How to play
AFKScape is an idle game: your character fights monsters on its own, all day, even while you're away. Your job is to pick what it fights and what it wears. Everything else on this page is something you can learn later, when you get to it.
- On the Game page, pick a monster from the list and your character starts fighting it.
- Monsters drop items. Open the Equipment page and put on anything better than what you're wearing. A ● marks a slot where you own something better.
- Keep fighting until the next monster unlocks, then move up.
- Come back at least once a day. Your character keeps fighting while you're gone, but it stops after 24 hours without a visit.
1. The basics
Your character fights while you're away
- The server plays out every swing of your fight, whether the page is open or not.
- When you come back, the "While you were away" report shows what happened.
- Damage is never lost. If you switch monsters or log out mid-fight, the damage you've already done stays.
Check in once a day
Opening any page starts a 24-hour timer, shown as a health bar on the Game page. When it runs out, your character stops fighting until you come back. Time past the 24 hours isn't saved up, so three days away still only counts as one day of fighting. A quick visit resets the timer.
Push notifications
Turn them on under Push notifications on the Account page, once for each phone, browser or copy of the Android app. You can then be told, even with the game closed, when:
- you get a pet, a new collection log slot or finish a log,
- a skill reaches level 10, 20, 30 and so on, or 99,
- your Slayer task is finished,
- your crops, trees or bird houses are ready (one push for a batch that ripens together),
- a skill stops because it ran out of materials or its tool is gone,
- your 24-hour timer has an hour left, and when it runs out,
- the world boss rises or falls, or community goal loot is ready to claim,
- the shooting star you are mining changes size (which stops your mining) or is gone,
- someone @mentions you in chat or sends you a message.
Each one can be switched off on its own. Boosts wearing off can be switched on too; it is off unless you turn it on. Nothing is pushed while you have the game open on screen. On an iPhone or iPad, add the game to your Home Screen and open it from there first; Safari tabs can't receive them.
Unlocking monsters
You start with easy monsters and unlock harder ones as you go. Each monster shows what it needs, usually one of these:
- A kill count at an earlier monster, like "75 Goblin KC".
- Collection power: a score for everything you've ever found. Selling items doesn't lower it.
- Something special, like a Farming level, or beating all four God Wars generals for Nex.
Once you've unlocked a monster, it stays unlocked.
Drops, your bank and gold
- Everything a monster drops goes into your bank on the Equipment page.
- Sell spare copies for gold (gp) with Sell dupes. It keeps one of each item.
- Selling never removes an item from your collection log. It does mean you can't wear the item until it drops again. The game asks before selling anything worth 5,000 gp or more.
2. Getting stronger
Gear matters most
New drops don't replace what you're wearing. They only go into empty slots. After every visit, check the Equipment page for the ● marker. For example, a full steel set sitting in your bank can cut your kill time by about a quarter.
- Everything you wear adds to your accuracy (how often you hit) and strength (how hard you hit).
- Your weapon also decides how fast you swing and which attack styles you can use.
- Some weapons are two-handed — bows, godswords, staves, halberds, spears and the heavier mauls. They fill both hands, so you cannot wear a shield with one. Equipping either takes the other off and puts it back in your bank; the item sheet marks a two-handed weapon as 2h.
- Some armour only helps one kind of fighter. Its gold-coloured bonus counts only when you attack in that style. Mage robes help spells, not swords.
- Wearing a full armour set gives an extra bonus. The Equipment page shows which sets you're part-way through.
- Every different pet you own adds +1 to your max hit, permanently. You can own only one of each: a pet you already have never turns up again.
Let the game tell you what works
The What works here panel on the Equipment page learns from your fights:
- At 25 kills of a monster, it tells you which attack style works best.
- At 100 kills, which weapon you own works best.
- At 250 kills, your best full outfit, slot by slot.
- At 500 kills, or once that monster's collection log is complete, an Equip best gear button puts it all on for you.
Your skills
You train ten skills. The five combat skills go up by fighting:
- Attack: melee hits land more often.
- Strength: melee hits do more damage.
- Defence: nothing here hits you back, so Defence does not change a fight at all — it is what armour asks for before you can wear it.
- Ranged: bows and crossbows. Both how often and how hard.
- Magic: staffs and wands. Both how often and how hard.
Nine more skills are trained outside combat: Farming and Hunter alongside your fighting, and Woodcutting, Mining, Fishing, Thieving and Firemaking, Smithing and Runecrafting instead of it. Reach level 99 in any skill and you can buy its skill cape.
Choosing a combat style
Your weapon gives you a few styles to choose from. With melee weapons, the style decides which skill gets the experience:
- Accurate trains Attack.
- Aggressive trains Strength.
- Controlled splits it three ways, between Attack, Strength and Defence.
- Block (called Fend on a halberd and Deflect on a whip) puts all of it into Defence. It is the last style on every melee weapon, and it is slower: a defensive stance gives up the small accuracy and damage bonus the other styles carry, so you kill less while you train it.
