Welcome to the Wiki.
This wiki exists as a central, permanent source of information for players. It contains explanations, guides, and reference material covering game systems, mechanics, and content.
If you are ever unsure how something works, this should be your first stop.
Use the wiki to:
Learn how game systems and features function
Look up mechanics, perks, items, and activities
Read structured guides instead of scattered chat messages
Find up-to-date, authoritative information
The wiki is designed to be clear, factual, and easy to browse.
Pages are organised into categories to group related topics together.
You can browse categories to explore systems or content areas you’re interested in.
Use the search bar to quickly find pages by name or keyword.
If a feature exists, it should be documented here.
Most pages follow a consistent structure:
Overview – what the feature is
Details – how it works
Notes or Tips – important clarifications or edge cases
This makes it easy to skim or read in detail depending on what you need.
The wiki reflects the current state of the game.
When systems change, pages are updated to match.
If something in-game behaves differently from what the wiki describes, assume the wiki will be updated shortly.
Use the wiki for mechanics, systems, and long-term information
Use announcements for news and changes
Use Discord or chat for discussion, not reference
The wiki is meant to be the final reference point.
If you’re new:
Start with general gameplay or systems pages
Use search whenever you’re unsure about something
Check back as you progress - new content is added over time
This wiki will continue to grow alongside the game.
This page answers common questions about accounts, security, services, and support.
If an issue requires staff involvement or involves private information, open a support ticket.
Change your game, web, and Discord passwords immediately
Secure your email account
Enable 2FA where available
Open a support ticket as soon as possible
Use:
or on Discord:
Not always
Restoration depends on circumstances, evidence, and timing
Losses caused by account sharing are not eligible
Account sharing is discouraged and done at your own risk
You are responsible for all actions taken on your account
Staff will not reverse actions taken by someone you shared access with
Yes.
Each system should use a different password. Reusing passwords significantly increases your risk.
Use the official ticket system only.
In-game:
Discord:
A linked Discord account is required for in-game tickets.
Common reasons include:
Discord account not linked
Attempting to open duplicate tickets
Temporary restrictions due to misuse
If you believe this is an error, contact staff via Discord.
No.
Opening duplicate tickets will not speed up a response and may delay handling.
Purchases are generally final
Refunds are issued at staff discretion only
Chargebacks are not permitted and may result in bans
Chargebacks are treated as a serious policy violation
The associated account(s) may be permanently restricted or banned
Benefits gained may be removed
Always contact staff before disputing a payment.
Yes, name changes may be offered as a paid service.
Name changes apply only to the display name
Previous names may remain tracked internally
Paid name changes are non-refundable
Names must still follow naming rules
In extreme harassment cases, staff may offer a free name change at their discretion.
Yes.
Appeals must be submitted through a support ticket.
Provide:
clear context
relevant details
a respectful explanation
Staff decisions are final.
No.
Staff do not perform item or currency transfers between accounts.
Use in-game ignore features
Preserve evidence
Open a support ticket for serious or repeated harassment
Serious bugs affecting accounts or progression: open a ticket
Minor or visual bugs may have separate reporting channels
Do not abuse bugs. Bug abuse is punishable.
Not always
Each case is reviewed individually
Provide as much detail as possible in a ticket
Names may be rejected if they are:
offensive
misleading
impersonating staff or others
otherwise rule-breaking
Paid services do not override naming rules.
If your question isn’t answered here and requires staff attention, open a support ticket.
Most issues are handled through support tickets
Use ::tickets in-game or /tickets on Discord
Keep your account secure and use unique passwords
Payments are final; chargebacks are not allowed
When in doubt, open a ticket
These rules exist to ensure a fair, enjoyable, and sustainable environment for all players.
By playing on the server, you agree to follow these rules at all times.
Failure to comply may result in penalties, including warnings, temporary restrictions, or permanent bans.
Treat other players with respect.
Harassment, hate speech, threats, or targeted abuse are not tolerated.
Do not deliberately disrupt gameplay for others.
This includes, but is not limited to:
verbal abuse
griefing
intentionally sabotaging group activities
The following are strictly prohibited:
Using bots, macros, or automation software
Exploiting bugs or unintended mechanics
Gaining an unfair advantage through third-party tools
Circumventing game systems or restrictions
If you discover a bug or exploit:
Do not abuse it
Report it to staff as soon as possible
Bug abuse is treated as a serious offence.
You are responsible for all activity on your account.
Account sharing is discouraged and done at your own risk.
Staff will not reverse actions taken by someone you shared access with.
Selling, trading, or transferring accounts may result in penalties.
Scamming other players is not permitted.
Misrepresentation, impersonation, or deceptive trading practices are prohibited.
Any attempt to defraud players of items, gold, or services may result in account action.
Trades should be conducted clearly and honestly.
Buying or selling in-game items, gold, or services for real-world currency is prohibited.
Advertising or facilitating RWT is also prohibited.
This includes indirect or disguised transactions.
Using multiple accounts simultaneously may be restricted depending on activity.
Multi-logging to gain unfair advantages (e.g. boosting, farming, vote abuse) is prohibited.
Specific activities may have additional limitations.
Advertising, spamming, or flooding chat is not allowed.
Impersonating staff or other players is prohibited.
Use appropriate channels for trade, help, and general discussion.
