The two rules
Check in twice a week. A week runs Monday to Sunday. Two check-ins in that week puts you "in form". Everything else on this page is extra.
Only players exist. Until you run /join, the bot does not know you are there. It never counts you, names you, or pings you.
Only a check-in earns anything. Chatting, reacting and hanging around the channel earn nothing.
Joining
/join, or the Join button on the pinned board, makes you a player./leaveretires you. Your sheet is kept. Rejoin whenever you like./expedition weeks:1-8pauses you for 1 to 8 weeks. Paused weeks do not count against you, and you are left out of the group numbers.- Pings are off until you turn them on with
/pings onor the Ping me button. Even then you are pinged at most twice a week: the morning post and Sunday's last call.
People who have not joined never appear in any message.
How a day works
- 01The game day runs 3am to 3am Mountain time. A midnight workout counts as today.
- 028am Mountain: the bot asks Did you work out in the last 24 hours? with a Yes and a No button.
- 03Press Yes when you did. That is the check-in. Press No on a rest day; nothing is lost, and the post shows you answered.
/checkinis only for adding a note or a photo, before or after a Yes. - 04The post edits itself as people answer: who said yes, who said no, how many are still to answer. Only players are named.
- 05Every Yes is a training session against your Slayer task, scored the way Old School RuneScape scores it. Only you see the receipt: one line, anything only you can act on (a lamp, a quiz, a reward waiting), and buttons for Lamp, Clue, Task, Sheet, Town, Log, Bingo, Shop, Votes.
- 06The morning post starts a thread for the day. Each check-in's line goes in there with a loot card under it: the session, the bones and drops as RuneScape item icons, the XP by skill, any level-up (
Hitpoints 12 -> 13), and the task. It looks like an OSRS progress report. The RuneScape level-up scroll shows up for milestone levels only: every tenth, every fifth past 60, every level past 90. - 07The channel itself only hears from a check-in when you bring a photo, video or note: a short post with the media and the quote, and the Verify button. Everything else stays in the thread.
- 087pm Mountain: if anyone has a lamp to rub, points to spend, a vote to cast or a reward waiting on a check-in, the bot posts one evening reminder naming them. Anyone on their third day without a check-in is @mentioned in it: tomorrow is day four, and stale. It comes down again at 3am.
- 09Sunday 5pm Mountain: last call. Nobody is named.
- 10Monday: the week closes. Streaks and Rings are settled, last week's quest is written up, and the new quest of the week is introduced. From Act 2, the build vote opens.
- 11The 1st of each month: the bot posts a log of the month just gone.
One check-in per day. Any exercise counts. There are no workout types, so there is nothing to argue about. The bot drives the day; the slash commands are for the things you choose to do, like rubbing a lamp or reading a clue.
Fresh
You are fresh if you have checked in within the last 4 days.
Fresh players can do things: rub lamps, work on clues, verify other people, change combat style, open the hub, and run the town.
Stale players are told "Check in to play". Nothing is taken from you. Your lamps and clues wait.
The weight
Each check-in in a week (Monday to Sunday) is worth less than the one before. The first two are worth full value. After that the value drops, on purpose.
| Check-in | Weight | Week total |
|---|---|---|
| 1st | 100% | 1.0 |
| 2nd | 100% | 2.0 |
| 3rd | 50% | 2.5 |
| 4th | 50% | 3.0 |
| 5th | 20% | 3.2 |
| 6th | 20% | 3.4 |
| 7th | 20% | 3.6 |
Someone who checks in 7 times a week earns 1.8× what someone who checks in twice earns. Not 3.5×. The game pays for showing up, not for living in the gym.
Skills
You have nine skills. XP comes only from check-ins and from things check-ins trigger, and it is paid the way Old School RuneScape pays it.
A check-in is one training session: half an hour of swings against your Slayer task, with the best scimitar your Attack level can wield, the best full armour set your Defence level can wear, and the strongest prayers your Prayer level allows. The game works out your max hit and your chance to hit with the wiki's formulas, adds up the damage, and pays XP on it. The monster's stats, the scimitar and armour bonuses and the Slayer tables are all pulled from the OSRS wiki; nothing is made up.
