Scorned Wilderness & Kuldra Raid — Dragonwilds 1.0

The 1.0 update adds the Scorned Wilderness, the Regicide quest that ends at the five-headed Dragon Queen Kuldra, a full Runite tier, Dragon and Ancestral gear, wands as a new weapon class and 62 new items in all. Names, descriptions and lore below are read from the game build; anything quoted from the patch notes is marked as such.

What 1.0 adds

  • A new region, the Scorned Wilderness, reached through the Regicide quest.
  • A raid boss: Kuldra, the five-headed Dragon Queen.
  • 62 new items, 19 new creatures and 21 new spells and perks.

Everything on this page is read from the installed game build and refreshed each patch. Rune costs, cooldowns and gathering requirements are quoted from the official 1.0 patch notes.

Regicide — the Kuldra raid quest

Regicide is the 1.0 main quest. It starts and ends with Commander Zilyana and sends you through the Scorned Wilderness to defeat Kuldra and bring back her head.

Take the fight to Kuldra, and end this once and for all.

Objectives

    Raid checkpoints

    The raid is split into named checkpoints, in this order, with the Zilyana Extraction Point as the way out between attempts.

    1. 1Dragontail Vines
    2. 2Fragments of Ghornfell
    3. 3The Shattered Stronghold
    4. 4Cataclysm Keep
    5. 5Kuldra's Sanctum

    Patch notes: defeating Kuldra guarantees the Dragon Kiteshield and a cape, with more Dragon equipment from repeat runs.

    Open the full Regicide walkthrough →

    Kuldra and the new creatures 19

    Every creature added in 1.0, with its in-game journal entry where the game has one. Damage weaknesses for these rows are not in the readable game data yet.

    • Kuldra’s tale is tragic really. An innocent child, raised by monsters: tormented, tortured, and forced to create legions of children who were all taken from her and then either weaponised or dissected for future study.

      DragonkinScorned Wilderness
    • If you thought the red dragons were bad, you’re in for a rude awakening. The black dragon is a powerhouse of destruction. Every fibre of its being is bred to defend Kuldra and obliterate all threats that get remotely near.

      DragonkinScorned Wilderness
    • Like all dragon hatchlings, the black dragons are prone to violence from the moment they break through the shell. Indeed, some of them take shards of sharpened shells and use them to stab their siblings with it. Some survive, some don’t, but those that do are stronger and deadlier for it: something their mother, Kuldra, is very pleased with.

      DragonkinScorned Wilderness
    • Blue dragon hatchlings are mercurial things. Their lives are filled with a whimsical desire to cause destruction and chaos. Among dragonkind, they favour elaborate pranks, such as collapsing a cave roof on their siblings. For anyone else, however, their mischief turns to malice and they seek nothing but to rend and rip and reduce their target to naught but bubbling pools of viscera.

      DragonkinScorned Wilderness
    • You would be forgiven for uttering the words “cute” at the sight of one of these baby dragons - a sentiment that lasts for the few picoseconds before they attempt to eat your face. Make no mistake, these are Kuldra’s broodlings, and they are filled with as much rage and hatred as she is. From the moment they hatch, these dragons are instilled with a violent need to destroy any that might breach Kuldra’s lair.

      DragonkinScorned Wilderness
    • Whereas the blue dragon hatchlings favour mischief, the red ones only care for blood. They revel in the tearing of flesh and the burning of skin. They unleash their flames on anything that moves, even their siblings who are slower to hatch from the eggs. Of course, for a dragon, this is the same thing as a warm hug, so it’s almost sweet if you think about it.

      DragonkinScorned Wilderness
    • Hate is more than just an emotion: it’s a chain. It holds onto us, grasping our thoughts, reshaping our memories and driving our actions. Hate lasts longer than it should, and sometimes that hate lingers long after the hater has passed.

      UndeadScorned Wilderness
    • No journal entry in this build.

