be the same as the existing process of using anvil to make bars, though this process will typically take longer than it does currently. The length of time taken to smith items will scale with number of bars required: it will no longer be more rewarding to smith items that need more bars. The number of bars required to smith different types of items will be changed to be better reflect their value to players. A new mechanic called "The Forge" will encourage, but not require, active gameplay while smithing. Ore and bars may be used directly from the bank.

The regular smithing process will create "base items". These may then be upgraded using as many bars as were originally required to create the item. At higher tiers items may be upgraded more than once: the number of times an item can be upgraded will be half its tier, rounded down. Each upgrade will require double the bars used in the previous upgrade, with the experience given being equal to the number of bars used.

An item upgraded to its best upgrade level will be a "fine item". All upgraded items will be tradeable, but only base and fine items will be tradeable via the Grand Exchange. Fine items may be smithed into untradeable presentation items. These can be handed in to master smiths (Martin Steelweaver, Suak, or Lady Trahaearn) for extra experience, equivalent to that given by smithing half the total number of bars needed to make the fine item. Handing in presentation items will also award Artisans Workshop respect points, if there is not a rework of the activity as part of the Smithing update.

Proposed new Smithing levels:

With level 99 Smithing players will be able to create masterwork items out of aetherium items. Masterwork items will be level 90 tank items and will require level 90 Attack or Defence to use. They will be augmentable and will degrade into a broken state, requiring consumable smithing items to repair. Creating masterwork items will be a complex, time consuming and expensive process which awards only token experience. They will be created from a number of components, including glorious aetherium bars and aetherium filigree. The number of glorious bars needed will be the same as the number of bars needed to make that type of regular item, while 10 times as much filigree will be needed.

Glorious bars will be made through a process of "folding" which takes place through cycles upgrading the bar from enriched to folded to glorious. Enriched and glorious bars will be tradeable but folded bars will not be. Only one bar can be folded at a time, though making them will be queued to repeat through the make-x process. Making the initial enriched aetherium bars will require 10 immaculate alloy bars, which will each made from 10 concentrated alloy bars and 1 barrows bar. Barrows bars will be made by melting down barrows equipment at the dragon forge. Each concentrated allow bar will be made from a variety of smithed bars, including a dragon bar made from melting down dragon item at the dragon force, and a purifying flux, which will be purchasable from Artisans Workshop for. Aetherium filigree will use cheap materials in a very time consuming process of converting aetherium bars to aetherium wire, to twisted aetherium wire, to aetherium filigree. Aetherium wire and filigree will be tradeable.

It will be possible to combine masterwork items with parts of level 80 and 90 drops from bosses to make even better level 92 power armour called energised armour. Energised armour will be augmentable and tradeable and will degrade to a broken state, repairable using repair kits which will also be created through smithing. The process of creating energised armour will require 99 Smithing and will be simpler and faster than creating masterwork items, though it be more costly. It will involve combining masterwork items with energised inlays. Each energised inlay will be made through combining an aetherium bar with 2 praesulic essence, from torva armour; 1 malevolent essence, from malevolent armour; and 2 kalphite essence, from drygore weapons. Creating energised armour will award only token experience. Jagex are also considering adding mastery, whereby the player would need to unlock the ability to make masterwork aetherium items. Unlocking the ability to work on mastery would require a special accomplishment such as earning a certain amount of experience by smithing a type of item at each tier. It is likely that the concept of unlocking masterwork items will now be incorporated into the masterwork system; rather than being a separate mastery system as was initially presented.

Arc fixes
Mod Orion is working on fixes to The Arc:
 * Add shortcut keys to the travel interface.
 * Add a progress bar to alaea crablets and salty crablets.
 * Active alaea crablets will be distinguished by having the name "relaxed alaea crablet".
 * Add tracking and quick chat for Slayer creatures on Aminishi.
 * Fix objects on uncharted isles not spawning and spawning on top of each other.
 * Investigate whether having multiple adjacent tortle spawns affects tortle respawn rate.
 * Investigate some spots not allowing traps to be placed on Uncharted Isles.
 * Investigate Uncharted Isles combat NPCs not scaling correctly when hit by a Summoning familiar.
 * Add "make-60" options to various craftables and transmutations e.g. tortle shell bowls.
 * Add a section to the Arc Journal showing whether each resource on a player's claimed island has been depleted or not.
 * Add a filterable chatbox message saying when a resource is 25%, 50%, 75% and nearly depleted.

In addition the High Armour of Hanto armour and weapons will be made available as a reward from the Arc. These fixes will be released in March 2017.

Shattered Worlds
Shattered Worlds is a competitive minigame involving combat that is planned for release in the first half of 2017.