Ranged and Magic styles train Ranged or Magic. They have no Block of their own — instead their controlled style (Longrange on a bow, Channel on a staff) hands Defence its share, so shooting from a distance trains Defence the way it does in the real game.
Gear you have to earn
Every piece of equipment asks for the levels it asks for in the real game before you can put it on: rune wants 40 Defence, an abyssal whip 70 Attack, Torva 80 Defence, Masori 80 Ranged. Its item page in your bank lists them, in green once you have them and in red while you don't, and a piece you can't wear yet is marked in the bank grid with what it needs.
- Requirements are measured against your real levels. A potion raises the number on your skill for the fight, but it can't qualify you for armour — the same as in the real game.
- New drops still fill empty slots by themselves, but only ever with something you could have put on yourself.
- Equip best gear and the What works here advice only ever name gear you can actually wear.
- If you were already wearing something when these requirements arrived, it stays on. Take it off, though, and it stays off until you really have the levels.
Every monster has weak spots
There are five ways to attack: stab , slash , crush , ranged and magic . Each monster is tougher against some of these than others. The right one can make a big difference. For example, the Kraken barely notices arrows but falls quickly to magic.
These weak spots are hidden at first. To find them:
- Try a different weapon or style and watch the Accuracy number. Higher is better.
- After 5 kills with an attack type, the game tells you roughly how well it works.
- After 25 kills, the exact number shows in your Bestiary (Settings page).
- Completing a monster's collection log reveals everything about it.
A few weapons are also extra strong against particular monsters, like dragon-slaying weapons against dragons.
Potions and boosts
The shop sells potions that raise a combat skill for a while. Stronger potions give more and last longer.
- Boosts don't stack. They queue instead: the strongest runs first, and weaker ones wait their turn with their full time. You never waste a potion by buying another.
- Boosts keep running while you're away.
3. Things to work towards
The collection log
The Collection Log records every item you've ever found, one page per monster.
- Green logs: find every item on a monster's page and it turns green. You then kill that monster 5% faster for good, and every green log also makes you 1% faster against all monsters (up to +20%).
- Skilling logs: finish a page on the collection log's Skilling tab and every skill that takes your combat slot — Woodcutting, Mining, Fishing, Thieving, Firemaking, Smithing and Runecrafting — works 1% faster, for good. Every page counts except Slayer's.
- Minigame pages: the minigames have pages of their own, and finishing one is its own kind of star (🌟 rather than ⭐). It is a trophy and nothing more — a finished minigame page pays no bonus, and the hiscores count it in a column of its own.
- Skilling pages: the Skilling tab has a page for each skill with collectibles — Hunter, Woodcutting, Mining, Fishing, Thieving, Firemaking, Smithing, Runecrafting and Slayer: the skilling pets, the gems, the big fish, the forged tools and outfits, the smithed gear and the essence pouches. Finishing one is announced like a minigame page, and every one except Slayer’s also makes your skilling faster (see Skilling logs above).
- Stars: tap the star on an item you don't have yet. When it drops, you get an alert.
Quests
Monsters sometimes drop quest scrolls, which add a quest to your Quests page. Each quest asks for kills at two or more monsters. Only kills made after you start the quest count. Items that exist only for a quest, like the Ancient dragon talisman, only drop while that quest is in progress, and stop once you hold as many as it asks for.
- XP quests can be repeated: after you turn one in, press Start again to begin the next run, which needs new kills and new quest items.
- Item quests use up the items they ask for.
- Harder quests give gear you can't get anywhere else, like the Dragon scimitar.
The Forge
Some drops are only half of something, like a godsword hilt that needs a blade. The Forge tab on the Equipment page combines two items into a better one. Nothing tells you the recipes, so you experiment:
- Put two items (or a stack of one) in the two slots and press smelt. It costs nothing.
- Right pair: you get the new item.
- Close: you keep your items and get a rumor, a hint about which item was right. Rumors get clearer the more you try.
- Wrong: you get your items back.
There are 37 recipes. Some use drops from two different monsters, and some forged items are parts of bigger recipes. Forging never removes collection log credit.
Farming
On the Farming tab of the Skills page, plant seeds in your patches, water them, and harvest them later. Every planting uses up a seed, and one crop in five dies before it is ready and gives nothing at all. Compost halves that chance (and adds 2 crops); the Protect button on a growing patch makes it safe for good, paid in the harvest of the tier below (potatoes take 2 compost); and wearing the Bottomless compost bucket when you plant composts and protects every crop for free. Potato and onion seeds can be bought from the seed stall in the planting menu (5 gp and 10 gp). Every other seed has to be found: they drop from every monster (1 kill in 50), fall from bird nests while woodcutting, fill Hunter bird houses (mostly the cheap crop seeds, a handful per house), and come from Tithe Farm rounds, clue caskets, Hunter jars and the Master Farmer. Every seed also needs the Farming level printed beside it in the planting menu — a seed found early keeps until you reach that level. You start with three patches and get more as your Farming level goes up. Farming has nothing to do with combat, except that Hespori, a boss, unlocks at level 65.