| Skill | How it grows |
|---|---|
| Hitpoints | 4/3 XP per point of damage you deal. Everybody starts at Hitpoints 10. |
| Attack / Strength / Defence | 4 XP per point of damage to the skill your combat style trains: Accurate → Attack, Aggressive → Strength, Defensive → Defence. Controlled pays 4/3 to each of the three. /style sets it. Attack unlocks scimitars (rune at 40, dragon at 60), Strength raises your max hit, Defence unlocks armour and keeps you from eating through your food. |
| Slayer | Every kill on your task pays the monster's Slayer XP (usually its Hitpoints). Verified check-ins: +500 × the weight for the author, +50 per extra verification. Verifying someone else: +100, paid on your own next check-in. |
| Prayer | The bones your kills drop, buried: 4.5 for bones, 15 for big bones, 72 for dragon bones, up to 110 for infernal ashes. A Chapel is a gilded altar: 250%, then 300%, then 350%. Prayer unlocks the real prayers: Ultimate Strength at 31, Piety at 70. |
| Woodcutting | The logs you carry to the town on each check-in, at the XP of the best tree your level can cut: 25 for logs, 67.5 for willows at 30, 175 for yews at 60. |
| Mining / Fishing | Your workers' sacks, from week 13 onward, at the XP of the best ore or fish your level can take: coal at 30, lobsters at 40. A session handles up to 100 of each. |
Higher levels and better gear make every session pay more: a bigger max hit, more hits landing, tougher monsters from a higher Slayer master with bigger bones and more Slayer XP per kill. Two a week in week 40 earns several times what two a week earned in week 1.
The XP table is RuneScape's, exactly. Level 99 takes 13,034,431 XP.
| Level | XP |
|---|---|
| 2 | 83 |
| 10 | 1,154 |
| 20 | 4,470 |
| 30 | 13,363 |
| 40 | 37,224 |
| 50 | 101,333 |
| 60 | 273,742 |
| 70 | 737,627 |
| 92 | 6,517,253 |
| 99 | 13,034,431 |
Two check-ins a week, every week, reaches Dragon (Defence 60) in week 52. Five a week gets there around week 33. Once a week ends the year in Adamant or Rune. The session length is the one number tuned to that; everything else is the game's own.
Tiers
Your tier is the armour set your Defence level can wear: the game's own requirements. Your Attack level picks your scimitar the same way. Both are used in every session.
| Tier | Defence (armour) / Attack (scimitar) | Title | Scimitar bonus |
|---|---|---|---|
| Bronze | 1 | +7 slash, +6 strength | |
| Iron | 1 | +10, +9 | |
| Steel | 5 | +15, +14 | |
| Black | 10 | +19, +14 | |
| Mithril | 20 | Regular | +21, +20 |
| Adamant | 30 | Veteran | +29, +28 |
| Rune | 40 | Champion | +45, +44 |
| Dragon | 60 | Dragon Slayer | +67, +66 |
Rune (t), Rune (g) and the rest are clue rewards, not levels. They live in the collection log. The Slayer helmet (400 Slayer points) gives +16⅔% accuracy and damage on task, as in the game. The Amulet of glory (t) from a medium clue adds its +10 attack and +6 strength.
Random events
Each check-in has a 1 in 6 chance of a random event. A Tavern in the town makes it 1 in 5, then 1 in 4. If you go 12 check-ins without one, the next is guaranteed. The weight column is how likely each event is compared to the others.
| Event | Weight | What happens |
|---|---|---|
| Genie | 30 | A lamp worth 10 × the level of the skill you rub it into, as in the game. Leave it 14 days and it rubs itself into Hitpoints. |
| Mysterious Old Man | 15 | 150 of one resource goes to the town. |
| Drunken Dwarf | 12 | A Ring of Life. If you already hold the maximum, 200 coins instead. |
| Evil Chicken | 10 | +500 Defence XP. |
| Sandwich Lady | 8 | +500 Hitpoints XP. |
| Beekeeper | 8 | Your workers gather 25% more for 24 hours. |
| Quiz Master | 7 | A three-button trivia question. Right: +500 combat XP. Wrong: 50 coins go to the town. |
| Freaky Forester | 5 | Repairs the town's most damaged building, or leaves logs if nothing needs repair. |
| Drill Demon | 3 | Sergeant Damien's exercises: 10 × the level in a random one of Attack, Strength or Defence. |
| Prison Pete | 2 | Two lamps. |
No event ever hurts you. Every one is a gift or nothing.
Form, streaks, Rings
- Form means 2 or more check-ins in the last 7 days. Your sheet shows it as dots.
- Form weeks are weeks in a row with 2 or more check-ins. That is your streak.