Boss kill times hiscores
Players' boss kill times will be reset and a new system of kill time hiscores will be added in 2017.

New boss
A new boss currently called The Ambassador will be released in 2017. This was originally announced as a solo only boss at RuneFest 2016, however following player feedback Jagex have decided to lift this restriction. They are now considering a fight involving 1-5 players.

Giant Mimic
Mod Erator is working on making the Giant Mimic a permanent overworld boss.

Penguins in space: musical raids
Mods Deg and Raven are working on a fun practice-mode like Raids encounter. To enter the encounter players must board a space ship and then co-operate as a team to maintain their ship's wellbeing by following instructions which are given to them. If the team is able to successfully maintain ship wellbeing then they will arrive at the boss fight.

During the fight the players will fight in combat against Beatsmaster Zurgdag (Beastmaster Durzag) while music is played. Yamaharu (Yakamaru) will spectate the fight. Additional mechanics will involve maintaining the players' volume meter while decreasing the volume meter of the bosses.

Combat fixes

 * Add Attack Option settings to combat settings for players and npcs. It will possible to chose between left click, combat level, right click and hidden options.
 * Mod Ramen is working on making damage dealt to minions in Nex: Angel of Death count towards the overall DPS drop.

Crondis quest
To coincide with the release of Menaphos in June 2017, a quest involving Crondis will be released. In this quest the player will find out why Crondis has turned against her followers, taking their food and drink and delighting in their misery.

Elder Gods quest
A quest involving the Elder Gods is an update intended for release in 2017.

Evil Dave quest
A quest involving Evil Dave is planned for release in 2017.

Replayable Sliske's Endgame
Mod Raven is working on making Sliske's Endgame replayable. He has completed the following fixes:
 * Ability to play through a second time.
 * Adjust past choices on non-canon playthroughs.
 * Add a "lore maze" for non-canon playthroughs where players can go straight to the maze, skip solving it and just do the interaction parts. Players will be able to choose what interactions they will have in what order.
 * Fix clickout bug for interactions so players will be able to see if they missed interactions.
 * Change dialogue in final scene so that the player can pledge the stone to a god of their choice.
 * Adjust dialogue for Zaros, if you are you loyal to him.
 * Added Akrisae to the final scene.
 * Updated model for Sliske to have the staff at the stone scene.
 * Other potential fixes are making shards augmentable; letting the player get Armadyl's feather if they are loyal to him throughout the quest; and making the maze interface show which rooms the player has already been through.

Heroes' Quest rework
Mod Stu has completed improvements for the Heroes' Quest, following his rework of Shield of Arrav. These are currently in QA.

Imp Catcher rework
Mod Stu is reworking the Imp Catcher quest. The quest will require four non-tradeable, quest item beads, these will be obtained by interacting with four different imps. The beads will each be based around the four humours and will affect the imps in possession of them: for example the melancholic bead makes the imp carrying it feel depressed and so the player would have to cheer up the imp in order to receive the bead. The first draft of the Imp Catcher rework has been completed and reviewed by Mod Osborne.

Murder Mystery quest
Mods Osborne and Krista have begun working on a murder mystery style quest as part of GameJam. It will involve only female characters, and will be based around discovering who has killed a beloved character. The quest will have a similar feel to One Piercing Note, with the player solving the murder mystery. The quest will have a unique mechanic where the player investigates the environment and enters text into a "search engine" interface to receive more clues; this will allow its events can be played out of sequence.

Vorago backstory quest
Mods Ramen, Ryan and Ollie are working on a Vorago backstory quest. This is not intended to be a quest with high required levels, it may require completion of The Giant Dwarf quest.

One Small Favour sequel
A sequel to the One Small Favour quest was one of the projects mentioned during GameJam.

Twin Furies event
An event involving the Twin Furies is planned for March 2017. Players will gather tradeable Zamorakian emblems to unlock cosmetic rewards.

Bank bidders
Bank bidders is a two week event where players will be able to bet on and win the contents of a banned account's bank. It was planned for release in February 2017, but has been postponed.

Spring Fair
Spring Fair is an event, similar to the Summer Beach Party, that will occur in 2017.

Summer Beach Party
The Summer Beach Party will return in 2017.

In-game events calendar
Mods Erator and Chaplain have been working on an in-game calendar as part of GameJam. The calendar will record events such as Treasure Hunter promotions, official livestreams and Jagex moderator events. They are also looking into adding support for showing when an account's membership expires and for "super events" which would take over the square for an entire day to notify the player of important updates.