Three tree plots sit beside the crop patches, opening at Farming 15, 35 and 65. They take saplings rather than seeds, and they work the same way — plant, water if you like, come back and chop the tree down — but on a completely different clock: an oak takes 4 hours, a magic tree 12, and the payout is in thousands of experience and a stack of logs rather than a handful of crops. Oak, willow, maple, yew and magic saplings need Farming 15, 30, 45, 60 and 75 to plant, and there is nowhere to buy one for coins. They come from the Tithe Farm's shop, from the Master Farmer's pockets, and as drops from a few monsters — Bryophyta, Sarachnis, the Giant Mole, Zulrah, Venenatis, Callisto, the demonic gorillas, the Hueycoatl, the Corrupted Gauntlet and, most often of all, Hespori. A bird nest from Woodcutting sometimes holds a sapling instead of a seed, a full Hunter bird house sometimes has one inside, and a tree you chop down on your plot now and then leaves its own sapling behind. The nests and bird houses give the sapling of the tree the logs came from, so better trees find better saplings.
Level 65 also opens the anima patch. Plant a Kronos or Attas seed there (Hespori drops both). It grows for 4 hours, then blooms for 48 hours before it withers. While a Kronos plant is in bloom, crops you plant grow 10% faster. While an Attas plant is in bloom, every harvest has a 50% chance of one extra crop and a 25% chance of two.
Hunter
While the Game page is open, small creatures called implings fly across the screen. Click one to catch it for Hunter experience and a jar.
- Rarer implings show up as your Hunter level rises.
- Sell a jar, or open it for a random reward: gold, seeds or a clue scroll, plus what that impling carries — runes and essence from Essence implings, ore from Earth, fish from Gourmet, bars, logs and tools from the rest — and, from the rarest implings, a platinum token. The Hunter tab of the Skills page lists every jar you own and opens a whole stack, or every jar at once, in one click.
- Once the Magic butterfly net has dropped from Puro-Puro, you can pay it to catch them for you from the Puro-Puro lobby — 30 minutes, 2 hours or 6 hours at a time. It catches for the whole window, including while you are logged out, but an unwatched net only catches half as often. Buying again adds to the time you have left.
The Hunter tab of the Skills page has three more ways to train it:
- Bird houses (Hunter 5): build one on each of your four spots (six, once you buy two more from the guild shop) from 3 logs and some seeds: 10 for a plain bird house, and 2 more for each better one, up to 26 for a redwood house. Any seeds will do: you are asked which to use, unless your seed hopper (beside Collect all & rebuild) holds enough, when they come from there without asking. After 50 minutes it is full, whether you are online or not, and collecting it pays Hunter experience and a handful of seeds, most of them the cheap crop seeds from potato to sweetcorn. Better logs make better houses (oak at 14, up to redwood at 89) with more experience and more seeds. Half of all houses also hold a bird nest, which sells for 500 gp or goes into the forge: bird nests are what the Hunter potions are brewed from, and drinking one starts an impling lure. Collect all & rebuild empties every full house and builds the same house again in one click. One house in 1,000 also has Herbi, a Hunter pet, inside it.
- Rumours: the Hunters’ Guild asks you to catch a number of one impling, or to collect some bird houses. Catches by hand, by the hired net and in Puro-Puro all count. Finishing one pays bonus experience, about as much again as you earn while doing it, and rumour points, and banks one refresh. A refresh swaps your rumour for a new one; everyone starts with 2 and you can bank as many as you like, but with none left, you finish the rumour you have. One finished rumour in 50 also brings Quetzin, the guild’s pet.
- The guild shop: rumour points buy the Guild hunter outfit, whose four pieces each add 2.5% to all your Hunter experience while you own them, and the impling lure. While a lure runs, implings come twice as often, and a hired net catches twice as many. The lure is also sold for coins: 30 minutes for 3,000 gp or 2 hours for 9,000. Once you own an outfit piece, more points trim it: the trimmed piece keeps its experience bonus, and each one makes every lure you start or extend last 12.5% longer, however you got it. A Hunters’ loot sack costs 8 points and is opened as you buy it: three rolls each of coins, bird nests, herb seeds, Hunter potions, the better impling jars, or now and then a clue scroll. Two more bird house spots are for sale too, the fifth for 50 points and the sixth for 100.
Woodcutting
Open the Skills page and pick a tree. Chopping takes the place of fighting: starting a tree leaves your boss, and you're back to fighting as soon as you pick a monster again. Like combat, it keeps going while you're offline, and it pauses the same way if you haven't visited in 24 hours.
- You need an axe to chop at all. A Bronze axe costs 50 gp in the Equipment tab's shop.
