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Welcome to Avernic!
A server that's crafted from passion, and designed to respect your time!
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Last edited by elfinlocks · 22 hours ago

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.


What the Wiki Is For

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.


How to Use the Wiki

Browsing Pages

Pages are organised into categories to group related topics together.
You can browse categories to explore systems or content areas you’re interested in.

Searching

Use the search bar to quickly find pages by name or keyword.
If a feature exists, it should be documented here.

Reading Pages

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.


Accuracy & Updates

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.


When to Use the Wiki vs Other Sources

  • 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.


Getting Started

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.


Last edited by elfinlocks · 22 hours ago

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.


Accounts & Security

I think my account was hacked. What do I do?

  • 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:

::tickets

or on Discord:

/tickets

Will staff restore items lost to a compromised account?

  • Not always

  • Restoration depends on circumstances, evidence, and timing

  • Losses caused by account sharing are not eligible


Can I share my account with a friend?

  • 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


Do I need different passwords for game, web, and Discord?

Yes.
Each system should use a different password. Reusing passwords significantly increases your risk.


Support Tickets

How do I contact staff?

Use the official ticket system only.

  • In-game:

    ::tickets
  • Discord:

    /tickets

A linked Discord account is required for in-game tickets.


Why can’t I open a ticket?

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.


Can I open multiple tickets for the same issue?

No.
Opening duplicate tickets will not speed up a response and may delay handling.


Payments & Services

Are purchases refundable?

  • Purchases are generally final

  • Refunds are issued at staff discretion only

  • Chargebacks are not permitted and may result in bans


What happens if I charge back a payment?

  • 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.


Can I buy a name change?

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.


Rules & Moderation

Can I appeal a mute or ban?

Yes.
Appeals must be submitted through a support ticket.

Provide:

  • clear context

  • relevant details

  • a respectful explanation

Staff decisions are final.


Can staff transfer items or gold between players?

No.
Staff do not perform item or currency transfers between accounts.


Someone is harassing me. What should I do?

  • Use in-game ignore features

  • Preserve evidence

  • Open a support ticket for serious or repeated harassment


Gameplay & Bugs

I found a bug. Where do I report it?

  • 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.


I lost items due to a disconnect or crash. Can they be restored?

  • Not always

  • Each case is reviewed individually

  • Provide as much detail as possible in a ticket


General

Why was my name rejected?

Names may be rejected if they are:

  • offensive

  • misleading

  • impersonating staff or others

  • otherwise rule-breaking

Paid services do not override naming rules.


I still need help. What now?

If your question isn’t answered here and requires staff attention, open a support ticket.


Summary

  • 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


Last edited by elfinlocks · 22 hours ago

Rules

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.


General Conduct

  • 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


Cheating & Exploitation

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.


Account Rules

  • 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 & Fraud

  • 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.


Real-World Trading (RWT)

  • 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.


Multi-Logging & Alts

  • 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.


Chat & Communication

  • 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.


Names & Identity

  • 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.


Raids & Group Content

  • 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.


Enforcement

  • 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.


Changes to the Rules

  • 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.


Summary

  • Play fair

  • Respect others

  • Do not cheat or exploit

  • Follow staff instructions

  • When in doubt, ask


Policies

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 & Payment Disputes

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.


Paid Services (Including Name Changes)

Certain services may be offered in exchange for payment, such as:

  • Username / display name changes

  • Cosmetic features

  • Convenience or account services

Name Change Policy

  • 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

Harassment Exception

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.



Last edited by elfinlocks · 1 day ago

Overview

Getting started on Avernic requires only an in-game account. There is no registration process on the website for playing the game itself.

Creating an in-game account

  1. Download the Avernic Client Launcher.

  2. Launch the client.

  3. Log in using any username and password you choose.

Your account will be created automatically on first login.

Important notes

  • 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.

Website & Discord accounts

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:


Last edited by elfinlocks · 1 day ago

Overview

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.

What you need

  • Access to your in-game account

  • Access to the Discord server

  • Permission to use the /link command in Discord

Step-by-step

  1. Log into the game on the account you want to link.

  2. In-game, type:

    • ::discordotp

  3. The game will give you a one-time passcode (OTP).

  4. Open Discord and go to the server.

  5. In any channel where the bot accepts commands, run:

    • /link <OTP>

    • Example: /link 123456

  6. If successful, you’ll receive a confirmation message in Discord.

Notes / Troubleshooting

  • 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.


Last edited by elfinlocks · 1 day ago

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.


Last edited by elfinlocks · 22 hours ago

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.


Account Responsibility

  • 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.


Separate Account Systems

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.


Password Best Practices

  • 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.


Discord Account Security

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.


Common Threats

Phishing

  • 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.


Impersonation

  • 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


Account Sharing

  • 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.