- A Ring of Life saves your streak once. You earn Rings; you cannot buy them. Weeks 1–8: one Ring per 3 Form weeks. From week 9: one per 2. You can hold 2, or 3 after Graduation. The Last Recall relic raises the cap by one and gives a Ring every Form week.
- If a week ends with exactly one check-in, a Ring is spent for you and your streak survives. A week with zero check-ins breaks the streak. No Ring saves a zero.
- Graduation is your 13th week as a player.
The Restless Lifter is the comeback quest. If you check in after 14 or more days away, it starts. Check in 3 times in the next 14 days and you get a 7,500 XP antique lamp, a Ring, and a new streak starting at 1.
The big lamps the campaign hands out (quests, Foundings, raids, caskets) are the Achievement Diary's antique lamps: 2,500, 7,500, 15,000 or 50,000 XP into any skill.
Clue scrolls
Each check-in has a 1 in 12 chance of dropping a clue scroll. You can hold one at a time. Its tier depends on the monster you were fighting: chickens and hill giants drop easy clues, greater demons hard ones, black demons elite. /clue shows your steps.
| Tier | Hitpoints | Steps | XP | Coins | Unique |
|---|---|---|---|---|---|
| Easy | 1–19 | 2 | 1,500 | 100 | 1 in 3 |
| Medium | 20–39 | 3 | 3,000 | 200 | 1 in 4 |
| Hard | 40–54 | 4 | 4,500 | 400 | 1 in 5 |
| Elite | 55–59 | 5 | 6,000 | 700 | 1 in 6 |
| Master | 60+ | 6 | 8,000 | 1,000 | 1 in 8 |
A clue is a short list of steps. Do them in any order, one step per check-in. Steps are things any player can do:
- A check-in with a verified photo. A check-in with a verified video.
- A weekend check-in. A Monday check-in.
- A check-in before 8am. A check-in after 8pm.
- Two days in a row. The same day as two other players.
- Deliver 200 or more resources to the town. Write a note of 20 words or more.
- Verify someone. A check-in that completes a Slayer task. A check-in during a raid week. Bring in a full sack.
Three steps need systems that arrive later: delivering 200+ needs the town, a raid-week check-in needs raids, and a full sack needs workers. You are never given a step you cannot do yet.
When the last step is done, the casket opens. You get the XP and coins from the table, and a chance at a unique. Unfinished clues are lost at each Founding. The 24 uniques only decorate your sheet: Ranger boots, Robin hood hat, 3rd age full helmet, a Bloodhound pet, and twenty more.
Verification
- Check in with a photo or video and your check-in gets a Verify button for 72 hours.
- Any fresh player except you can press it. One press is enough.
- You get: combat XP × 1.5 and +1,000 Slayer XP. Each extra verification adds +100, up to three.
- The verifier gets: +250 Slayer XP, paid on their own next check-in within 7 days. At most 3 verifications a day count.
Slayer tasks
You always have a Slayer task, and every check-in is a training session against it. /task shows it.
A Slayer master gives you the task, drawn from that master's real assignment table on the OSRS wiki, with the real amounts and the real Slayer level requirements. Which master you have depends on your combat level, as in the game. A higher master's monsters have more Hitpoints (so more Slayer XP per kill), hit harder, and drop bigger bones.
| Master | Combat level | Typical task | Points per task |
|---|---|---|---|
| Turael | any | 15–30 birds, cows, goblins, rats, spiders, skeletons, zombies… | 0 |
| Mazchna | 20 | 30–50 hill giants, hobgoblins, ghouls, cockatrice, pyrefiends, ice warriors… | 2 |
| Vannaka | 40 | 40–90 moss giants, ogres, fire giants, lesser demons, bloodvelds, blue dragons… | 4 |
| Chaeldar | 70 | 70–130 greater demons, hellhounds, gargoyles, nechryael, black demons… | 10 |
| Nieve | 85 | 120–185 abyssal demons, dark beasts, smoke devils, black dragons… | 12 |
| Duradel | 100, and Slayer 50 | 130–200 of the hardest things | 15 |
- A session's kills come from its damage: max hit × hit chance × swings, divided by the monster's Hitpoints. A new player kills a dozen chickens; a Rune player kills twenty hill giants; a Dragon player kills a handful of abyssal demons.
- Every kill on task pays the monster's Slayer XP straight away: 35 for a hill giant, 150 for an abyssal demon.
- Finish the task and you get the master's Slayer points, and the next task on the spot. Your 10th task in a row pays 5× points. Your 50th pays 15×. Your 100th pays 25×.