      WildlifeScorned Wilderness
    • It is easy to assume that fire is the only tool available to demons; that they can wield only the flickering flame as a weapon. For many, this is true, yet there are those demons who know that fire is but energy, molecules vibrating, and they find ways to manipulate those energies in different ways. By adjusting the balance of energies, they create an imbalance of electrical charge, allowing them to wield lightning just as easily as another might wield the flame. Whilst this method is crude and incapable of the flashy lightning bolts that such demons dream of, they are still quite capable of causing severe damage to their victim's nervous system.

      DemonsDowdun Reach
    • No journal entry in this build.

      Black KnightDowdun Reach
    • Some Black Knights looked upon the infernal realms with a sense of wonder. They saw how the demons wielded flames as if they were an extension of their own bodies and, lacking any magical talent of their own, these knights were filled with unbearable jealousy. They sought ways to turn these demonic flames to serve their own ends - some via alchemy, others via desperate chemical combinations - yet none were able to replicate the hellfire that they so dearly wished to wield.

      Black KnightDowdun Reach
    • The curse of Fellhollow is crueller than it might seem on the surface. Those who pass on within proximity of Imaru's hunger find their souls face to face with the ravening maw of a dread beast that wants nothing more than to consume their souls. This, unsurprisingly, is upsetting and frightening to just about anyone that sees it, and most flee from the river Noumenon, rather than face that nightmare. Yet, a soul must travel the river to reach the afterlife, lest they lose themselves, their focus and their memories, becoming little more than an animating force that refuses death.

      UndeadFellhollow
    • No journal entry in this build.

      UndeadFellhollow
    • Every once in a while, the runts of the goblin tribes get delusions of adequacy. In doing so, they often rise to be slightly imposing figures, capable of instilling fear and loyalty in the weakest of their goblin brethren. Any goblin warrior, scout or bruiser, looks down on these thugs with only slightly less contempt than they would offer the cowpat on their shoes, but the word "slightly" is carrying a lot of weight there.

      Goblin
    • No journal entry in this build.

      Goblin
    • There is a humility to the garou exile. These lowborn garou are not cast out of society: they choose to leave it themselves. They accept that they have been dealt a poor physiological hand and take leave of the camp. They know that the only way to return is to become stronger, and that requires exposure to Ashenfall's threats.

      Garou
    • No journal entry in this build.

      Garou
    • No journal entry in this build.

      AI
    • No journal entry in this build.

      Wildlife

    View the full bestiary →

    New gear and items by set 62

    Grouped by set. Stats, tiers and recipes for 1.0 gear are not yet in the readable game data — each card links to the item page, which fills in as the data lands.

    Patch notes: Runite and Luminite Ore need an Adamant Pickaxe or better, and magic wood needs a Rune Logging Axe or better.

    Runite weapons 8

    • A razor-sharp rune dagger prized for its speed, precision, and deadly effectiveness.

      Dagger
    • A finely balanced rune sword, renowned for its strength, precision, and reliability in battle.

      Sword
    • The curved rune blade flows effortlessly from one strike to the next.

      Scimitar
    • A sturdy rune mace, designed to crush armour and bone alike with devastating force.

      Mace
    • A colossal rune warhammer, capable of shattering shields and crushing the strongest defences.

      Hammer
    • A massive two-handed blade forged from runite. Few can wield such a weapon effectively, but fewer still can stand against it.

      Great Sword
    • An imposing rune greataxe, for when a regular axe simply isn't sending a strong enough message.

      Great Axe
    • A precision-engineered rune crossbow that delivers powerful, accurate shots at range.

      Crossbow

    Runite armour 5

    • A sturdy rune helm built to withstand the chaos of close combat.

      Head
    • A strong rune helm, for keeping important thoughts safely inside.

      Head
    • Thick rune plates forged into armour for the strongest of warriors.

      Body
    • Durable rune platelegs designed for warriors who spend more time fighting than running.

      Legs
    • A rune shield forged to endure punishment that would leave lesser metal in pieces.

      Shield

    Runite tools 4

    • A masterfully forged pickaxe of pure runite, capable of breaking through even the toughest stone with ease.