Burthorpe Games Room update
Mod Tomb is working on an update to make it possible for players to play games from the Burthorpe Games Room while skilling across RuneScape. Initially it would only be possible for players on the same world to challenge each other.

Expansions
Three game world expansions are planned for June, September and December 2017. Each expansion will introduce a new in-game area with a depth of content similar to that of Prifddinas.

Menaphos
The city of Menaphos will be released in June 2017.

Seers' Village graphical update
The next in-game area to be graphically reworked will be Seers' Village and Camelot. The update will be developed by Mod AOB. Currently the rework is at the stage of moving buildings around and blocking them out. Jagex are planning to make Camelot castle larger and built into the mountainside. Some unneeeded things, such as the estate agent, will be removed from the village. They are also considering moving the Seers' Village Courthouse to another location as part of the update.

Lumbridge Crater update
Mod Ramen is working on reworking the Lumbridge Crater to make the area more graphically similar to how it was before the Battle of Lumbridge and to make it more attractive as a hub for low level players. This will involve moving Cabbage Facepunch Bonanza to Gamers' Grotto, while keeping a bank chest in the area; adding more trees and yew trees; adding baths and benches and adding more animals. Ramen is also attempting to better integrate Orla Fairweather into the area and to add the minnows, currently found on Ashdale, to the water pools in the crater area. The rework is intended to be released on 6 March.

Karamja graphical update
During GameJam Mod Joe worked on a method to execute some low key graphical reworks by reusing existing graphical assets. The GameJam livestream showcased his application of this to a graphical update for Karamja.

Clue scroll rework
A rework for clue scrolls is planned for 2017 and is intended to make completing clue scrolls more rewarding and may allow the player to work on more than one clue of the same difficulty at the same time. Improved rewards may include new god birds, third-age armour, unique clue scroll gear, and footprint trails left as the player moves around the world.

Jagex are also looking into adding a new tier of clue called champion clue, which would include skilling clues. Champion clues could also have hiscores and competitive clues involving players racing to be the first to claim a single prize from completing a clue.

Achievements
A unified Achievements system is an update planned for the first half of 2017. This will bring together existing systems such as the Quest List, current Achievements, and path system. The developers have converted most of the existing Achievement diaries into the new system and are now working on improving the quality of the new parent interface. The will also be adding a recommendation system, which will show the player achievements that they could complete in a short amount of time, and a path system; which will list achievements required to meet a larger goal such as being able to kill bosses in God Wars Dungeon.

It may also incorporate new achievements in areas such as combat, skilling, quests, minigames, distraction and diversions, exploring the world, gear and collections to give a total achievement score comparable on hiscores and visible on examines. There may be new rewards for completing subsections of achievements.

Bank rework
The ninja team is working on an update for banks that is aimed for release during the second half of 2017,

Weather system
A dynamic weather system which affects players' gameplay will be added in 2017.

Customisable skyboxes and lighting
Mod Shauny is working on a project to allow players to choose skyboxes of different times of day, as well as adding filters for lighting.

Dailies and weeklies rework
Daily and weekly repeatable events will be reworked. Jagex will first be looking at dailies and the Challenge System. Challenges given will be made specific, for example playing for a certain amount of time or gaining a certain amount of experience.

Clan avatar rework
Mod Moltare is planning changes to clan avatars:


 * Removing the anagogic orts system. Instead clan members will be able to attune to their clan's avatar habitat while visiting the citadel once a week.
 * Attuned clan members will be able to summon the clan avatar as a cosmetic companion pet.
 * Attuned clan members will receive an experience buff, regardless of whether or not the avatar pet is summoned.
 * Potential experience buffs may be: a flat 3% experience buff; a 3% buff plus 2% for having maximum clan fealty (total 5%); or 1% per tier of avatar habitat plus 2% for max fealty.
 * While in the citadel with the avatar pet summoned it will gather resources up to a cap shared across all clan avatars.
 * Clan members with admin+ rank may be given permissions to customise the avatars' appearance and set what they will gather at the citadel.

Mod Moltare is currently working with Mod Asherz to make changes to the game engine to allow clan avatars to work with familiar overrides.

Buff bar improvements
Mod Shauny will be improving buff bars as a project during and after GameJam, as an update planned for release in March 2017. He will be adding more buff icons, bringing the total number of buff icons up to 223. The new icons added will include icons that show when the player has been given a debuff by an opponent and "hit icons" to opponents when the player has affected their hit chance. The icons will further be improved by having them user timers to show how long an effect has until it runs out. The buff bar will be split into 2 parts; one showing negative buffs and the other showing positive buffs. The player will be able to see up to 30 buff icons at one time: 18 positive and 12 negative. Players will be able to reposition the two bars independently of each other. He has also added categories to the buff icons so that the player can filterthe types of icon that they see. The categories will be boss specific, prayers, offensive abilities, item effects, auras, boosts, overhead prayers, defensive abilities, pet effects, and status effects.