- Tasks do not expire. Skipping one costs 30 points and resets nothing but the task.
- A master never assigns what your Slayer level cannot damage: no abyssal demons before Slayer 85.
Slayer points buy the same three things as the Slayer Rewards shop:
| Reward | Points |
|---|---|
Skip your current task (/task skip) | 30 |
10,000 Slayer XP (/task xp) | 100 |
The Slayer helmet: +16⅔% accuracy and damage on task, and the "Slayer Master" title (/task helmet) | 400 |
Drops and the bank
Every kill of a session rolls the monster's real drop table, straight from the wiki. /bank shows what you have.
- The drop tables are the Old School wiki's, sub-tables and all: 60 Ankou pay death runes at 10/100, herbs from the herb table, gems from the gem table, and a 1-in-273,067 shot at a dragon spear off the rare drop table.
- Every kill rolls every row at its rate, so the expected drops match the wiki exactly. The rolls are seeded on you and the day: a retried check-in banks the same loot.
- Everything goes to your bank at its Grand Exchange value; the loot card shows the richest stacks and what the session was worth. Nothing goes to the town, and bones are buried for Prayer rather than banked.
- A notable drop — 1 in 1,024 or rarer, or worth 50k — is logged and announced in the channel itself, with the item on a card, so everyone can see it. So is a wearable you did not own yet, a boss's unique and a casket's. Notable drops are counted apart from the 90-entry collection log.
The bank is spendable. Its worth, less what you have spent, is your balance at the Grand Exchange.
Spoils: pick one of three
Every check-in ends with a choice. You take one; the other two are gone. /spoils shows what is waiting.
| Option | What it is |
|---|---|
| Your roll | An impling jar or a reward chest, rolled for you on five tiers. Opening it banks its loot. |
| Today's container | One jar or chest a day, the same for everybody, named on the morning post. |
| A sure thing | A Book of knowledge (a lamp worth 15× the level of the skill you read it into), a supply crate for the camp, or a clue bottle. |
| Tier | Odds | Containers |
|---|---|---|
| Common | 60% | Baby, Young, Gourmet and Earth impling jars, Casket |
| Uncommon | 27% | Essence, Eclectic and Nature impling jars |
| Rare | 10% | Magpie impling jar, Muddy chest, Crystal chest |
| Very rare | 2.5% | Ninja impling jar, Grubby chest, Elven crystal chest |
| Legendary | 0.5% | Dragon impling jar, Brimstone chest, Larran's big chest |
- What comes out of a jar or a chest is the Old School wiki's loot table for it. A jar pays one item, as in the game; a chest pays what its table pays.
- The week's chest: your second check-in of the week rolls its tier twice and keeps the better. A Form streak of four weeks makes it three rolls.
- Pity: eight full-value check-ins without a rare roll, and the next roll is rare.
- Past your second check-in of the week the roll stops at uncommon and today's container is not on offer.
- Spoils you have not picked open themselves (your roll) at your next check-in. Nothing is lost.
- Every pick is posted in the day's thread with a card.
/spoilscounts the containers you have opened, out of 17.
The Grand Exchange
Your bank is gold, and gold buys what it buys in Old School: an edge for your next session, or Prayer. /ge.
| Item | What it does |
|---|---|
| Strength potion(4) | Strength +3 and 10% for your next session. |
| Super strength(4) | Strength +5 and 15% for your next session. |
| Super combat potion(4) | Attack, Strength and Defence +5 and 15% for your next session. |
| 27 × Swordfish | An inventory that heals 14 a bite instead of a lobster's 12. |
| 27 × Shark | An inventory that heals 20 a bite. |
| 25 × Big bones | 15 Prayer XP each, buried on the spot. |
| 10 × Dragon bones | 72 Prayer XP each, buried on the spot. |
- Prices are the real Grand Exchange's. Your balance is your bank's worth less what you have spent; nothing is sold or removed from the bank.
- One potion and one inventory of food can be packed at a time. Your next check-in uses them up.
- A potion drains a level a minute and has four doses, so across a full session a +14 boost averages +11.
- Bones bought here are buried at the Chapel's altar if the town has one: 250%, 300%, 350%.
- Nothing bought can make a session worse than it would have been.
The boss of the week
One of the game's early group bosses is up every week, from the first: Scurrius, then Obor, then Bryophyta, round again. /boss.
- After your session, every check-in takes 200 swings at the boss (fewer past your second of the week) with whatever you are wearing.