      Pickaxe
    • Crafted from durable runite, this axe bites deeply into timber and stands up to years of hard use.

      Hatchet
    • Whether digging gardening plots or unearthing treasure, this tool is built to last.

      Shovel
    • A sturdy rune watering can, built to endure countless seasons of tending crops and gardens.

      Bucket

    Runite ammunition 6

    • Rune arrows are prized for their exceptional flight and striking power.

      Ammo
    • Arrows with tips forged from runite coated in fire oil.

      Ammo
    • Arrows with tips forged from runite coated in poison.

      Ammo
    • Lacerating arrows with tips forged from runite.

      Ammo
    • Carefully forged rune crossbow bolts that hit hard and fly true.

      Ammo
    • Rune bolts infused with magical energy and a diamond tip. Their targets rarely appreciate the distinction. Has a chance to pierce through several enemies at once.

      Ammo

    Runite and Luminite materials 5

    • Mined from runite deposits. It can be smelted into bars at a Blast Furnace.

      Mineral
    • A magically resonant metal used for crafting weapons and armour.

      Metal
    • Mined from luminite deposits. A catalysing material that can help to make rare metals.

      Mineral
    • An extremely high temperature fuel. Needed to smelt very advanced metals.

      Consumable
    • Expertly forged rune limbs that provide exceptional strength and durability when fitted to a crossbow.

      Components

    Dragon gear 8

    • A fearsome helm forged from dragon metal. Protects your head. Dragons generally aim downwards.

      Head
    • An imposing helm forged from legendary dragon metal.

      Head
    • The centrepiece of the dragon armour set, forged to withstand blows that would cripple lesser warriors.

      Body
    • Dragon-forged platelegs offering exceptional protection without sacrificing mobility.

      Legs
    • A dragon-forged kiteshield built to stand firm against overwhelming odds.

      Shield
    • A razor-sharp dragon scimitar favoured by warriors who value speed as much as strength.

      Scimitar
    • An exceptional crossbow crafted from dragon metal. The bolt arrives before the target realises it has been fired.

      Crossbow
    • Forged from dragon metal, these limbs grant a crossbow tremendous power.

      Components

    Black Dragonhide 5

    • Fashioned from black dragonhide, this helm offers protection without hindering an archer's awareness.

      Head
    • Tough, flexible black dragonhide armour trusted by hunters who prefer to strike from afar.

      Body
    • Crafted from resilient black dragonhide, these leggings allow swift movement while providing excellent protection.

      Legs
    • Obtained by felling black dragons. Can be processed at the tannery.

      Animal
    • Made by tanning black dragonhide. A key component for ranged armour.

      Processed

    Ancestral robes 5

    • Woven with ancient knowledge and arcane tradition. The hat is old, the magic within is older.

      Head
    • Robes worn in the pursuit of magical mastery, embroidered with symbols whose meaning has long been forgotten.

      Body
    • Enchanted garments that carry the legacy of generations of powerful spellcasters.

      Legs
    • A staff carved from powerful magic wood, prized for its affinity with arcane energies.

      Staff
    • Forgotten magic lingers within this wand, waiting for a capable hand to awaken it.

      Wand

    Magic wood and bows 5

    • Cut from magic trees. Can be crafted into various equipment.

      Plant
    • Building materil that can be used to form various wooden structures.

      Wood
    • Grows into the imposing magic tree.

      General
    • The natural resilience of magic wood allows this bow to send arrows soaring over great distances.

      Bow
    • A shortbow made of magic wood, this bow is light enough to carry all day and powerful enough to ruin someone else's.

      Bow

    Capes and reward packs 4

    • Awarded to those who have faced Queen Kuldra and emerged victorious. Few capes carry greater prestige.

      Cape
    • A reward pack for completing Regicide.

      General
    • Contains the spoils of your battle against Kuldra.

      General
    • One of Kuldra's many heads. It glares back at you with untold hatred, even in this decapitated state. Commander Zilyana should see this.