Staff instructions in chat must be followed.
Usernames must not be offensive, misleading, or impersonative.
Staff may request a name change if a name violates these rules.
Repeated abuse of naming rules may result in further action.
Intentionally sabotaging raids or group activities is not allowed.
AFKing in group content without consent may be penalised.
Respect raid leaders’ decisions and lobby rules.
Disputes should be handled calmly or escalated to staff if necessary.
Staff decisions are final.
Punishments are applied based on severity, intent, and history.
Attempting to evade punishment (e.g. using alternate accounts) may result in harsher penalties.
Rules may be updated as the game evolves.
Continued play after changes implies acceptance of the updated rules.
Major changes will be communicated where possible.
Play fair
Respect others
Do not cheat or exploit
Follow staff instructions
When in doubt, ask
This section covers account- and payment-related policies that fall outside day-to-day gameplay rules.
By using any paid services or account-related features, you agree to these policies.
Chargebacks are treated as a serious violation of server policy.
Initiating a chargeback or payment reversal without first contacting staff is prohibited
This applies to all paid services, including donations, perks, cosmetics, or account services
If a chargeback occurs:
The associated account(s) may be permanently restricted or banned
Any items, perks, or benefits gained may be removed
Further services may be denied
If you believe a payment was made in error:
Contact staff before opening a dispute with your payment provider
Legitimate issues can usually be resolved without escalation
Chargebacks create real financial and administrative costs and are not considered a valid refund method.
Certain services may be offered in exchange for payment, such as:
Username / display name changes
Cosmetic features
Convenience or account services
Name changes apply only to the display name
Previous names may remain reserved or tracked internally
Paid name changes are non-refundable
Abusive, misleading, or rule-breaking names may be rejected
Attempting to bypass naming rules through paid services may result in penalties without refund
In extreme cases of targeted harassment, staff may, at their discretion:
Offer a free name change
Apply additional protective measures where appropriate
This exception exists to protect player safety and well-being and cannot be requested or demanded.
All determinations are made solely by staff.
Getting started on Avernic requires only an in-game account. There is no registration process on the website for playing the game itself.
Download the Avernic Client Launcher.
Launch the client.
Log in using any username and password you choose.
Your account will be created automatically on first login.
In-game accounts are created entirely in-game.
Usernames are unique and tied to your account.
There is no email or web registration required to start playing.
Some features are handled outside the game:
Website account
Required to vote and donate
Discord account
Required to open support tickets
Participate in giveaways
Access Discord-exclusive features
To register a web-account, see:
To connect your in-game account to Discord, see:
Linking your in-game account to Discord lets you access Discord-linked features and ensures your Discord account is connected to your in-game identity.
Access to your in-game account
Access to the Discord server
Permission to use the /link command in Discord
Log into the game on the account you want to link.
In-game, type:
::discordotp
The game will give you a one-time passcode (OTP).
Open Discord and go to the server.
In any channel where the bot accepts commands, run:
/link <OTP>
Example: /link 123456
If successful, you’ll receive a confirmation message in Discord.
OTPs expire. If yours doesn’t work, generate a new one with ::discordotp.
Make sure you’re linking the correct in-game account (the OTP ties to the account that generated it).
If /link isn’t available, you may be missing permissions or you may be using the wrong channel.
Once you’ve logged in (see In-Game Accounts), you can register a website account using the following command:
::register <your@email.com>
Example:::register example@example.com
You will be emailed a link to set a password for your website account. For security reasons, we strongly recommend using a password that is different from your in-game password.
A website account gives you access to features managed outside of the game client, including:
Voting for the server and claiming vote rewards
Making donations and viewing donation history
Managing account-level settings and preferences
Accessing website-only announcements and updates
Linking your in-game account to Discord for community features such as support tickets and giveaways
Website accounts are optional for playing the game, but required for these additional services.
Keeping your account secure is your responsibility.
This page explains how to protect your account, avoid common threats, and what to do if something goes wrong.
You are responsible for all activity on your account
Actions performed on your account are treated as authorised, even if someone else accessed it
Staff cannot always reverse losses caused by compromised accounts
Account security starts with you.
Your account may be accessed through multiple systems, each with its own security requirements:
In-Game Account
Web Account
Discord Account (linked for services and tickets)
Each of these systems can and should use a different password.
Using the same password across systems significantly increases your risk if one account is compromised.
Use a unique password for each system (game, web, Discord)
Avoid reusing passwords from other websites
Use long passwords with a mix of letters, numbers, and symbols
Do not share your password with anyone
If one password is leaked, unique passwords prevent full account compromise.
Because Discord is used for:
account linking
support tickets
staff communication
It is especially important to secure your Discord account.
Recommendations:
Enable Two-Factor Authentication (2FA) on Discord
Do not click suspicious links or download unknown files
Never trust unsolicited “staff” messages
Staff will never ask for your password, tokens, or authentication codes.
Fake websites or messages asking for your login details
Often disguised as staff, giveaways, or urgent warnings
Always check URLs carefully and never log in through links sent by other players.
Players pretending to be staff
Fake Discord accounts or look-alike usernames
Staff will never:
ask for your password
ask you to disable security features
demand items or payment
Sharing your account puts it at risk
You are responsible for actions taken by anyone you give access to
Staff will not restore losses caused by shared access.