- The damage goes into one bar the whole roster shares. It is sized to the roster's own damage, so most of you turning up twice empties it.
- The first time your own damage for the week reaches a real kill's worth (the boss's own hitpoints), its real drop table, and its lair chest's, rolls for you. One kill of your own a week.
- When the bar is empty, the channel hears who landed the last blow and who did the most damage, and everyone who fought that week gets a roll.
- On the tables: Scurrius' spine and the pet Scurry, Obor's hill giant club (a real weapon: 40 Attack), Bryophyta's essence. All four are in the gear catalogue and can be chased.
- Nothing is lost if the boss survives the week. Raid weeks still arrive in Act 3; this is the weekly fight until then and alongside them.
Reminders, and who sees them
What is waiting on you is your business. Only you see it.
- My to-do on the morning post, or
/todo, shows your own list: spoils to pick, lamps, crops ready, your kingdom's haul or empty coffer, the Tears of Guthix, gear you own and are not wearing, points to spend, votes not cast, and anything you have not tried yet. - The same list rides under every private reply the bot already gives you: the receipt after a Yes, the answer to a No, and the hub.
- The channel's evening message names nobody's lamps or loot. It says how many players have things waiting, names who has not voted (that is the group's business), and pings anyone on their third day without a workout.
- A bot can only speak privately in the channel in reply to something you pressed, so the list cannot arrive on its own. It is always one press away.
Gear, looks and the chase
The task monsters drop things you can wear. Some make you hit harder; most are for showing off. /gear.
| Kind | What | Where from |
|---|---|---|
| Weapons | Brine sabre (40 Attack), leaf-bladed sword (50 Attack, 55 Slayer), granite maul and longsword (50 Attack and Strength), dragon dagger and mace (60), leaf-bladed battleaxe (65), abyssal whip and dagger (70) | Brine rats, turoth, kurask, gargoyles, dust devils, abyssal demons and friends |
| Boots | Bronze, iron, steel, black, mithril, adamant, rune, granite | Cave crawlers up to nechryael; the armour sets have no boots, so every pair is an upgrade |
| Black mask | The Slayer helmet's +16⅔% on task, from a drop | Cave horrors |
| Looks | Mystic light and dark robes, coloured gloves, flippers, a red cape, dragon and granite pieces, and every clue unique | Task monsters and clue caskets |
| Trophies | Monster heads, the draconic visage, champion scrolls | The rarest rows on the tables |
- A piece is yours when it is in your bank (or, for a clue unique, your collection log). Wear one per slot; press it again to take it off.
- A weapon or boots count in your session with the wiki's bonuses once you meet the game's requirements. Until then they are a look.
- A worn weapon swings with its best attack style at its real speed: a seven-tick granite maul hits harder and far less often than a four-tick whip.
- Adapted rates: anything wearable drops at four times the wiki's rate. You get two sessions a week, not two hours a night.
- The chase:
/gear chasenames one item and doubles its rate again./gear cataloguesays which monster drops what, and which masters assign it. - Show off posts your gear card to the channel. The wardrobe count is how many of the 89 pieces you own.
Managing Miscellania
A kingdom of your own, at a tenth of the game's size. Look in once a week. /kingdom.
- Ten subjects, split however you like across herbs, fishing, mining, wood and flax.
- The coffer is funded from your bank's balance. Each day it pays out 10% of what it holds, up to 7,500, and the subjects' haul scales with how much they were paid.
- Approval falls 2.5% a day, to a floor of 25%, and rises 10% with every full-value check-in. The haul scales with approval too, so the kingdom pays best for the people who show up.
- At full pay and full approval, ten subjects bring in a tenth of the game's daily maximum: 6 herbs, or 44 tuna and 13 swordfish, or 55 coal, or 89 maple logs, or 125 flax.
- Collect whenever you are fresh. Everything goes to your bank at Grand Exchange value. A kingdom nobody has looked at for thirty days stops working until they do.
Herbs are where the money is, as in the game. Logs and coal lose gold.
Farm runs and the Tears of Guthix
One farm run a day, one visit to Juna a week. Neither is required and nothing dies if you skip them.
- Three patches: an allotment (three seeds), a herb patch and a tree patch. The seeds are the ones your kills already drop.
- A run harvests whatever has grown and replants each empty patch with the best seed you hold that your Farming level allows. Potato seeds are always to hand.
- Levels, experience and growth times are Old School's: potatoes at 1, marrentill at 14, ranarr at 32, willow trees at 30, magic trees at 75.