If You Believe Your Account Is Compromised

Act immediately:

  1. Change all passwords (game, web, Discord)

  2. Secure your email account

  3. Enable 2FA where available

  4. Open a support ticket as soon as possible

Use:

::tickets

or Discord:

/tickets

Delays may reduce what staff can assist with.


What Staff Will Never Ask For

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.


Summary

  • 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


Last edited by elfinlocks · 22 hours ago

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.


How to Create a Support Ticket

Support tickets can be created in three approved ways:

In-Game Tickets

  • Use the in-game command:

    ::tickets
  • This opens the ticket interface

  • A Discord account must be linked to your game account

  • Required for secure identity verification and follow-up communication


In-Game Interface Access

  • 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


Discord Tickets

  • Tickets may be created directly through Discord using:

    /tickets
  • Available only in the official Discord server

All ticket creation methods feed into the same support system.


When to Open a Ticket

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.


When NOT to Open a Ticket

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.

Ticket Behaviour & Expectations

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.


Response Times

  • 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.


Privacy & Security

  • 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


Ticket Outcomes

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.


Summary

  • 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


Last edited by elfinlocks · 23 hours ago

Perk Overview

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.


What Are Perks?

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.


Perk Sources

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.


Viewing Active Perks

You can view all currently active perks using the in-game command:

::perks

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.


How Perks Stack

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

Important Notes

  • 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 Working Together

Perks are intentionally designed to complement each other.

Layered Progression

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.

Trade-offs and Balance

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


Design Philosophy

  • 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


Related Pages


Last edited by elfinlocks · 23 hours ago

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.


Core Concepts

What Item Perks Are

  • 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

Workbenches

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


Design Status

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.


Option 1 — Generic (Item Sink)

A workbench-based perk rolling system where items (or item copies) act as a sink to fuel perk rolls.

How It Works

  1. Insert an item into a workbench

  2. Spend a sink cost (typically items/currency/materials) to roll perks

  3. Once you land perks you want, you may lock them

    • Locking increases the cost of the next roll

  4. You can then roll to upgrade an item perk

Upgrade Outcomes (One of the following will be chosen)

  • 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

Strengths

  • Simple and familiar “roll/lock” loop

  • Creates an economic sink

  • Easy to explain and UI-friendly

Weaknesses

  • 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)


Option 2 — Generic (Salvage-Based)

Identical to Option 1, but replaces the item sink with salvage/components obtained from breaking down items.

How It Works

  • Items are dismantled into salvage/components

  • Salvage is consumed at the workbench to:

    • roll perks

    • lock perks (higher cost)

    • upgrade perk tiers

Strengths

  • Better loop: gameplay → salvage → crafting/perking

  • Naturally supports future expansion (components, rarity, bosses dropping parts)

  • Easier to tune than “delete whole items”

Weaknesses

  • Requires salvage economy and dismantle sources

  • Still needs clear failure rules to avoid frustration


Option 3 — Invention-Style (Item Attunement & Perk System)

A progression system inspired by RS3’s Invention, simplified for an RSPS environment.

Goals

  • 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


Core Principles

  • 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


What This System Explicitly Does Not Include

  • 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


Terminology

Item Attunement

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)

Perks

  • Attached to items

  • Have tiers (levels) but no XP

  • Tier progression is unlocked via:

    • item level thresholds

    • (future) better components

Invention Skill (Future-facing)

  • Player skill that gates maximum item levels

  • Does not passively level

  • Gains XP only via siphoning (planned)


Item XP Gain (Combat & Skilling)

Combat

  • Damage dealt → weapon XP

  • Damage taken → armour XP

Skilling (Planned)

  • XP granted only on successful skilling actions

  • Applied to the equipped tool

  • Uses the same lock/workbench rules

XP Formula (Current Proposal)

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

XP Locking (Anti-AFK Mechanic)

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


Workbench Behaviour (Invention-Style)

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 → Item Level Caps (Proposed)
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.


Progression Limits

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.


Why Workbenches Matter

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.


Perks on Items

  • 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.


Balance & Trade-offs

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.


Future Expansion

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.


Summary

  • 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


Last edited by elfinlocks · 23 hours ago

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.


What Are Pet Perks?

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.


How Pet Perks Work

  • 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).


Activation Rules

Pet perks fall into one of two activation types:

Ownership-Based Perks

  • Active as long as the pet is owned

  • Do not require the pet to be summoned

  • Typically provide long-term or account-wide benefits

Active Pet Perks

  • 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 & Stacking

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


Balance Philosophy

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.


Obtaining Pets

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.


Summary

  • 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


Last edited by elfinlocks · 13 hours ago

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?


Sigil Progression

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.

Sigil Level Table
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


High-Tier Sigils & Trade-offs

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.