      Animal

    Browse all items →

    Wands — the new weapon class 8

    Patch notes describe wands as a mobile, fast-paced way to cast with lower damage than a staff, applying knockdown, burn or slow depending on the rune. All 8 wands in the build are listed below; the elemental behaviour is the game’s own description of each rune.

    • Air spells excel at high single-target damage and knock-back effects.
    • Fire spells excel at area control, leaving enemies burning and dealing damage over time.
    • Water spells excel at crowd control, dealing lower damage but slowing enemies and healing allies.
    • A simple wand carved from ash wood. Every mage starts somewhere.

      Wand
    • A sturdy oak wand that offers reliability far beyond its humble appearance.

      Wand
    • A finely crafted maple wand, prized for its natural affinity with magic.

      Wand
    • Crafted from enchanted splitbark, balancing resilience with arcane potential.

      Wand
    • Fashioned from blightwood, its magic feels unsettlingly eager to obey.

      Wand
    • A wand worthy of an accomplished spellcaster. Mastery is not included.

      Wand
    • Forgotten magic lingers within this wand, waiting for a capable hand to awaken it.

      Wand
    • A masterfully crafted wand, infused with the fury of Kuldra - channeling arcane power with terrifying efficiency.

      Wand

    Raid materials: from Discordant Residue to Vis Cloth

    The 1.0 crafting chain exactly as the items’ own descriptions state it. Quantities are not in the readable data.

    StepMaterialMade atMade fromIn-game description
    1Discordant ResidueRaid drop–Obtained from creatures in Kuldra's Tower. A core component of vis cloth.
    2Harmonised CompoundKilnDiscordant ResidueMade from discordant residue in a kiln. Can be combined with runic powder on an advanced spinning wheel.
    3Vis FibresAdvanced Spinning WheelHarmonised Compound + Runic PowderSpun on an advanced spinning wheel. Threads that can be spun into vis cloth on a loom.
    4Ground Dragon ToothGrindstoneDragon ToothThe product of grinding dragon teeth. Essential for making draconic vis wax.
    5Draconic Vis WaxBrewing CauldronGround Dragon ToothMade in a brewing cauldron. Alongside vis fibres, it can be spun into vis cloth on a loom.
    6Vis ClothLoomVis Fibres + Draconic Vis WaxSpun on a loom from vis fibres and draconic vis wax. Now it's time to make some mage armour!
    7Ground Rune EssenceGrindstoneRune EssenceMade by grinding rune essence. A component of black dragon leather.
    8Black Dragon LeatherTanneryBlack Dragon Hide + Ground Rune EssenceMade by tanning black dragonhide. A key component for ranged armour.

    New spells and perks 21

    Spell and perk descriptions are the game’s own. Rune costs and cooldowns are quoted from the official 1.0 patch notes and marked as such; unlock levels for these rows are not in the readable data yet.

    Runecrafting

    • Teleport safely back to your bed and enjoy a peaceful, undisturbed night's sleep.

      Cost: 15 × Law RuneCooldown 900spatch notes

      Spell

    Magic

    • Is being vindictive a virtue? I think so! A spell that reflects your enemies' damage right back at them.

      Cost: 20 × Astral Rune, 10 × Earth RuneCooldown 60spatch notes

      Spell
    • Weakens the attacks of the targeted opponent.

      Cost: 20 × Astral Rune, 20 × Water RuneCooldown 75spatch notes

      Spell
    • Your greater understanding of magic gives you a 30% chance to preserve runes when attacking with magic.

      Perk
    • Unlocks unique Special Actions when casting spells with a Staff!

      Perk

    Attack

    • Enchant your current Melee weapon with the power of Water! Strike enemies with Water damage and occasionally create healing orbs to restore your health.

      Cost: 15 × Water Rune, 5 × Astral RuneCooldown 300spatch notes

      Spell
    • Unlocks the ability to perform a Unique Sprint Attack action after sprinting for a short distance.

      Perk
    • Unlocks unique Special Actions for Melee weapons!