Act immediately:
Change all passwords (game, web, Discord)
Secure your email account
Enable 2FA where available
Open a support ticket as soon as possible
Use:
or Discord:
Delays may reduce what staff can assist with.
Staff will never ask for:
your password
authentication codes
recovery phrases
account tokens
remote access to your device
If someone asks for these, they are not staff.
You are responsible for your account security
Use different passwords for game, web, and Discord accounts
Secure your Discord account with 2FA
Do not share your account
Report suspected compromise immediately via a ticket
Support Tickets are the official way to contact staff for account-related issues, payments, moderation matters, and other requests that require staff involvement.
To ensure privacy and proper handling, tickets can only be created through approved channels.
Support tickets can be created in three approved ways:
Use the in-game command:
This opens the ticket interface
A Discord account must be linked to your game account
Required for secure identity verification and follow-up communication
Tickets may also be accessed through in-game account or management interfaces
This uses the same system as ::tickets
A linked Discord account is still required
Tickets may be created directly through Discord using:
Available only in the official Discord server
All ticket creation methods feed into the same support system.
Support tickets should be used for issues such as:
Account access problems
Payment or purchase issues
Name change requests or disputes
Rule clarifications
Harassment or safety concerns
Reporting serious bugs that affect accounts or progression
Appeals related to moderation actions
If an issue requires staff intervention or involves private information, a ticket is the correct channel.
Do not open a ticket for:
General gameplay questions
Suggestions or feedback
Minor bugs with alternative reporting channels
Issues already documented on the wiki
Matters that can be resolved by other players
Repeated misuse of the ticket system may result in restricted access.
When submitting a ticket:
Be clear and concise
Provide all relevant details upfront
Do not open multiple tickets for the same issue
Treat staff respectfully
Abuse, harassment, or spam within tickets will not be tolerated.
Tickets are handled in the order received
Response times vary depending on complexity and staff availability
Opening multiple tickets does not speed up responses
Urgent issues are prioritised where appropriate.
Tickets are private between you and staff
Sensitive information should only be shared inside a ticket
Staff will never ask for your password or authentication codes
A ticket may result in:
guidance or clarification
account or service adjustments
further review where necessary
All outcomes are at staff discretion and final unless otherwise stated.
Support tickets are the official support channel
Tickets can be created via:
::tickets in-game
in-game account interfaces
Discord using /tickets
A linked Discord account is required for in-game tickets
Tickets are for account, payment, moderation, or safety issues
Misuse of the system may result in restrictions
Perks are passive effects that modify core gameplay rules such as experience gain, drop rates, skilling throughput, combat behaviour, and utility mechanics.
Perks can come from multiple systems at the same time. When this happens, the game applies clear and consistent stacking rules to determine the final outcome.
A perk is any effect that:
Passively modifies gameplay
Does not rely on temporary boosts or consumables
Can originate from multiple independent systems
Perks are designed to layer together, encouraging players to combine different systems rather than relying on a single source.
Perks may be active simultaneously from different systems:
Item Perks
Perks granted by equipped or carried items. These effects are active only while the item is present and may be tradeable depending on the item.
Sigils
Player-owned, tradeable perk items with persistent character progression. Sigils can be removed, traded, or sold without losing progress and are managed via workbenches or the Sigil Manager.
Pets
Perks granted by owning or having a pet active (depending on the pet).
Server Effects
Global or seasonal modifiers such as events, bonuses, or limited-time rules.
Each source can contribute one or more Perk Effects.
You can view all currently active perks using the in-game command:
This command displays:
All active perks from items, sigils, pets, and server effects
The source of each perk
How the perk is currently contributing (for example: multiplier, chance, or utility)
This is the authoritative way to verify which perks are active at any given time.

When multiple perk effects apply to the same mechanic, they do not always combine in the same way.
Each effect declares a Stacking Policy, which defines how it interacts with other active sources.
| Policy | Description | Common Uses | Example |
| Multiplicative | Bonuses are multiplied together | XP Multipliers, drop-rate multipliers. | 1.10x * 1.05x = 1.155x |
| Max Value | Only the Strongest bonus is applied | Fixed stat boosts, immunities, best-in-slot effects | max(+10, +5) = +10 |
| Additive | Bonuses are summed together | Chance-based perks, flat bonuses | 5% + 15% = 20% |
| Never | Unique effect; does not stack | Permanent unlocks, one-off utilities | First active source applies |
Multiple perks can be active at once, even if their numerical effect does not stack.
Some effects intentionally do not stack to prevent runaway power scaling.
Multiplicative bonuses scale more strongly as more sources are added.
Perks are intentionally designed to complement each other.
A single activity may benefit from:
an Item Perk that adds utility or efficiency
a Sigil that scales throughput or unlocks mechanics
a Pet that improves XP or rewards
a Server Effect that enhances the entire loop
Even when one effect uses Max Value, other effects from different categories often still apply.
Some high-impact perks (particularly higher-tier Sigils) may include drawbacks. These are offset by:
scaling benefits as the perk levels
synergy with other perk sources
diminishing negative effects over time
Perks are system-agnostic and sourced from multiple mechanics
Progression is meaningful, not just numerical inflation
Stacking rules are explicit and predictable
Power is achieved through combination, not exclusivity
Item Perks are perks attached directly to items. When the item is equipped (or otherwise considered “active”), its perks apply to the player.