- Each log gives Woodcutting experience. Logs sell in lots of 10.
- Higher levels chop faster, and so do better axes. Axes up to Rune are sold in the Equipment tab's shop. The best three aren't sold:
- The Dragon axe (level 61) drops from the Dagannoth Kings.
- The Infernal axe (level 61) is forged from a Dragon axe and a Smouldering stone from Cerberus. It chops faster than a Dragon axe, and while it has charges, 1 in 3 logs you cut burn straight away for half their usual Firemaking xp (only logs your Firemaking level can light). Each log uses one of its 5,000 charges. Once they're gone it chops like a Dragon axe until you recharge it with another Smouldering stone on the Woodcutting tab.
- The Crystal axe (level 71), the fastest, is forged from a Dragon axe and a Crystal tool seed from the Corrupted Gauntlet. It never runs out.
- Now and then a bird nest falls with a seed in it, and clue scrolls turn up too.
- The Beaver pet is found by chopping. The more experience you gain per hour, the sooner it turns up.
Mining
Also on the Skills page: pick a rock and mine it. It works exactly like Woodcutting: it takes the place of fighting and carries on offline.
- You need a pickaxe to mine at all. A Bronze pickaxe costs 50 gp in the Equipment tab's shop.
- Each ore gives Mining experience. Ore sells in lots of 10.
- Rune essence (level 1) and pure essence (level 30) are quick to mine but sell for next to nothing: they are what Runecrafting binds into runes. Iron is the fast experience rock in the early levels; runite and amethyst are slow and pay the most.
- Higher levels mine faster, and so do better pickaxes. Pickaxes up to Rune are sold in the Equipment tab's shop. The best three aren't sold:
- The Dragon pickaxe (level 61) drops from the King Black Dragon.
- The Infernal pickaxe (level 61) is forged from a Dragon pickaxe and a Smouldering stone from Cerberus. It mines faster than a Dragon pickaxe, and while it has charges, 1 in 3 ores you mine are smelted straight away for half their bar's Smithing experience (only ore your Smithing level can smelt; never coal or essence). Each ore uses one of its 5,000 charges. Once they're gone it mines like a Dragon pickaxe until you recharge it with another Smouldering stone on the Mining tab.
- The Crystal pickaxe (level 71), the fastest, is forged from a Dragon pickaxe and a Crystal tool seed from the Corrupted Gauntlet.
- Now and then you find an uncut gem (sapphire, emerald, ruby or diamond) to sell, and clue scrolls turn up too. Very rarely, about once in 25,000 ores, you find an uncut dragonstone.
- The Rock golem pet is found by mining. The more experience you gain per hour, the sooner it turns up.
Fishing
Also on the Skills page: pick a fishing spot and fish it. It works exactly like Mining: it takes the place of fighting and carries on offline.
- Each fish gives Fishing experience. Fish sell in lots of 10.
- Shrimps are the first spot, and a new one opens every few levels up to dark crabs at level 85. Sharks are slow for their level but sell for the most; dark crabs give the most experience.
- Every spot needs its own gear before you can fish it, all sold in the Equipment tab's shop: a small fishing net for shrimps, anchovies and monkfish; a fishing rod for sardines, herring, pike and anglerfish; a fly fishing rod for trout and salmon; a lobster pot for lobsters and dark crabs; a big fishing net for bass; and any harpoon for tuna, swordfish and sharks.
- Higher levels fish faster at every spot, and so do better harpoons. The Harpoon and the Barb-tail harpoon (level 41) are sold in the Equipment tab's shop. The best three aren't sold:
- The Dragon harpoon (level 61) drops from the Alchemical Hydra.
- The Infernal harpoon (level 61) is forged from a Dragon harpoon and a Smouldering stone from Cerberus. It fishes faster than a Dragon harpoon, and while it has charges, 1 in 3 fish you catch come out cooked. A cooked fish sells for about twice the raw one. Each fish uses one of its 5,000 charges. Once they're gone it fishes like a Dragon harpoon until you recharge it with another Smouldering stone on the Fishing tab.
- The Crystal harpoon (level 71), the fastest, is forged from a Dragon harpoon and a Crystal tool seed from the Corrupted Gauntlet.
- Now and then a casket comes up with the catch. Open it from your bank for coins, an uncut gem or a clue scroll. Clue scrolls also turn up on their own.
- Bass, swordfish and shark spots sometimes land a big fish, a trophy for the collection log.
- The Heron pet is found by fishing. The more experience you gain per hour, the sooner it turns up.
Thieving
Also on the Skills page: pick someone and pickpocket them. Like Woodcutting, it takes the place of fighting and carries on offline.
- Each success pays Thieving experience and coins. The Master Farmer drops a seed instead on 1 success in 10, usually a low-level one and rarely a herb seed — or, rarest of all, a tree sapling.
- A failed attempt stuns you for a few seconds. Your success rate climbs as your level passes the target's requirement.