- Farming is a tenth skill. It counts towards your total level and takes lamps like any other.
- Tears of Guthix (
/tears): once a week, experience in your lowest skill. A tear is worth 60 XP from level 30 and less below it; the number of tears grows with the group's quest points.
Achievement Diary
Four tiers of tasks, read off what your check-ins have already done. Nothing to claim. /diary.
| Tier | Lamp | Tasks |
|---|---|---|
| Easy | 2,500 XP | 5 check-ins, 100 kills, a Slayer task, 3 spoils opened, 10k banked, combat 10 |
| Medium | 7,500 XP | 25 check-ins, 1,000 kills, 5 tasks, 5 different containers, 100k banked, combat 30, a 4-week Form streak, 3 verifications given |
| Hard | 15,000 XP | 60 check-ins, 5,000 kills, 15 tasks, 10 containers, 500k banked, combat 50, a 10-week streak, a clue casket |
| Elite | 50,000 XP | 100 check-ins, 15,000 kills, 30 tasks, 15 containers, 2m banked, combat 70, a 20-week streak, 250k spent at the Grand Exchange |
- The lamps are the Achievement Diary's own antique lamps. A tier pays at the check-in that finishes it, and only after the tier before it.
- Every receipt ends with Next: the nearest level, the week's chest if it is one check-in away, and the diary task you are closest to.
Collection log
The collection log is a checklist of 90 things you can earn, in eight groups, plus notable drops counted on their own. /log shows yours.
| Category | Entries |
|---|---|
| Random events | 12 |
| Clue uniques | 24 |
| Boss heads | 7 |
| Pets | 6 |
| Titles | 8 |
| Holiday | 7 |
| Milestones | 17 |
| Skills to 50 | 9 |
| Notable drops | counted separately |
- 30 entries: the Collector title.
- 60 entries: a pet.
- 90 entries: the Completionist cape.
Quest of the week
One Old School quest a week, done together, on a fixed calendar that follows the game's own order. /quest shows this week's; /quest log the book so far.
- 01Monday the morning post introduces the quest: its difficulty, its quest points, the wiki's own blurb, and the enemies in it.
- 02Start. The week's first check-in by anyone opens it.
- 03Gather. Every check-in brings one supply; a check-in with a note or a photo brings two. The party needs the quest's item count, capped at half the roster — never more than one check-in each.
- 04Fight. Once gathered, every check-in is a mini-fight: three quarters of a session's swings, with your usual kit, against the current enemy's real stats. Enemies come in the quest's order; each has its hitpoints times how many the quest makes you kill, shared by the whole party.
- 05Done. The check-in that fells the last enemy completes the quest. Its quest points go to the group, and everyone who checked in that week gets an antique lamp on their next check-in: 2,500 XP for a Novice quest, 7,500 for Intermediate, 15,000 above that.
- 06Unfinished on Sunday is just unfinished. Monday's post says where the party stopped. No penalty, and a new quest opens.
The calendar follows the game: the free-to-play novice quests through Act 1, 37 quest points before the Champions' Guild opens in week 18 (the game asks 32), members quests rising through Acts 2 and 3, Dragon Slayer I at the Elvarg beat in week 50 and Dragon Slayer II the week after. Every quest except the Grandmasters falls to a party of four at two check-ins a week; Monkey Madness II, Song of the Elves and Dragon Slayer II want six.