Item Perks are still being finalised. What is consistent across all proposed designs is that workbenches are required for meaningful Item Perk interactions.
Perks that are stored on a specific item
Typically only active while the item is equipped
Intended to provide long-term progression and customisation for gear and tools
Regardless of the final system, workbenches are the central interaction point:
applying or changing perks
improving perk tiers
resolving progression thresholds
performing any “roll”, “upgrade”, or “attunement” action
Item Perks currently have multiple design options under consideration.
The goal is a system that feels MMO-like and rewarding
It must remain readable and performant
It must avoid high-friction complexity and abuse vectors (e.g., passive/AFK progression)
The options below describe the intended behaviour and trade-offs.
A workbench-based perk rolling system where items (or item copies) act as a sink to fuel perk rolls.
Insert an item into a workbench
Spend a sink cost (typically items/currency/materials) to roll perks
Once you land perks you want, you may lock them
Locking increases the cost of the next roll
You can then roll to upgrade an item perk
Risk item loss on failure
Risk perk loss on failure
No downgrade rule: if you roll a lower tier than your current perk, nothing changes
Simple and familiar “roll/lock” loop
Creates an economic sink
Easy to explain and UI-friendly
Can feel casino-like without guardrails
Balance hinges heavily on sink tuning
Failure punishment must be carefully chosen (item loss vs perk loss vs no-change)
Identical to Option 1, but replaces the item sink with salvage/components obtained from breaking down items.
Items are dismantled into salvage/components
Salvage is consumed at the workbench to:
roll perks
lock perks (higher cost)
upgrade perk tiers
Better loop: gameplay → salvage → crafting/perking
Naturally supports future expansion (components, rarity, bosses dropping parts)
Easier to tune than “delete whole items”
Requires salvage economy and dismantle sources
Still needs clear failure rules to avoid frustration
A progression system inspired by RS3’s Invention, simplified for an RSPS environment.
MMO-like long-term progression with clear milestones
Avoid RS3 complexity (no augmented item variants, no item destruction)
Prevent AFK abuse and passive XP farming
Ensure workbench interaction is always required for key progression
Items gain XP, not perks
Perks have tiers (levels), not XP
Item XP does not auto-level items
Workbench interaction is required to apply item level-ups
(Future) Siphoning converts item XP → Invention XP
No perks or XP exist without owning the physical item
No augmented item variants
No item destruction on siphon
No automatic item level-ups
No AFK passive Invention XP
No perk XP
No offline progression
Represents how much an item has been used. Stored per-item.
Includes:
Item Level
Item XP
“Ready to level” state (implicit when XP threshold is reached)
Attached to items
Have tiers (levels) but no XP
Tier progression is unlocked via:
item level thresholds
(future) better components
Player skill that gates maximum item levels
Does not passively level
Gains XP only via siphoning (planned)
Damage dealt → weapon XP
Damage taken → armour XP
XP granted only on successful skilling actions
Applied to the equipped tool
Uses the same lock/workbench rules
Item XP is integer-only by design:
itemXp += floor(damage × 0.25%)
Equivalent: itemXp += damage / 400
Examples:
Hit 19 → 19 / 400 = 0 XP
Hit 400 → 400 / 400 = 1 XP
This is intentional:
small hits do not meaningfully progress items
prevents trivial rapid progression
can be scaled later if fractional XP is ever desired
When an item reaches the XP required for its next level:
XP stops accumulating
Item becomes ready to level
Player receives a message:
“Your item is ready to be levelled. Take it to a workbench.”
Further combat/skilling with that item grants 0 item XP until resolved
This prevents:
long unattended progression
stockpiling massive XP
unbounded progression without interaction
A workbench interaction applies exactly one item level-up:
Requirements:
Item must be equipped
Item must be ready to level
Level caps (if enabled) are checked here
Result:
Item level increases by 1
Item XP resets to 0
Perks remain on the item
| Invention Level | Max Item Level |
| 1-3 | 1 |
| 4-26 | 5 |
| 27-59 | 10 |
| 60-98 | 16 |
| 99-150 | 20 |
Caps are enforced only at the workbench.
Item Perk progression is intentionally gated through workbenches.
Items do not automatically advance on their own
Reaching a progression threshold requires a deliberate action at a workbench
This ensures progression remains active, visible, and intentional
Any limits on how far an item can be progressed are enforced only when interacting with a workbench, not during normal gameplay.
Workbenches are a core part of the Item Perk system:
They prevent passive or unattended progression
They create a clear “pause point” between gameplay and upgrades
They ensure item progression remains readable and controlled
This keeps item perks meaningful without encouraging excessive grinding or background progression.
Item perks are stored directly on the item
Perks are only active while the item is equipped (or otherwise considered active)
Removing or replacing an item also removes its perks from effect
Item perks are designed to complement other perk sources, such as sigils, pets, and server effects.
Item perks are powerful, but intentionally constrained:
Not all perks stack additively
Some perks are unique and do not stack with similar effects
Stronger perks may require higher progression or additional investment
The goal is to reward long-term use of an item without allowing uncontrolled power growth.
The Item Perk system is designed to support future features, such as:
Additional perk types
New progression paths
Expanded workbench functionality
These additions will build on the same core principles without changing how existing item perks function.