- Clue scrolls turn up more often than from Woodcutting, and Rocky, the Thieving pet, is found here.
Firemaking
Also on the Skills page: pick a kind of log you've chopped and burn it. Like Woodcutting, it takes the place of fighting and carries on offline.
- Each burn uses one log from your bank and pays Firemaking experience. Better logs need a higher level and pay more.
- Burning is much quicker than chopping, so an hour of logs goes up in smoke in well under an hour. When that kind of log runs out, the fire goes out and you stand idle.
- Higher levels burn faster. Logs you burn can't be sold, so it's experience or coins: your choice.
- The Phoenix, the Firemaking pet, is found here. The more experience you gain per hour, the sooner it turns up.
Smithing
Also on the Skills page. Like Firemaking, it takes the place of fighting, carries on offline, and uses its materials from your bank until they run out.
- Furnace: smelt ore into bars. Bronze takes a copper and a tin ore; iron, silver and gold take one ore; steel, mithril, adamantite and runite also need coal (2, 4, 6 and 8). Bars sell for more than the ore they came from.
- Anvil: smith bars into daggers, maces, warhammers, med helms, chainbodies and square shields, from bronze to rune. Bigger pieces take more bars and pay more experience.
- Anvil gear is a step below the helms, platebodies, kiteshields and scimitars monsters drop, and never counts toward a monster's collection log or toward unlocks. What it adds is choice: daggers stab and maces and warhammers crush, where a scimitar slashes.
- Smithing has a collection log page of its own on the Skilling tab, with a slot for every piece the anvil makes. Like the other Skilling pages, finishing it is announced and makes every skill that takes your combat slot 1% faster.
- The Infernal pickaxe helps too: while it has charges, it smelts some of the ore you mine for Smithing experience.
Runecrafting
Also on the Skills page. Like Smithing, it takes the place of fighting, carries on offline, and uses essence from your bank until it runs out.
- Pick an altar and bind essence into runes. Air, mind, water, earth, fire and body altars take rune essence (Mining level 1); cosmic, chaos, astral, nature, law, death, blood and soul altars take pure essence (Mining level 30).
- At the lower altars, higher levels make more than one rune from each essence — two air runes at level 11, three at 22, and so on up to ten at 99. Experience is paid per essence.
- Essence pouches — small, medium, large and giant — turn up now and then as you craft, once your level reaches them (1, 25, 50 and 75). The best one you own makes you craft faster; spares sell.
- The Rift guardian pet is found by runecrafting. The more experience you gain per hour, the sooner it turns up.
- High Alchemy (Magic level 55): from an item's panel in your bank, turn it into gold for a nature rune and five fire runes a cast. It pays the shop price plus a quarter (the extra is capped at 2,500 gp a cast), and 30 Magic experience. It works on gear and anything else the shop buys one at a time — not on lots like logs, ore and runes.
- The Spellbook (the ✨ button on the Game page, or the Shop tab) spends the rest of your runes, and every cast rewards Magic experience. Boost spells (Confuse, Weaken, Curse, Vulnerability, Enfeeble, Stun, Charge) give a short boost that waits while a boost at least as strong is running. Humidify waters every growing patch and Fertile Soil composts one (Farming tab). Arcane Study turns mind runes into Magic experience. Telekinetic Grab (chaos) claims your companion's crates for you for half an hour while the game is open. Mark of Darkness (death and soul) adds Slayer experience to task kills for a few minutes. Clue Teleport (law) swaps the step you are on in a clue for a new one (Clues page). Charge Infernal (cosmic) adds 500 charges to an Infernal axe, pickaxe or harpoon.
Clue scrolls
About 1 kill in 150 drops a clue scroll. Work through its steps on the Clues page to open a casket. A casket makes several reward rolls (more at higher tiers): most land on gold, seeds, saplings or potions, but any roll can instead be one of that tier's clue uniques, and hard, elite and master caskets can also hold pieces of the gilded and very rare 3rd age sets. Each tier has its own Treasure Trails page in the collection log. Clue uniques are worn in the cosmetic area of the Equipment tab, over the top of your armour: they have no combat stats, but five of them help with clues while worn (the Highwayman mask, Spiked manacles, Robin Hood hat, Rangers' tunic and Ring of coins; each one's item card says what it does). Own the whole gilded or 3rd age set and a badge appears beside your name in chat. Caskets below master can also contain a master clue scroll, and platinum tokens still turn up as before. The scroll hands them over one at a time: you only ever see the step you are on, and the next one appears when that one is done — so nothing counts towards a step you have not been given yet, and you never get the same kind of task twice in a row. There are four tiers that drop, from easy to elite, and you can work on one clue of each tier at the same time. The rate is the same off anything, but the tier is not: what you are killing decides which tiers it rolls between — goblins only ever give easy scrolls, and the endgame bosses give hard and elite — so the collection log lists each minion's tiers under its name. If a clue is taking too long you can abandon it, but you lose the scroll. Hold one scroll of each of those four tiers and you can combine them into a master clue: the hardest steps, the biggest casket and the only chance at the Bloodhound pet.
