RuneScape: Dragonwilds 1.0 hides most of its convenience behind systems you have to go looking for. Mounts, remote storage, spell wheel pages, and buff-refreshing magic all exist to delete the walking, sorting, and re-cooking that otherwise eats your play session. Here is how each of those systems actually behaves, and what you need to reach them.
Quick answer: Mounts come from The Wild Hunt via Vannaka, the Personal Chest spell unlocks at Construction 40, and linked storage feeds crafting benches from roughly 10 tiles away.
Spell wheel setup: rearrange spells across radial pages
Open the Spellbook and you can drag spells between the slots on the radial wheel, including across multiple pages. The default layout mixes gathering, mobility, and utility spells together, which means you end up scrolling mid-fight or mid-mining run.
Group them by job instead. Put movement spells like Windstep on one page, gathering spells such as Axtral Projection and Rocksplosion on another, and keep utility casts like Personal Chest and Home Teleport on a third. Some gathering spells only fire when the matching tool is equipped, so a logging axe or pickaxe still needs to be in hand.

Join readers who trust AllThings.How
Add us as a preferred source on Google so our practical guides show up first next time you search.
Add to Google Preferences →Mounts: unlock requirements, skins, and dismount rules
Mounts arrived with Fellhollow and are the single biggest cut to travel time in Ashenfall. There are two base types, and they do different jobs.
| Mount | Unlocked by | Main benefit |
|---|---|---|
| Terrorbird | Completing The Wild Hunt | +200 carry weight |
| Magic carpet | First section of Icthlarin’s Little Helper | Faster in Umbral Sands, higher jumps, less fall damage |
Unlocking terrorbirds through Vannaka
Vannaka is the starting point. Find him at Bleakfields Valley in Fellhollow and take the quest, which asks you to gather Primordial Hearts. Finishing The Wild Hunt hands you the base terrorbird automatically.

Swapping mount skins in the Spellbook
Mount appearances live in the Mounts menu inside the Spellbook, not in a separate stable interface. Variants such as the Eclipseborn sharpbeak, Springdown runner, and Grassfoot screecher drop from specific enemies and region chests, while others are bought from vendors like Death or Domri using Soul Fragments, Infernal Fragments, or Garou Chits. They are cosmetic swaps on the same mount.

Riding and what makes a mount vanish
Hold the assigned mount button while out of combat to summon and ride. Your stamina drains more slowly while mounted, and rough terrain stops being a problem. The catch is fragility. Taking a hit, taking any damage, or building up Wither makes the mount disappear immediately, so treat it as a travel tool and dismount before you pick a fight.

Lodestone travel costs scale with carry weight
Lodestone teleports are paid for in Law Runes, and the price is tied to how much you are carrying. A full load of ore and building materials makes the same jump noticeably more expensive than a light one, so dump anything you do not need into storage before you teleport across the map.

You can build your own Lodestones to fill gaps in the network. Each one needs 1 Vault Core, 32 Stone, and 20 Rune Essence, and Vault Cores come from clearing Dragonkin Vaults.
Home Teleport is the other half of the system. It returns you to your claimed bed and runs on a cooldown, which makes it the clean way to end a long outbound trip rather than walking the whole route back. Because it targets the claimed bed specifically, make sure the bed you have claimed is at the base you actually want your expeditions to finish at.
Plan a trip outward in a line rather than as a loop. Fill your inventory as you go, then teleport home once, instead of retracing the whole path.
Storage: Personal Chest spell, linked crates, and crafting range
The Personal Chest spell is the storage unlock worth chasing. It arrives at Construction level 40 and lets you open a 12-slot chest anywhere, so a mining run that fills up in the field no longer forces a trip home. Cast it, deposit the ore, keep mining.

Back at base, capacity is spread across containers that each hold a different amount, and several only accept one category of item.
| Storage | Capacity | Requirement or restriction |
|---|---|---|
| Crate | 16 stacks | Construction level 1 |
| Ash chest | 32 stacks | Construction level 16, ash logs |
| Oak chest | 48 stacks | Receive oak logs once |
| Iron chest | 64 stacks | Receive an iron bar once |
| Personal Chest | 12 stacks | Accessible via its spell |
| Lumber storage | 48 wood items | Logs and planks only |
| Ore & stone storage | 48 items | Ores, bars, stone only |
| Fishing barrel | 48 fish | Raw fish only |
| Tackle box | 48 slots | Nets, rods, bait |
Crafting no longer requires materials to sit in your inventory. Tick the “Linked” checkbox in a crate’s interface and its contents feed nearby benches, with detection reaching roughly 10 tiles from the crafting station. That is enough room to keep a wall of chests behind you rather than crowding every bench. The Storage Ledger handles the other direction, pushing matching inventory items back into linked containers when you get home.
Lumber storage has a useful quirk worth building around. Place it within three metres of a sawmill’s receiving end and the sawmill deposits finished planks straight into it, and multiple sawmills can feed the same container.
Fast Construction and Fishing XP
Construction gates the storage spells, so it is worth pushing deliberately. Crafting weapon racks and then dismantling them recycles the same materials into repeated Construction experience, which is far quicker than waiting for base expansions to level the skill naturally.
Fishing has two speeds. Net trawling in water grants experience without triggering the catch minigame at all, making it the low-effort option when you just want levels or a stocked fishing barrel. Rod fishing is slower but pulls in the better catches.
- Equip a lure before casting; bait and rods both store in the tackle box.
- Watch the line tension, and ease off when it turns red.
- Pull against the direction the rod is bending to wear the fish down.
Sea Life food buff and the Internal Alchemy spell
Food is your healing supply in 1.0, since healing potions are gone and potions now only cover stat buffs. Fish meals cooked at the Stone Range grant the Sea Life buff, which regenerates health over time, so a stack of cooked fish does double duty as both emergency healing and passive recovery.
Internal Alchemy is what makes those meals last. The spell refreshes the food and drink buffs you already have active without consuming another meal, so a single good dish can carry through a Vault run or a boss fight instead of being re-eaten every few minutes.
None of these systems are mandatory, but they compound. A mount that carries 200 extra weight, a chest you can open in the field, benches that pull from crates across the room, and buffs you refresh instead of re-eat all remove the same thing: trips you would otherwise make twice.