Item perks are attached directly to items
Workbenches are required for progression and modification
Progression does not occur automatically
Perks are only active while the item is in use
Item perks are designed to work alongside sigils, pets, and other perk systems
Pet Perks are passive bonuses granted by pets. These perks provide utility, progression bonuses, or quality-of-life improvements while a pet is owned or active.
Pet perks are designed to complement other perk systems such as Sigils and Item Perks, rather than replace them.
A pet perk is a passive effect associated with a specific pet.
Depending on the pet:
The perk may be active simply by owning the pet
Or it may require the pet to be summoned / following you
Pet perks do not require manual activation and do not consume charges.
Each pet provides one or more predefined perks
Pet perks do not level independently
Effects are consistent and predictable
Only one instance of a pet’s perk can be active at a time
If multiple pets provide similar effects, only the appropriate stacking rule applies (see Perks Overview).
Pet perks fall into one of two activation types:
Active as long as the pet is owned
Do not require the pet to be summoned
Typically provide long-term or account-wide benefits
Require the pet to be summoned or following you
Perk deactivates when the pet is dismissed
Typically provide stronger or situational benefits
Each pet clearly states which activation rule it uses.
Pet perks follow the same stacking rules as other perk sources:
Some perks stack multiplicatively with sigils or item perks
Some perks use max-value stacking, where only the strongest applies
Some perks are unique and do not stack at all
You can use the ::perks command to see:
Which pet perks are currently active
How they are contributing alongside other perk sources
Pet perks are designed to be:
Meaningful but not mandatory
Supportive rather than dominant
Predictable and easy to understand
They are intentionally less complex than sigils or item perks and are meant to reward pet ownership without introducing additional progression systems.
Pet perks are one layer in the broader perk system:
Item Perks provide item-specific customisation
Sigils provide tradeable, levelled perks
Pet Perks provide stable, identity-based bonuses
Server Effects provide global modifiers
Combining these systems allows for flexible builds without relying on a single source.
Pets are obtained through various activities, including:
Boss encounters
Skilling activities
Achievements or milestones
Special events or rewards
Each pet has its own acquisition method and rarity.
Pet perks are passive bonuses tied to pets
Perks may activate by ownership or by summoning
Pet perks do not have progression or XP
Effects follow global perk stacking rules
Pet perks complement sigils, item perks, and server effects
Use ::perks to view active pet perks
Sigils are player-owned, tradeable perks that provide persistent bonuses across a wide range of activities. Unlike temporary buffs, sigils retain their progression even when traded, banked, or sold.
Progression is bound to your character, not the item instance. This means you can remove or sell a sigil, buy it back later, and continue progressing from the same level and experience.
Looking for Sigils and their effects?
Each sigil has its own progression track, levelling independently of other sigils.
How a sigil gains experience depends on its design:
Some sigils gain XP per proc
Others gain XP after a set number of procs
Some may gain XP per action or event
Despite differing XP sources, all sigils follow the same level thresholds.
| Level | XP Required |
| 1 | 0 |
| 2 | 250 |
| 3 | 1,000 |
| 4 | 2,500 |
| 5 | 5,500 |
As a sigil levels up:
Its primary effect becomes stronger
Additional effects may unlock
Any negative effects may become less punishing
Some higher-tier sigils introduce negative effects as part of their design. These are intentional trade-offs to balance powerful bonuses.
As you level a high-tier sigil:
The negative effect may scale down
The positive effect typically scales up
At maximum level, drawbacks are often significantly reduced
This creates meaningful progression rather than simple stat inflation.
Sigils can be managed through:
Workbenches
The Sigil Manager
From the management interface, players can:
View all owned sigils
Filter sigils (owned, unowned, active, inactive)
Level up sigils when eligible
Inspect current effects and progression

Sigils are primarily obtained through Sigil Crates, which determine the tier of sigils that can be awarded.
The standard Sigil Crate can award sigils from any tier, based on rarity weighting:
| Tier | Rarity |
| Tier 1 | Common |
| Tier 2 | Uncommon |
| Tier 3 | Rare |
These crates are tradeable unless otherwise specified by the content that awards them.
There are also tier-specific Sigil Crates, which are untradeable and guarantee a sigil from their respective tier:
| Crate | Guaranteed Tier | Tradeable |
| Sigil Crate (T1) | Tier 1 | No |
| Sigil Crate (T2) | Tier 2 | No |
| Sigil Crate (T3) | Tier 3 | No |
These crates are typically obtained through progression-based content and cannot be traded or sold.
Sigil Crates may be obtained from various forms of gameplay, depending on tier:
Tier 3 (T3)
High-level PvM encounters
Endgame challenges
Other difficult content
Tier 1 & Tier 2 (T1 / T2)
Skilling Tasks
Achievement completions
Collection Log rewards
Skilling actions
Slayer Tasks
Voting rewards
Other progression systems
Each source may apply its own eligibility rules, restrictions, or weighting.
Sigils themselves remain tradeable, regardless of how they were obtained.
Tier-specific crates are untradeable to preserve progression integrity.
Selling or trading a sigil does not reset its level or experience.