Platinum tokens
A second currency that gold can't buy. You spend them in the Platinum Shop on permanent upgrades and rare items. You get them from:
- The mimic: a rare chest monster that appears on the Game page. Hit it 30 times within a minute (it scuttles on around the arena with every hit) for 1–3 tokens and 500 Hunter experience. Like the random events, it only turns up while you're watching the Game page, and not in your first minute back.
- Clue caskets, rare Hunter jars and Fight Caves clears.
Your companion's crate: every couple of minutes, your companion on the Game page drops a crate. Click it within a few seconds for a free one-minute combat boost. If you're skilling when you click it, it boosts that skill for a minute instead: Woodcutting chops 10% faster, Mining mines 10% faster, Fishing fishes 10% faster, Firemaking burns 10% faster, Smithing works 10% faster, Runecrafting crafts 10% faster, and Thieving gives either half the chance of being stunned or double loot (50/50).
Random events
Every so often while you're watching the Game page, a familiar face from Gielinor turns up beside your companion with a ! over their head: the Genie, the Sandwich lady, Sergeant Damien, the Freaky Forester, Leo the gravedigger, the Mime, the Frog Princess, the Bee keeper or Mr. Mordaut. Click them within three minutes and they'll set you a quick puzzle. Get it right and they give you a gift; get it wrong, or wave them off, and they just leave — there's never a penalty. They only appear while the Game page is open and on screen, never while you're away, and never in your first minute back.
- Outfits: six of them carry a piece of their outfit (camo, lederhosen, zombie, mime, the frog mask and the beekeeper's set), always one you don't have yet. They're worn in the cosmetic area of the Equipment tab, and they have their own Random Events page in the collection log. Collect every piece for the title the Random.
- Lamps: the Genie, the Sandwich lady and Mr. Mordaut give a lamp, and so does anyone whose outfit you've finished. Rub it for 10 experience per level you have in the skill you pick — straight away, or later from your bank.
4. Playing with others
Group bosses
Multi-combat bosses and raids are better with company. Two things happen there:
- Rally bonus: each other player on the same task as you (anyone still on their 24-hour timer) lifts the skill you're using by 5%, for up to two of them — three players at a thing, and a 10% boost at the top. It works like a potion: at 10% a level-99 Strength swings as 108, and it stacks on top of any potion you have running. It counts at the bosses that run expeditions (the multi-combat bosses and the raids) and on the gathering skills, where anyone else chopping, pickpocketing or burning the same skill rallies you, whatever they're working on. The monster list shows how many people are at each boss.
- Expeditions: anyone can start a 24-hour expedition on one of these bosses. Everyone fighting it joins automatically. Hit the kill goal in time and everyone who did at least a tenth of it gets 40 bonus drop rolls at triple drop rates. It needs at least two players. You can call one expedition per day — the button counts down the time left until your next one — but you can join as many as other players call.
Chat
- The box under the kill counter shows your drops and the public chat. Type at the bottom to talk to everyone online.
- Click the 🙂 button for emoji, or type a shortcode like
:fire:or:gz:. Faces like:)and<3turn into emoji too. - A filter replaces rude words with stars instead of blocking your message.
- A crown beside a name marks who they are: gold for an administrator, silver for a player moderator, plus a donator crown and a beta tester crown. Only administrators can mute a player, which also removes their messages.
Leaderboards
The Leaderboard ranks players by skills, kill counts and collection log. On the Settings page, tap any monster name to see who has killed it the most.
5. Minigames
Minigames are the part of the game you actually play. You'll find them all on the Minigames page. In each one, the server replays your inputs to check the result, so what you see is what counts.
Every one of them ends on a result screen with two ways out: straight back in for another go, or out to the lobby. Going straight back in pays any entry fee again, exactly as the lobby would.
The Fight Caves
- Needs
- 250 TzHaar-Ket kills
- Costs
- One Obsidian offering per run
- Goal
- Survive 16 waves and beat TzTok-Jad
Before each attack, a monster shows a coloured warning with a shrinking bar. Turn on the matching protection before the hit lands and it does no damage.
- Keys 1, 2, 3 protect from melee, ranged and magic. Press the same key again, or 0, to turn it off.
- Protection drains prayer every second it's on, and prayer never refills. Turn it on just for the hit, then straight off.
- You can only block one style at a time. When two monsters attack together, block the bigger hit and click the other monster to kill it first.
- There's no healing, so health lost on wave 1 is still gone when you reach Jad.
- When Jad is hurt, he calls four healers. Kill them fast.
- Better gear kills each wave faster, so there are fewer attacks to survive.
Offerings: buy one at the cave entrance for 400 tokkul. TzHaar-Ket drops 1–2 tokkul every kill, and sometimes an offering (1 in 500).