Luck rework
Mod Timbo has been developing an extension to the ring of wealth luck system since the GameJam Double XP Weekend. This updated is planned for release in March. There will be 4 tiers of luck: each having a different ring to access.


 * Tier 1 luck will be accessed using the Ring of Luck. This will require level 11 Crafting and 7 Magic and will be crafted from a gold bar, lapis lazuli gem, water rune, and cosmic rune. It will have level 15 ring stats. It will be tradeable and accessible to free to play players, though only members will be able to craft it.
 * The current ring of wealth, luck potion, leprechaun hat and uncharged collector's insignia will give access to tier 2 luck.
 * Tier 3 of luck will be accessed using the Ring of Fortune. The Ring of Fortune will require level 72 Crafting and 87 Magic and will be created from a gold bar, onyx, ring mould, 20 earth runes, 20 fire runes, and a cosmic rune. It will have level 50 ring stats, be tradeable, and give unlimited teleports to the Grand Exchange and Miscellania. Tier 3 will additionally be accessible through a charged collector's insignia and a new enhanced luck potion, made by adding 6 onyx bolt tips to a regular luck potion.
 * The Ring of Fortune will replace the ring of stone as the ring made by enchanting onyx. The ring of stone will be moved to being obtained as a drop from TzHaar and TokHaar. The level required to cut onyx will be increased to 72 Crafting.
 * The elite luck tier will be accessed through Luck of the Dwarves. This ring will be made with level 97 Crafting and 87 Magic and will be made from a gold bar, alchemical onyx, 20 earth runes, 20 fire runes, and a cosmic rune. The alchemical onyx will be a gem created through Invention: players will require level 107 Invention to discover the blueprints for manufacturing alchemical onyx. It will be made from 50 refined components, 50 fortunate components, 10 precious components, and an onyx. The ring will be tradeable.

The luck system will affect unique rewards from Slayer, such as crystal triskelion fragments and abyssal whips; bossing; skilling, for example obtaining gems from mining rocks, reduced chance chance of fishing spots moving and trees depleting, better chance of obtaining items such seren's symbol pieces and outfit pieces from thieving elven clan workers and rare items at Pyramid Plunder; completing clue scrolls, e.g. god pages and dyes. Luck will not affect drops of pets, sirenic scales, ascension keystones, ascension fragments, and champion's scrolls. Higher tiers of luck items will affect higher level content:


 * Tier 1 will affect level 1-50 Slayer monsters; low level skilling; easy clue scrolls; and King Black Dragon and the Giant mole.
 * Tier 2 will affect level 51-80 Slayer monsters; medium level skilling; medium clue scrolls; and medium level bosses (Chaos Elemental, Kalphite Queen, Exiled Kalphite Queen, God Wars Dungeon, Barrows, and Dagannoth Kings). It will also increase the chance of better loot from the rare drop table.
 * Tier 3 will affect level 81-99 Slayer monsters; high level skilling; hard clue scrolls; and hard bosses (Queen Black Dragon, Nex, Heart of Gielinor, Kalphite King, and Corporeal Beast). The chance of obtaining better loot from the rare drop table will be further increased.
 * Tier 4 will affect all Slayer monsters; all skilling; elite clue scrolls; and elite bosses (Nex: Angel of Death, Telos, Raids, Barrows: Rise of the Six, Vorago, and Araxxor). The chance of obtaining better loot from the rare drop table will be even further increased and there will be a higher chance of unique drops from the rare drop table.

Players will not have to wear the luck items for the duration of a kill for them to be effective. The rare drop table will be reworked so that players may be awarded an item from the table in addition to an item from the monster's regular drop table: rare drops will no longer replace regular drops. When using the elite tier of luck players will no longer receive raw lobsters, flax, or molten glass from the rare drop table. Mod Timbo will next be working on making the luck system work with increasing the chance of getting unique items from clue scrolls and making the higher tier luck items give the effects of the lower tier ones.

Customisable login screens
Mod Easty is adding a drop down option to the login screen that will allow players to select from all previous log in screens. He is now attempting to add a randomisation option to this.

Aura bag
Mod Harrison is working on creating an aura bag to store auras. Auras will no longer be objects: instead the player will equip their aura bag to use an aura.

Player name release
A release of names from unused accounts is now intended to take place in March 2017, having originally been planned for January 2017. .

Permanent ban appeal system
Reinstatement of a system to allow permanently banned players to appeal their bans is planned for early 2017. This system will be available to pay-to-play players.