| Act | Week | Quest | Difficulty | QP | Enemies |
|---|---|---|---|---|---|
| 1 | 1 | Cook's Assistant | Novice | 1 | — |
| 1 | 2 | Sheep Shearer | Novice | 1 | — |
| 1 | 3 | Rune Mysteries | Novice | 1 | — |
| 1 | 4 | Imp Catcher | Novice | 1 | — |
| 1 | 5 | Witch's Potion | Novice | 1 | Rat |
| 1 | 6 | Doric's Quest | Novice | 1 | — |
| 1 | 7 | Ernest the Chicken | Novice | 4 | — |
| 1 | 8 | The Restless Ghost | Novice | 1 | — |
| 1 | 9 | Goblin Diplomacy | Novice | 5 | — |
| 1 | 10 | Pirate's Treasure | Novice | 2 | — |
| 1 | 11 | Prince Ali Rescue | Novice | 3 | — |
| 1 | 12 | Black Knights' Fortress | Intermediate | 3 | — |
| 1 | 13 | The Knight's Sword | Intermediate | 1 | — |
| 2 | 14 | Shield of Arrav | Novice | 1 | Weaponsmaster, Jonny the Beard |
| 2 | 15 | Vampyre Slayer | Intermediate | 3 | Count Draynor |
| 2 | 16 | Demon Slayer | Novice | 3 | Delrith |
| 2 | 17 | Romeo & Juliet | Novice | 5 | — |
| 2 | 18 | Druidic Ritual | Novice | 4 | — |
| 2 | 19 | Witch's House | Intermediate | 4 | 4 Witch's experiment |
| 2 | 20 | Fishing Contest | Novice | 1 | — |
| 2 | 21 | Priest in Peril | Novice | 1 | Temple Guardian, Monk of Zamorak |
| 2 | 22 | Nature Spirit | Intermediate | 2 | 3 Ghast |
| 2 | 23 | Waterfall Quest | Intermediate | 1 | — |
| 2 | 24 | Tree Gnome Village | Intermediate | 2 | Khazard warlord |
| 2 | 25 | Fight Arena | Intermediate | 2 | Khazard Scorpion, Khazard Ogre, Bouncer |
| 2 | 26 | Lost City | Intermediate | 3 | Tree spirit, Zombie |
| 3 | 27 | Plague City | Novice | 1 | — |
| 3 | 28 | Biohazard | Novice | 3 | Mourner |
| 3 | 29 | Death Plateau | Novice | 1 | — |
| 3 | 30 | Troll Stronghold | Intermediate | 1 | Dad, Troll general |
| 3 | 31 | Merlin's Crystal | Intermediate | 6 | Sir Mordred |
| 3 | 32 | Holy Grail | Intermediate | 2 | Black Knight Titan |
| 3 | 33 | Animal Magnetism | Intermediate | 1 | — |
| 3 | 34 | The Grand Tree | Intermediate | 5 | Black demon |
| 3 | 35 | Horror from the Deep | Intermediate | 2 | Dagannoth, Dagannoth mother |
| 3 | 36 | The Fremennik Trials | Intermediate | 3 | Koschei the deathless, The Draugen |
| 3 | 37 | Monkey Madness I | Master | 3 | Jungle Demon |
| 3 | 38 | Underground Pass | Experienced | 5 | 3 Doomion, 3 Paladin, Kalrag, Disciple of Iban |
| 3 | 39 | Regicide | Experienced | 3 | Tyras guard |
| 4 | 40 | Desert Treasure I | Master | 3 | Dessous, 5 Ice troll, Kamil, Fareed, 2 Damis |
| 4 | 41 | Legends' Quest | Master | 4 | 2 Ranalph Devere, 2 Irvig Senay, 2 San Tojalon, 3 Nezikchened |
| 4 | 42 | Heroes' Quest | Experienced | 1 | Ice Queen, Entrana firebird |
| 4 | 43 | Recipe for Disaster | Special | 10 | Agrith-Na-Na, Flambeed, Karamel, Dessourt, Gelatinnoth Mother, Culinaromancer |
| 4 | 44 | Lunar Diplomacy | Experienced | 2 | Suqah, Me |
| 4 | 45 | Dream Mentor | Master | 2 | The Inadequacy, The Everlasting, The Untouchable, The Illusive |
| 4 | 46 | Grim Tales | Master | 1 | Glod |
| 4 | 47 | Swan Song | Master | 2 | 11 Sea troll, Sea Troll Queen |
| 4 | 48 | Monkey Madness II | Grandmaster | 4 | Kruk, Keef, Kob, the tortured and demonic gorillas, Glough |
| 4 | 49 | Song of the Elves | Grandmaster | 4 | Mourners, paladins, knights, archers, Arianwyn, Essyllt, Fragment of Seren |
| 4 | 50 | Dragon Slayer I | Experienced | 2 | Melzar's Maze, then Elvarg |
| 4 | 51 | Dragon Slayer II | Grandmaster | 5 | Vorkath, Robert the Strong, the dragons of Ungael, Galvek |
133 quest points in the book. Every number is the wiki's: the quest points, the enemies and their stats, the item lists. The mini-fight uses the same max-hit and accuracy arithmetic as your sessions.
The camp and the town
The camp exists from day one. In week 13 (Founding I) it becomes a town with workers and buildings. /town shows it.
Every check-in carries 20 coins and 10 logs to the town. Both are multiplied by your check-in's weight and by your tier. Ore is smelted at the Furnace: 5 ore makes 1 bar.
