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.

Your first ten minutes
  1. On the Game page, pick a monster from the list and your character starts fighting it.
  2. Monsters drop items. Open the Equipment page and put on anything better than what you're wearing. A โ— marks a slot where you own something better.
  3. Keep fighting until the next monster unlocks, then move up.
  4. 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

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.

Unlocking monsters

You start with easy monsters and unlock harder ones as you go. Each monster shows what it needs, usually one of these:

Once you've unlocked a monster, it stays unlocked.

Drops, your bank and gold

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 โ— marker. For example, a full steel set sitting in your bank can cut your kill time by about a quarter.

Let the game tell you what works

The What works here panel on the Equipment page learns from your fights:

Your skills

You train ten skills. The five combat skills go up by fighting:

Five more skills are trained outside combat: Farming and Hunter alongside your fighting, and Woodcutting, Thieving and Firemaking 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:

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.

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:

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.

3. Things to work towards

The collection log

The Collection Log records every item you've ever found, one page per monster.

Quests

Monsters sometimes drop quest scrolls, which add a quest to your Quests page. Each quest asks for kills at two or more monsters.

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:

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. 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, 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 โ€” 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 โ€” plant, water if you like, come back and chop the tree down โ€” 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 โ€” Bryophyta, Sarachnis, Zulrah, Venenatis, the Corrupted Gauntlet and, most often of all, Hespori.

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.

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.

Thieving

Also on the Skills page: pick someone and pickpocket them. Like Woodcutting, it takes the place of fighting and carries on offline.

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.

Clue scrolls

About 1 kill in 150 drops a clue scroll. Work through its steps on the Clues page to open a casket of gold and farming seeds, often with platinum tokens too. 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 โ€” 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 โ€” goblins only ever give easy scrolls, and the endgame bosses give hard and elite โ€” 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:

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, Firemaking burns 10% faster, and Thieving gives either half the chance of being stunned or double loot (50/50).

4. Playing with others

Group bosses

Multi-combat bosses and raids are better with company. Two things happen there:

Chat

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.

Offerings: buy one at the cave entrance for 400 tokkul. TzHaar-Ket drops 1โ€“2 tokkul every kill, and sometimes an offering (1 in 500).

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 โ€” 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

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.

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 โ€” 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

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 โ€” 30 points for an oak, 55 willow, 90 maple, 140 yew, 220 magic.

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:

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 30 Magic experience. Every action takes a moment, shown by the bar under the timer.

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

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 โ€” 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 โ€” 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.

max hit = โŒŠ0.5 + (Strength + stance + 8) ร— (strength bonus + 64) รท 640โŒ‹
accuracy = your attack roll vs (defence level + 9) ร— (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.