Managing Sigils

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


Obtaining Sigils

Sigils are primarily obtained through Sigil Crates, which determine the tier of sigils that can be awarded.

Sigil Crates (General)

The standard Sigil Crate can award sigils from any tier, based on rarity weighting:

Sigil Crate
Tier Rarity
Tier 1 Common
Tier 2 Uncommon
Tier 3 Rare

These crates are tradeable unless otherwise specified by the content that awards them.


Tier-Specific Sigil Crates

There are also tier-specific Sigil Crates, which are untradeable and guarantee a sigil from their respective tier:

Tier-Specific Sigil Crates
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.


Sources

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.


Notes

  • 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.


Summary

  • 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


Last edited by elfinlocks · 23 hours ago

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.


What Are World Buffs?

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.


When World Buffs Are Active

World buffs may be activated during:

Seasonal Events

  • Holiday events

  • Major content releases

  • Limited-time celebrations

These buffs typically last for the full duration of the event.


Weekend Bonuses

  • Scheduled bonus periods

  • Commonly used for XP boosts, drop-rate increases, or skilling incentives

  • Usually run for a fixed window (for example, a weekend)


Well of Goodwill

  • Activated when players collectively contribute resources

  • Grants a server-wide buff for a fixed amount of time

  • Encourages cooperative participation rather than individual progression


How World Buffs Work

  • 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 & Other Perks

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.


Balance & Design Philosophy

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.


Summary

  • 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


Last edited by elfinlocks · 22 hours ago

Raids Overview

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.


Accessing Raids

You can access the raid systems at any time using the in-game command:

::raids

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


Forming a Raid Group

There are two main ways to form a raid group:

Raid Lobbies

  • 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.


Looking For Group (Quick-Raid)

  • 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.


Raid Difficulties

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


Rewards

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


Preparing for a Raid

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


Raid Systems at a Glance

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

Related Pages


Last edited by elfinlocks · 23 hours ago

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


Searching Raid Lobbies

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.


Raid Filters

To help players find suitable groups, the lobby list can be filtered.

Raid Type Filter

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.


Difficulty Filter

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


Combined Filtering

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.


Filter Behaviour Notes

  • 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.


Looking For Group (Quick-Raid)

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.


How Quick-Raid Works

  1. Choose a raid preference

  2. Choose a difficulty

  3. 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.


Raid Selection

When entering Quick-Raid, you may choose:

Any Raid

  • You will be matched with any available raid

  • Useful for players who are flexible or looking for faster grouping

Specific Raid

  • Limits matching to a single raid type

  • Only lobbies for that raid will be considered


Difficulty Selection

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.


Queue Behaviour

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.


Lobby Placement

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.


Design Intent

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.


Summary (Quick-Raid)

  • 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


Creating a Raid Lobby

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.

Party Size

  • 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


Privacy Settings

When creating a lobby, the raid leader must choose a privacy type.
This determines who is allowed to see and join the lobby.

Private – Invite

  • Intended for solo raids or invite-only groups

  • Only explicitly invited players may join

  • Players from:

    • Looking For Group

    • your Ignore List cannot join


Private – Open

  • 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.


Public

  • 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.


Ignore List Rules (Global)

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


Beginning the Raid

Once the party is assembled, the raid leader can begin the raid.

Begin Countdown

  • Clicking Begin starts a 2-minute countdown

  • During this time:

    • Players may use the nearby bank

    • Final preparations can be made


Starting Earlier

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


Summary

  • 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


Last edited by elfinlocks · 22 hours ago

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%

Reward Pool Rules

Each difficulty has its own reward rules for what can appear as purples.

Entry

  • Intended as a lower-pressure baseline with reduced raid stats

  • Only common rewards are available as purples

Normal

  • The baseline raiding experience

  • Regular commons, rares, and mega-rares are available as purples

Hard

  • 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

Exalted

  • 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


Choosing a Difficulty

  • 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.


Last edited by elfinlocks · 17 hours ago

This section will be filled out a month after release.


Last edited by elfinlocks · 17 hours ago

This section will be filled out a month after release.


Last edited by elfinlocks · 17 hours ago

This section will be filled out a month after release.


Last edited by elfinlocks · 22 hours ago

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

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

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


Choosing Your 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.


Mode Changes

  • 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.


Summary

  • 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


Last edited by elfinlocks · 22 hours ago

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.


Available Account Modes

Normal (Main)

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.


Ironman

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.


Hardcore Ironman

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.


Planned Account Modes

Group Ironman (Planned)

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.


Why There Is No Ultimate Ironman

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


Choosing an Account Mode

  • 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.


Summary

  • 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


Last edited by elfinlocks · 22 hours ago

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)


Available Progression Modes

Sir

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)


Lord

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)


Legends

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


Extreme

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


Comparison Table

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


Notes

  • 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).