How the game works
Offline progress
The server simulates your fight around the clock — every swing is a real dice roll, whether your tab is open or not. Log back in and the "While you were away" report shows exactly what happened. Damage you've dealt to a monster is banked forever: nothing ever heals, even if you switch targets or log out mid-fight.
Kill times
Kill time = monster HP ÷ your damage per second, plus a short travel/respawn overhead per monster. Each swing (your weapon's real attack speed, e.g. 2.4s for a scimitar) rolls accuracy against the monster's defence, then damage between 0 and your max hit. The formulas are the real OSRS ones:
max hit = ⌊0.5 + (Strength + stance + 8) × (strength bonus + 64) ÷ 640⌋
accuracy = your attack roll vs (defence level + 9) × (defence bonus + 64)
Four combat skills & weapon styles
Attack makes melee hit more often; Strength makes it hit harder; Ranged and Magic each drive both accuracy and damage for their own weapons, and train themselves as you use them — all on the real OSRS experience table at 6× the real 4-XP-per-damage rate. Your weapon decides which combat styles you can use: a scimitar Chops, Slashes or Lunges; a maul only Pounds; a whip refuses to train aggressively; a battlestaff can Focus, Blast, Channel — or Bash someone over the head as crush melee. Melee stances route XP (accurate → Attack, aggressive → Strength, controlled → split); ranged and magic styles send everything to their own skill. The shop sells Ranging and Magic potions alongside the melee ones.
The five defence lanes
Every monster defends stab , slash , crush , ranged and magic differently — authored from the real wiki metas — and those lanes are hidden: the listed Def number is only neutral defence. The Kraken all but ignores arrows but melts before a trident; trolls wall out magic; the Barrows brothers crumble to it; dragons shrug spells off while a lance finds the gaps. The instrument for finding a weakness is the Accuracy readout — equip a weapon, watch the number, try another style. After 5 kills with a type the game confirms how that lane feels; after 25 the exact defence bonus lands in your Bestiary (Account tab). A green log reveals the whole monster. On top of the lanes, curated affinities still multiply specific items at specific monsters (dragonbane weapons, god rivalries, the Seercull at the smoke devil). Trying things out is the point.
Equipment
Drops never replace what you are wearing. A new item only auto-fills a slot that is empty — swapping your finds in is the fun part, and the Equipment tab shows a ● when something in your bank beats a worn piece. Check it after every comeback: a banked full steel set is worth roughly a quarter off your kill time.
Kill speed comes from what you wear — one attack-bonus pool and one strength-bonus pool across all 12 slots (pets aren't equipment: every distinct pet you own follows you for a permanent +1 max hit). Weapons also set your swing speed, and since v1.3 many armour and jewellery pieces are lane specialists: their bracketed bonus (the gold lane on its card) only counts when your attack style matches, so a mage dresses in Ahrim's with an occult necklace while a crush build wants Torag's plate — the right outfit per monster is a real choice. A few items are extra effective at specific monsters (dragonbane weapons vs dragons). New drops auto-equip into empty slots only.
Unlocks
Monsters unlock in chains — meaningful kill counts at a predecessor ("75 Goblin KC"), collection power (the summed power of everything you have ever found — selling never reduces it), or slaying all four godwars generals for Nex. Anything you have ever killed stays unlocked forever.
Quests
Quest scrolls drop from monsters and unlock journal entries. Every quest needs deeds at two or more monsters. XP quests are repeatable but demand fresh kills each time; component quests consume the components; higher quests grant one-time gear like the Dragon scimitar.
The Forge
Some drops are not in their final form — a godsword hilt is a trinket until it meets a blade; a Kraken tentacle wants a whip to coil around; sigils long for a blessed spirit shield. Every forging is a pair: the Forge tab (Equipment page) has two slots — load two items (or a stack of one kind), smelt, and see. The right pair consumes the components and produces the finished item — the forge charges nothing. A warm-but-wrong pair adds a rumor to your book — and the rumor remembers which of the two resonated, or tells you outright when the pairing is right but the proportions are wrong. A cold offering is returned free. Nothing is spoiled up front: 37 pairs to find, several spanning two different monsters' drops, and some forgings are themselves parts of greater pairs. Consuming a component never removes its collection-log credit, and repeatable quests will re-grant a quest reward you forged away.
Chat
The box under the kill counter is both your drop feed and a public chat — type in the bar at the bottom and everyone online sees it. A language filter stars out the obvious stuff rather than blocking your message, so you will never be left wondering whether it sent. Staff wear a crown beside their name: gold for an administrator, silver for a player moderator. Clicking a name in chat opens the staff actions you are allowed to take on that person. Moderators can mute and unmute ordinary players — never another moderator or an administrator — and a mute also clears what that player has already posted. Administrators additionally promote players to moderator and demote them again from the same menu. Administrators have full permissions: they are the only ones who can grant or revoke crowns, and the only ones who can clear the chat for everyone (your own drop log survives that). Every check runs on the server, so there is nothing to be gained by poking at it from the browser.
Green logs (mastery)
Own every drop on a monster's collection log — ever, selling doesn't count against you — and you permanently kill it 5% faster, plus 1% faster everywhere per green log (global part capped at +20%).
GP, selling & potions
Duplicate drops can be sold for GP in the Equipment tab ("Sell dupes" keeps one of each). Selling your last copy costs you its equipment bonus until it drops again, but your collection log credit is permanent — only valuable items (5,000+ gp) ask you to confirm first. Tag a whole basket with Tag to sell. GP buys temporary boost potions with the real OSRS boost math — an Attack potion is +3 + 10% of your level for 15 minutes, supers are +5 + 15%, Divine lasts an hour. Boosts replace weaker ones, never stack, and offline simulation respects the exact moment they expire.