Simulator: the Fight Cave simulator at the cave entrance lets you practise first. It's six waves ending in Jad, and a coach tells you which key to press. It pauses the fight to explain each new thing, and you press Continue (or Enter) when you're ready. Switch Coach pauses off at the entrance to just run it. Monsters always live long enough to attack a few times, however good your gear is. Three settings at the entrance start gentle and can each be switched to the real caves' numbers: hit damage (half or real), prayer drain (slow or real) and warning time (long or real). It needs no TzHaar-Ket kills and gives no rewards. Each run costs one fractured obsidian offering, and you can break an Obsidian offering into four of them at the entrance.
Rewards: every clear gives a Fire cape and a platinum token (two if you took no damage), with a 1 in 25 chance of a free offering. Throw a spare Fire cape into the lava for a 1 in 100 chance at the Tzrek-jad pet.
Obsidian: your first clear opens TzHaar-Ket's real drop table. From then on it drops Toktz-xil-ak (a sword that slashes and stabs, 1 in 600), Tzhaar-ket-om (a slow, heavy crush maul, 1 in 600) and Toktz-ket-xil (an obsidian kiteshield, 1 in 300). Before the clear those slots sit empty in your collection log — the TzHaar do not arm a stranger.
Puro-Puro
- Needs
- Hunter level 15
- Costs
- 40 gp per Hunter level
- Goal
- Catch as many implings as you can in one minute
- Click an impling to catch it. The ring around your cursor shows how far your net reaches.
- The net needs a moment between swings, so aim carefully rather than clicking fast.
- Only implings at or below your Hunter level appear, and rarer ones move faster.
Rewards: Hunter experience and a jar for every catch. Catch 10 or more for a 1 in 40 chance of the Magic butterfly net (a quarter more reach). Any round has a 1 in 300 chance of the Baby chinchompa pet, whose collection log slot is on the Hunter page.
Hiring the net: once you own the Magic butterfly net, the lobby lets you set it loose on the implings that fly across the Game page — 30 minutes for 2,000 gp, 2 hours for 7,000 or 6 hours for 18,000. It catches them for you, same experience and same jars, and keeps going while you are logged out at half the rate. A second hire adds to the time you have left rather than replacing it.
Tithe Farm
- Needs
- Farming level 34
- Costs
- Free
- Goal
- Grow and pick as much fruit as you can in two minutes
- Click an empty plot to plant. Each plant grows in three stages and needs watering once per stage. A blue drop means it's dry.
- Miss a watering and the plant dies (blights). Leave ripe fruit too long and it rots.
- Your farmer walks to each plot you click, up to four clicks ahead. Walking takes time, so plan a route.
- Your can holds 8 waterings. Refill it at the barrel.
Rewards: Farming experience for each fruit, more for the higher-level seeds. Every 10 fruit also pays a seed, and better seeds come from the higher tiers. Pick 10 or more fruit for a 1 in 8 chance of a farmer's outfit piece (+2.5% Farming experience each) and a 1 in 30 chance of Gricoller's can, which never runs dry.
The farm shop: every fruit also banks one tithe point. The shop under the farm door is the only place they can be spent, and the only thing it sells is tree saplings for your tree plots — 30 points for an oak, 55 willow, 90 maple, 140 yew, 220 magic.
Shooting Stars
- Needs
- Mining level 10 and any pickaxe
- Costs
- Free
- Goal
- Mine stardust from a star the whole server shares
- Every couple of hours a star crashes somewhere. The chat says where, and the Game page shows it while it is down.
- Open Shooting Stars under Minigames and press Mine. You mine while the page stays open and on screen. Close it and you simply stop.
- A size N star needs Mining N×10. It loses a size every seven minutes, and sooner when its miners empty a layer, so a star too big for you will come down to you.
- Your pickaxe sets how fast you mine. The star's size sets the xp for each dust.
- Now and then a glimmering fragment breaks off. Click it for 8 extra stardust. Missing one costs nothing.
- Mining a star never stops your idle task.
Rewards: Mining experience and a stardust for every dust you mine. When the star is gone, a star sprite gives everyone who mined 25 or more dust from it 40 stardust, or 80 if the miners broke it before it faded. Dusuri's star shop trades stardust for the Prospector outfit (+2.5% Mining xp a piece, everywhere), the Celestial ring (+4 Mining levels at a star) and bags full of gems.
Barbarian Assault
- Needs
- Attack level 30
- Costs
- Free
- Goal
- Stop monsters reaching your gate, then kill the Queen
Monsters come down three lanes. Two calls at the top tell you what works right now:
- The attack call names the style that hurts fighters. Choose it with 1, 2, 3, then click a fighter.
- The bait call names the food that stops runners. Choose it with Q, W, E, then click a runner.
- Anything that doesn't match the call does nothing. Each call changes every 10 seconds and flashes when it does.