Sigils are tradeable, persistent perks
Sigil progression is saved to your character, not the item
All sigils share the same XP curve and level thresholds
Sigil effects scale with level
High-tier sigils may include diminishing drawbacks as they level
Sigils are managed via workbenches or the Sigil Manager
Sigils are obtained primarily through Sigil Crates
Tier-specific Sigil Crates (T1–T3) are untradeable, while sigils themselves remain tradeable
Higher-tier sigils require higher-level content to obtain
World Buffs, also referred to as Server Effects, are temporary, server-wide perks that apply to all players while active.
These effects are not tied to items, pets, or sigils. When a world buff is active, its benefits apply automatically and consistently to everyone.
A world buff is a time-limited global perk that modifies gameplay rules across the entire server.
World buffs are used to:
Enhance seasonal events
Provide weekend bonuses
Reward community participation
Temporarily shift gameplay focus
They are designed to be visible, predictable, and non-intrusive.
World buffs may be activated during:
Holiday events
Major content releases
Limited-time celebrations
These buffs typically last for the full duration of the event.
Scheduled bonus periods
Commonly used for XP boosts, drop-rate increases, or skilling incentives
Usually run for a fixed window (for example, a weekend)
Activated when players collectively contribute resources
Grants a server-wide buff for a fixed amount of time
Encourages cooperative participation rather than individual progression
World buffs activate automatically when enabled
No items, pets, or actions are required to benefit
Effects expire automatically when their duration ends
Multiple world buffs may be active at the same time
World buffs follow the same perk stacking rules as other perk sources.
World buffs are designed to stack alongside other perk systems:
Sigils continue to function normally
Item Perks remain active while items are equipped
Pet Perks apply based on ownership or summoning
World buffs layer on top as a global modifier
You can use the ::perks command to see which world buffs are currently active.
World buffs are intended to:
Encourage participation during events
Create excitement without permanent power gain
Benefit all players equally
They are temporary by design and do not replace long-term progression systems.
World buffs are temporary, server-wide perks
They activate automatically for all players
Common sources include seasonal events, weekend bonuses, and the Well of Goodwill
Effects last for a fixed duration
World buffs stack with sigils, item perks, and pet perks
Active world buffs can be viewed with ::perks
Raids are cooperative, multi-encounter activities designed for coordinated group play. They combine combat, mechanics, and progression-based rewards, with multiple systems in place to help players form groups and choose how they want to raid.
You can access the raid systems at any time using the in-game command:
This opens the Raid Hub, where you can:
Browse available raids
View active raid lobbies
Create or manage a raid lobby
Use Looking For Group (Quick-Raid)
Enter raids you are already grouped for
There are two main ways to form a raid group:
Manually browse and join available lobbies
Create your own lobby and control its settings
Choose privacy options such as public or private lobbies
Raid lobbies are ideal for organised groups or players who want full control over who joins.
Automatically searches for a suitable raid lobby
You select a raid scope (any or specific) and difficulty
You are placed into a matching lobby when available
The interface must remain open while searching
Quick-Raid is intended for players who want to find groups quickly without manual browsing.
Raids are available in multiple difficulty modes, each offering different challenges and rewards:
Entry — lower-intensity baseline with reduced raid stats
Normal — the standard raiding experience
Hard — introduces additional mechanics and higher reward potential
Exalted — the highest difficulty, with exclusive mechanics and reward pools
Each difficulty affects:
Enemy strength
Points earned
Purple reward chances
Raid rewards are primarily distributed through:
Points-based loot rolls
Purple rewards, which vary by difficulty
Higher difficulties offer:
Increased point multipliers
Expanded or exclusive reward pools
Higher potential purple chances
Before starting a raid:
Players gather in a raid lobby
A short preparation window allows banking and final setup
Raids can begin once the party is ready or by leader action
| System | Purpose |
|---|---|
Raid Hub (::raids) |
Central access point |
| Raid Lobbies | Manual group formation |
| Looking For Group | Automated matching |
| Difficulty Modes | Challenge & reward scaling |
| Purple Rewards | High-value loot rolls |
The Raid Lobby System allows players to create, browse, and join raid groups before entering a raid.
It is designed to:
Make group formation clearer and faster
Allow players to find raids that match their goals
Reduce friction for both casual and organised raiding

Players can browse all currently available raid lobbies through the Raid Lobby interface.
Each lobby represents a group preparing to enter a raid and includes information such as:
Raid type
Difficulty
Current party size
Lobby status (open / in-progress / locked)
Only lobbies that are currently joinable are shown by default.
To help players find suitable groups, the lobby list can be filtered.
This filter limits results to a specific raid.
Examples:
Chambers of Xeric
Theatre of Blood
Tombs of Amascut
Other available raids
Selecting a raid will show only lobbies for that raid, hiding all others.
This filter limits results by raid difficulty.
Depending on the raid, difficulties may include:
Entry / Normal
Hard / Expert
Scaled or custom difficulties (where applicable)
When a difficulty is selected:
Only lobbies matching that difficulty are displayed
Lobbies with incompatible settings are hidden
Raid and difficulty filters can be used together.
For example:
Chambers of Xeric + Hard
Tombs of Amascut + Entry
This allows players to quickly narrow results to lobbies that match both experience level and intent.
Filters update the lobby list immediately
Changing filters does not affect existing lobbies
Clearing filters shows all available lobbies again
Filters are designed to be restrictive, not fuzzy — a lobby either matches the criteria or it does not.