Live chat
Introduction of the ability to have live text-based conversations about limited customer support related issues with Jagex Moderators in the customer support team is planned, following successful trial of the feature.

New game guide
The Jagex-run RuneScape Wiki will be removed from the website and will be replaced with a smaller game guide section.

Ninja team
Mod Maylea is currently working on splitting the Attack/Strength and Defence/Constitution tabs. After this she will be working on the top 10 most wanted quick ninja fixes, as voted for on the Ninja Backlog Prioritisation thread on Reddit. These were:
 * 1) Crystal teleport seeds having too few charges
 * 2) Lots of effects not appearing on the buff bar
 * 3) Difficulty selecting bats and Animated pickaxes in Dungeoneering.
 * 4) Lack of option to deposit inventory into a beast of burden.
 * 5) Familiars not being forced called when teleporting to some areas
 * 6) World 48 having an outdated total level
 * 7) Prayer potions not being available to F2P
 * 8) Many buffs/debuffs lacking specific numbers
 * 9) Too small of a character limit in friend and clan chat channels
 * 10) Installed gizmos not being visible on augmented items when examining another player

Mod AOB will be fixing the Dungeoneering bats and Animated pickaxes.

This week's patch notes
The following ninja fixes will be released in the week beginning 6 March:


 * The Wardrobe will be updated. All outfits will be previewable and will show information about how to unlock them. The keepsake limit will be increased to 100. Players will be able to filter items by whether they are owned or not and sort them by source, alphabetically or by newest first.
 * A golden soul cape will be added for completing Memory of Nomad in less than 6 minutes. It will be obtainable on off-loot kills.
 * Warnings will be added to tell the player when they have 1 hour and 30 minutes worth of divine charge left in their charge pack. Additionally there will be a warning shown when entering an instance with less than an hours worth of charge remaining.
 * Supreme overload potion and salve buff bar icons will be improved.
 * Mod Daze is adding a change to make it impossible to disassemble high-value items while in combat. It will not be possible to disassemble items worth more than 1 million coins.
 * A check to ensure that golems die when the player defeats Telos will be implemented.
 * "Bad luck mitigation" will be added to rare lore drops: dragonkin journal from adamant dragons; miner's diary and the diary of Jebediah Omnis from ripper demons; court summons from monster drops; and last riders from the King Black Dragon. The chance of getting last riders will not be affected by group kills; players may gain kill count but will obtain the last riders when on a solo kill while meeting the requirements.
 * Mod Curse is adding information about tactics to the tabs of Telos and the generals from Heart of Gielinor to the Beasts tab.
 * A fix will be made for Equilibrium and Biting.
 * The lucky perk will work correctly with Anima Core of Sliske armour; it will still be disabled if using the Battle of Lumbridge set effect.
 * The Warpriest of Tuska armour set effect will work correctly in PvP.
 * Mahjarrat models in The World Wakes and Dishonour among Thieves will be updated.

RuneScape documentary
A documentary, RuneScape - 15 Years of Adventure, about the history of RuneScape was intended for release in Spring 2016.

God books cosmetic overrides
Mod Orion is working on making cosmetic overrides for god books during his personal project time. Players will be able to use different recolours if they have created the corresponding god books. Additional colours will be available if the player has all other recolours unlocked. The features are currently being tested and they are expected to appear in game in late February.

Pets
In 2017, skilling pets will be added for combat skills (including Attack, Constitution, Defence, Magic, Summoning, Strength, Ranged and Prayer). There may additionally be pets for clue scroll and minigame completion.

There will also be the pet park, a place to store pets and potentially unlock hidden rewards for collecting different groups of pets. Players may also be able to customise their pet park and command their pets to work for them, similar to in Managing Miscellania.

Interface pets
As part of GameJam Mod Mohawk moved the cresbot, tz-rek jad, phoenix eggling, squidge and runtstable pets to interface pets. This is scheduled for release on 6 March.

Miscellaneous fixes

 * The "buy bonds" button of the currency pouch will be made less obtrusive and the currency pouch itself will be streamlined.
 * The features of the orb of oculus will be made available from the world map and you will be able to access these in Legacy Mode.
 * Mod Timbo's current projects include increasing the value of seeds; increasing ghostly essence drops; and removing resources from PvM.
 * Mod Nin is working on adding the Java client features of being able to turn off ground detail and terrain blending to the NXT client.
 * Mod Daze has added a configure option to portable crafters.
 * Mod Ryan has altered the broadcast for achieving skill mastery to read that the player has achieved virtual level 120 in the skill. He has also added a global broadcast for achieving virtual level 120 in all skills.