- A fighter at the gate hits you for 10. At 0 health the round ends.
- At 80 seconds the Penance Queen walks down the middle. She takes 20 hits of the called style. Kill her before she reaches the gate.
Rewards: every kill earns an honour point, and the Queen is worth 15. Spend them on the Fighter hat (500) and Fighter torso (1,000). Killing the Queen gives a 1 in 150 chance of her pet.
Mage Training Arena
- Needs
- Magic level 25
- Costs
- Free
- Goal
- Earn points in four one-minute puzzle rooms
Each room earns its own pizazz points, and each point also gives 15 Magic experience.
- Telekinetic Theatre: slide the statue onto the gold goal with the arrows or W A S D. It only stops at a pillar or wall. Fewer moves earn a bonus point. R resets it.
- Alchemists' Playground: the cupboards open for a moment to show what's inside, then shut. Open them again from memory (click, or Q W E / A S D / Z X C) and each item is alched on the spot. Taking the most valuable item left builds a combo that multiplies your coins; out of order or an empty cupboard halves it. Clear them all for a fresh layout at new prices, and a bonus if you never slipped.
- Enchanting Chamber: shapes slide down four lanes toward the circle. Cast as each one reaches it with D F J K (or tap the lane). Every 10 in a row raises the orb multiplier, up to 4 times. A miss or a cast at nothing halves your combo. The bonus shape pays double, dragonstones pay most, and the pace picks up as the minute runs down.
- Creature Graveyard: bones fall into five lanes and their shadows show where. Move with A/D or the arrows (or tap a lane). Stand under the loose bones (green) to catch them and step out from under the heavy ones (red). Every 28 bones turn into bananas and go down the chute on their own, healing you a little. Whatever you carry at the end is banked too. If you're knocked out you lose what you carry and keep only half your points.
Rewards: spend points from all four rooms on the Infinity robes, the Mage's book and the Master wand.
Rogues' Den
- Needs
- Thieving level 50
- Costs
- 30 gp per Thieving level
- Goal
- Get through the maze to the chest inside thirty seconds
- Move a tile at a time with the arrow keys or W A S D (or the pad under the maze). Hold a direction to keep walking.
- You are on the tile you step onto from the moment you set off, so a vent that fires while you are walking in catches you.
- Flame vents, swinging blades and spike floors all flash before they fire, and each keeps its own rhythm. Guards pace one room each and never leave it.
- Getting caught is not the end of the run: you pick yourself up at the last doorway you came through, two seconds later. Only the clock can finish you.
Rewards: 200 Thieving experience for every doorway you get through, and reaching the chest pays 1,500 more plus 40 for every whole second still on the timer — with 500 on top if nothing laid a hand on you. Every clear then rolls 1 in 20 for each of the five pieces of rogue equipment you don't have yet, and 1 in 20 again for the lockpick, which cuts the time a failed pickpocket holds you by 40%. A clear can turn up two of them or none. Only the complete set doubles the coins and loot from every pickpocket you make anywhere in the game — four pieces of it do nothing. A clear also rolls 1 in 500 for Rocky, the Thieving pet, who can just as well turn up on a pickpocket.
6. The numbers, for the curious
You don't need any of this to play. It's here if you want to know exactly how a fight works. The game uses the real Old School RuneScape formulas.
- Kill time is the monster's health divided by your damage per second, plus a little time for walking and respawns.
- Every swing first checks whether it hits (your attack roll against the monster's defence), then rolls damage from 0 to your max hit.
- Swing speed comes from your weapon, for example 2.4 seconds for a scimitar.
- Combat experience is the real 4 per point of damage, times 6.
- Potion boosts use the real math: an Attack potion is +3 plus 10% of your level for 15 minutes; super potions are +5 plus 15%.
max hit = ⌊0.5 + (Strength + stance + 8) × (strength bonus + 64) ÷ 640⌋
accuracy = your attack roll vs (defence level + 9) × (defence bonus + 64)
The "Def" number shown for a monster is its average defence. Its real defence against each attack type is hidden until you discover it.
7. Words you'll see
- KC
- Kill count: how many times you've killed a monster.
- gp
- Gold pieces, the main currency.
- xp
- Experience. Enough of it raises a skill's level.
- Max hit
- The most damage one swing can do.
- Accuracy
- How likely a swing is to hit.
- Dupes
- Spare copies of an item you already own.
- Green log
- A monster whose collection log page is complete.
- Multi-combat
- A boss many players can fight together for a bonus.
- Pet
- A very rare drop. Each different one adds +1 to your max hit.
- Tokkul
- The Fight Caves currency, dropped by TzHaar-Ket.
Attack: melee hits land more often.
Strength: melee hits do more damage.
Defence: nothing here hits you back, so Defence does not change a fight at all — it is what
Ranged: bows and crossbows. Both how often and how hard.
Magic: staffs and wands. Both how often and how hard.