      Perk
    • Your shield now lasts longer.

      Perk

    Mining

    • Drop 5 ore on the ground and turn it into a personal mining vein!

      Cost: 100 × Earth Rune, 100 × Nature RuneCooldown 1500spatch notes

      Spell
    • Chance for the Divine Rock to drop little surprises in the form of Gems!

      Perk

    Woodcutting

    Artisan

    Construction

    Ranged

    • Increases the chance for enchanted crossbow bolts to trigger their magical effects.

      Perk

    Open the full spellbook →

    Weapon special attacks 16

    Patch notes: 1.0 adds a Special Attack bar, and every weapon class gets one named special. A successful parry restores 50% of your maximum stamina and opens a Visceral Attack. The names below are the game’s; descriptions exist only for the masterworks.

    WeaponSpecial attackWhat it does
    SwordBarge–
    ScimitarLeaping Slash–
    DaggerLacerate–
    ClubBlock Breaker–
    Great SwordWhirlwind Slash–
    Great AxeDecimate–
    HammerQuake–
    Abyssal WhipAbyssal SnareLaunches DEMONIC ENERGY that homes in on a target, dealing DAMAGE and KNOCKING them DOWN
    Granite MaulBattering RamDeals heavy DAMAGE to the target and KNOCKS them DOWN
    Zombie AxeDark Pact–
    Titan's WrathFlames of Rage–
    Zamorak StaffFlames of ZamorakBURN enemies with CHAOS FIRE, DAMAGING and causing FIRE to BUILD UP on any enemies around you
    Bow of ElidinisLunar RainCall down a BARRAGE OF ARROWS that fall like rain and deal DAMAGE over the TARGETED AREA, with a chance of spawning a WATER ORB
    Staff of LightSacred GroundCreate a SANCTIFIED AREA that reduces SPELL STAMINA COST, grants MELEE RESISTANCE to allies and deals periodic MAGIC DAMAGE to enemies within
    Crystal BowShattershotFire a CRYSTAL ARROW that shatters, dealing DAMAGE in a cone and DETONATING after a short delay
    Pharaoh's SceptreSworn ServantSUMMON a FRIENDLY KALPHITE to ATTACK and distract enemies in combat Resummoning while your SUMMON is still active will RE-SUMMON it with the SAME HEALTH as when dispelled

    RuneScape: Dragonwilds 1.0 adds the Scorned Wilderness, 62 new items, 19 new creatures and 21 new spells and perks, headlined by the Regicide quest and the Kuldra raid. Runite is the new metal tier, with Dragon, Black Dragonhide and Ancestral sets above it and wands as a new magic weapon class. Names, descriptions and lore are read from the installed game build; rune costs, cooldowns and gathering requirements are quoted from the official 1.0 patch notes.

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    Dragonwilds 1.0 — FAQ

    Who is Kuldra in Dragonwilds?

    Kuldra is the five-headed Dragon Queen at the end of the Scorned Wilderness raid and the final boss of the Regicide quest. The game’s own journal says: Kuldra’s tale is tragic really. An innocent child, raised by monsters: tormented, tortured, and forced to create legions of children who were all taken from her and then either weaponised or dissected for future study.

    How do I get Runite in Dragonwilds?

    Mined from runite deposits. It can be smelted into bars at a Blast Furnace. Per the official patch notes it needs an Adamant Pickaxe or better; smelt it into Rune Bars for the Runite set.

    How do you make Vis Cloth?

    Spun on a loom from vis fibres and draconic vis wax. Now it's time to make some mage armour!

    How does Home Teleport work in Dragonwilds?

    Teleport safely back to your bed and enjoy a peaceful, undisturbed night's sleep. Per the patch notes it costs 15 Law Runes and has a 900-second cooldown.

    What do wands do in Dragonwilds?

    Wands are a new magic weapon class in 1.0 — 8 are in the build, from the Ash Wand up to the Ancestral Wand and Kuldra’s Wrath. The patch notes describe them as mobile and fast, with lower damage than staves.