The Looking For Group (LFG), also referred to as Quick-Raid, system allows players to automatically search for raid groups without manually browsing or refreshing lobby lists.
Instead of joining a specific lobby, players define what they are willing to run and are placed into a suitable lobby when one becomes available.


Choose a raid preference
Choose a difficulty
Enter the Quick-Raid queue
While queued:
Matching happens automatically
When a suitable lobby becomes available, you are placed into it automatically, provided all join requirements are met.
When entering Quick-Raid, you may choose:
You will be matched with any available raid
Useful for players who are flexible or looking for faster grouping
Limits matching to a single raid type
Only lobbies for that raid will be considered
You must also select a difficulty level.
Examples may include:
Entry / Normal
Hard / Expert
Other raid-specific difficulties
Only lobbies that exactly match your selected difficulty are considered.
When using Quick-Raid, the Looking For Group interface must remain open.
Matching only occurs while the interface is open
Closing the interface cancels the search
Players cannot perform other actions while searching
This makes Quick-Raid an active search, not a background queue.
While the interface is open, the system continuously checks for available lobbies that match:
Your selected raid scope (any or specific)
Your selected difficulty
The lobby’s joining policy
When a suitable lobby becomes available, you are placed into it immediately.
Requiring the interface to remain open ensures that:
Quick-Raid is used intentionally, not passively
Players are present and ready when matched
Group formation remains responsive and controlled
This avoids background queueing and prevents unintended placements.
Quick-Raid is an active lobby search
The interface must remain open to find a raid
Closing the interface cancels the search
Matching is based on raid and difficulty
Party leaders retain control through joining policies
Players can create a raid lobby to form a group before entering a raid.
The lobby creator becomes the raid leader and controls the lobby’s settings.
All raids are currently capped at 5 players per lobby
This limit applies to all raid types and difficulties
The cap is subject to change in the future


When creating a lobby, the raid leader must choose a privacy type.
This determines who is allowed to see and join the lobby.
Intended for solo raids or invite-only groups
Only explicitly invited players may join
Players from:
Looking For Group
your Ignore List cannot join
Joinable by:
players in your Friends List
players in your Clan Chat
Not joinable by:
Looking For Group players
players on your Ignore List
This is intended for semi-private group play without full public access.
Anyone may join the lobby
Players on your Ignore List are always excluded
Public lobbies may be joined manually or filled via the Looking For Group system.
Regardless of privacy type:
Players on your Ignore List can never join your lobby
This applies to:
manual joins
Quick-Raid / Looking For Group placement
invites
Once the party is assembled, the raid leader can begin the raid.
Clicking Begin starts a 2-minute countdown
During this time:
Players may use the nearby bank
Final preparations can be made
The raid can begin before the countdown ends in two ways:
Team Vote
Party members may vote to start the raid early
Raid Leader Override
The raid leader may start the raid immediately by entering the Passage east of the banking area
Raid lobbies are currently capped at 5 players
Leaders choose a privacy setting when creating a lobby
Ignore List restrictions always apply
Public lobbies support Looking For Group players
Starting a raid triggers a 2-minute preparation window
Raids may be started early by vote or leader action
Raids can be played in multiple difficulty modes. Difficulty affects:
Enemy strength / raid stats
Raid points earned (via a points multiplier)
Purple chance range (the chance for a “purple” reward roll, depending on performance)
A purple is a special reward roll that can contain higher-value loot (availability depends on difficulty).
| Difficulty | Points Multiplier | Purple Chance (range) |
| Entry | 0.75X | 1.5% → 3.5% |
| Normal | 1.0X | 2.5% → 5.0% |
| Hard | 1.15X | 3.5% → 7.0% |
| Exalted | 1.3X | 4.5% → 8.5% |
Each difficulty has its own reward rules for what can appear as purples.
Intended as a lower-pressure baseline with reduced raid stats
Only common rewards are available as purples
The baseline raiding experience
Regular commons, rares, and mega-rares are available as purples
Builds on Normal with additional challenge
Regular commons, rares, and mega-rares remain available as purples
Exalted common rewards are also added to the purple pool
New combat mechanics are introduced
Highest difficulty tier
Regular commons are removed from the purple pool
Regular rares and mega-rares remain available
Exalted common, rare, and mega-rare rewards are available
Includes Hard mode mechanics, plus Exalted-specific mechanics
Entry is best for learning raids or running lower-intensity clears.
Normal is the standard mode for consistent progression.
Hard is for players who want higher payout potential and extra mechanics.
Exalted is intended for experienced teams chasing the strongest reward pools.
Modes define how your account plays and progresses.
They allow players to choose different rulesets or progression speeds while using the same core game systems.
There are two main types of modes:
Account Modes — affect what you can do
Progression Modes — affect how fast you progress
These are chosen independently and serve different purposes.
Account Modes define rule-based restrictions or identities for an account.
Examples include:
Ironman — self-sufficient gameplay with trading restrictions
Hardcore Ironman — Ironman rules with additional risk
Account Modes:
Affect access to trading, assistance, or services
Define long-term account identity
Are typically permanent or difficult to change
👉 See: Account Modes
Progression Modes define how quickly your account progresses.
Examples include:
Standard experience rates
Accelerated experience rates
Progression Modes:
Affect XP rates and pacing
Do not restrict content or interactions
Focus on time investment rather than rules
👉 See: Progression Modes
Account Modes and Progression Modes are separate choices
An account may use:
any Account Mode
any Progression Mode (where allowed)
Your chosen combination determines both your restrictions and progression speed
Some modes may be locked after account creation or require staff approval to change.
Certain modes may be permanent
Others may be changeable under specific conditions
Mode availability and change rules are documented on their respective pages
Always review a mode’s rules before selecting it.
Modes define how your account plays and progresses
Account Modes affect rules and restrictions
Progression Modes affect XP and pacing
Both are selected independently
Detailed rules are documented on their own pages
Account Modes define the core rules and restrictions that apply to an account.
They affect what you can do, not how fast you progress.
An account’s mode determines how it interacts with trading, assistance, and risk.
The default account mode.
Full access to trading and player interaction
No additional restrictions
Intended for standard, unrestricted gameplay
This mode offers the most flexibility and is suitable for all content.
A self-sufficient account mode focused on personal progression.
Key characteristics:
No trading with other players
Limited reliance on external assistance
Progression is earned independently
Ironman accounts still participate in the same world and content but under stricter rules.
A higher-risk variant of Ironman.
Follows all Ironman restrictions
Includes an additional death-related condition
Failure of that condition results in a downgrade (or equivalent outcome)
Hardcore Ironman is intended for experienced players seeking increased stakes.
Group Ironman is planned for a future release.
Allows a small, fixed group of players to progress together
Shares Ironman-style restrictions outside the group
Will be released only when it can be supported cleanly and fairly
Details will be published closer to release.
Ultimate Ironman is not supported, and there are no plans to add it.
This is a deliberate design decision.
Ultimate Ironman imposes extreme restrictions that:
conflict with core systems and modern gameplay loops
require significant compromises or special-case logic
would negatively impact the rest of the game to accommodate a very small subset of players
Rather than forcing awkward workarounds or delivering a poor-quality experience, Ultimate Ironman has been excluded entirely.
This ensures:
consistent systems for all players
no hidden penalties or forced design concessions
a better overall experience, including for players who might otherwise choose UIM
Account Modes are chosen at account creation
Some modes may be permanent or difficult to change
Each mode has its own rules and expectations
Always review the restrictions before selecting a mode.
Account Modes define gameplay restrictions
Available modes:
Normal (Main)
Ironman
Hardcore Ironman
Group Ironman is planned for the future
Ultimate Ironman is intentionally not supported
Account Modes affect rules, not progression speed
Progression Modes define how quickly your account progresses through combat and skilling. Unlike Account Modes (Normal / Ironman / Hardcore Ironman), Progression Modes are about pacing, not restrictions.
Your Progression Mode affects:
Experience rates (combat and skilling)
Reward pacing (especially drop rates)
Certain quality-of-life modifiers (where noted)
Fastest progression. Intended for a classic private-server experience and quick access to content.
Best for
Fast levelling
Learning content quickly
Early money-making through skilling / PvM
Trade-offs
Average drop rates are extremely low compared to slower modes
Primarily recommended for learning/experimenting and starter money
Key details
5,000 experience per hit (combat; skilling scaled accordingly)
Fast levelling without being extreme. Commonly chosen due to its balance between training speed and rewards.
Best for
Relatively easy skilling progression
Solid balance of training speed vs. reward pacing
Trade-offs
Lower “hit rate” compared to Legends/Extreme at similar levels
Boss drops are still rare, though bosses are easy to farm due to fast training
Key details
1,000 experience per hit (combat; skilling scaled accordingly)
More challenging progression with strong combat effectiveness and rewarding PvM drops.
Best for
Players who want meaningful progression
Rewarding PvM (higher drop rates)
Trade-offs
More time-consuming to train
Certain skills can be expensive to train (e.g., Prayer, Herblore)
Key details
50 experience per hit (combat; skilling scaled accordingly)
Cape of Legends granted on account creation
25% slower prayer drain outside the Wilderness
Hardest progression. Slowest training but strongest rewards and highest overall power potential.
Best for
High-value progression and long-term accounts
Players chasing the best reward pacing
Trade-offs
Very slow training
Certain skills can be extremely expensive to train (e.g., Prayer, Herblore)
Key details
10 experience per hit (combat; skilling scaled accordingly)
Access to Sir Owen’s longsword (fast training weapon)
50% reduction to prayer draining outside the Wilderness
Highest drop rate in-game
| Mode | Combat XP (per hit) | Skilling XP Multiplier | Reward Pacing | Notable Benefits |
| Sir | 5,000 | 100× | Lowest | Fastest progression, quick access to content - 5% Drop Rate |
| Lord | 1,000 | 20× | Low-Medium | Balanced speed vs rewards, +2.5% Drop Rate |
| Legends | 50 | 10× | High | Cape of Legends, 25% slower prayer drain (outside Wilderness) +5% Drop Rate |
| Extreme | 10 | 2x | Highest | Extreme longsword, 50% slower prayer drain (outside Wilderness) + 7.5% Drop rate |
Progression Modes do not change special attack regeneration rules.
Prayer drain reductions apply outside the Wilderness only.
The best mode depends on whether you value speed (Sir/Lord) or rewards and progression (Legends/Extreme).