Quiet-day rule. If fewer than a quarter of the roster checks in on a day, every store in the town loses 1%. Never more than 1%. Nobody is named.
Workers gather one resource each, once an hour, into a sack. A Miner gathers ore, a Woodcutter logs, a Fisher fish, a Merchant coins. The sack fills for 96 hours (plus 24 hours per Bank level), then stops. It empties into the town on your next check-in.
- Worker slots: 1, plus 1 more for every 15 Hitpoints levels.
- Recruiting a worker costs 300 coins × the number of workers you already own. Your first is free at the Founding.
- Workers eat 6 fish a day. A hungry worker works at half speed.
- You must be fresh to use
/recruit kind,/upgrade,/build buildingand/repair building. - If you are silent for 21 days, your workers work for the town at half speed until you come back.
| Worker tier | Per hour | Upgrade cost | Needs |
|---|---|---|---|
| Bronze | 2 | Free at the Founding | |
| Iron | 3 | 150 coins, 20 ore | |
| Steel | 4 | 250 coins, 40 ore | |
| Black | 5 | 400 coins, 60 ore, 20 logs | |
| Mithril | 7 | 700 coins, 100 ore, 40 logs | |
| Adamant | 9 | 1,200 coins, 160 ore, 80 logs | |
| Rune | 12 | 2,000 coins, 250 ore, 120 logs, 20 bars | Furnace L2 |
| Dragon | 16 | 3,500 coins, 400 ore, 200 logs, 50 bars | Furnace L3 and a Dragon-tier owner |
Buildings are paid for from the town's stores. The table shows level 1 costs. Level 2 costs 2.5× and level 3 costs 6×. Buildings lose 3 condition a day. Repairs cost 2 logs per point. A building under 50% condition gives half its bonus.
| Building | Level 1 | From | Effect |
|---|---|---|---|
| Bank | 200 coins, 150 logs | Act 2 | Sacks fill 24 hours longer per level |
| Furnace | 300 coins, 200 logs | Act 2 | Smelts ore into bars. L2 unlocks Rune workers, L3 Dragon |
| Fishing Dock | 200 coins, 150 logs, 50 ore | Act 2 | Fish +25% per level |
| Lumber Mill | 200 coins, 150 logs, 50 ore | Act 2 | Logs +25% per level |
| Mine Cart | 200 coins, 150 logs, 50 ore | Act 2 | Ore +25% per level |
| Chapel | 300 coins, 200 logs | Act 2 | A gilded altar: the bones from your kills pay 250%, then 300%, then 350% |
| Tavern | 400 coins, 250 logs | Act 2 | Random events 1 in 6 → 1 in 5 → 1 in 4 (two levels) |
| Barracks | 600 coins, 300 logs, 100 ore | Act 3 | Raid damage +10% per level |
| Walls | 600 coins, 300 logs, 100 ore | Act 3 | Raid heals −5 per miss per level |
| Dragon Statue | 2,000 coins, 900 logs, 100 bars | Act 4 | The finale. +10% to everything, forever |
Votes, relics and raid weeks
Build votes start in Act 2. Relic picks happen at weeks 27 and 40. Raids can be proposed from Act 3. /vote, /relics and /raid status show where each stands.
Build votes. Every Monday from Act 2, the bot lists up to four buildings the town can afford. Half the active roster must vote (rounded up, never fewer than 2). The vote closes after 48 hours. If too few voted, the same options come back next Monday.
Relic picks. At weeks 27 and 40 the roster is shown three relics and has 72 hours to pick one. If nobody votes, the first is picked. A relic lasts the rest of the year.
| Relic | Effect |
|---|---|
| Xeric's Endurance | Your 3rd and 4th check-ins weigh 0.75 instead of 0.5 |
| Trickster | Random events give +4 bingo points |
| Fire Sale | Worker upgrades cost 25% less |
| Production Master | Worker output +20% |
| Last Recall | Ring cap +1 and a Ring every Form week |
| Berserker | Raid damage +25% |
| Treasure Seeker | Lamps are worth ×1.5 |
| Golden God | +20 coins to the town per check-in |
Raid weeks are optional hard mode. From Act 3, anyone can run /raid propose. The vote passes with 60% of the active roster and at least 3 yes votes. A Sit out button keeps you out with no penalty. The raid starts the next Monday, and the roster is frozen for the week.
- Boss HP = roster size × 2.4 × (100 + 2 × the roster's average Hitpoints) × the boss multiplier.
- Your damage per check-in = (100 + 2 × your Hitpoints) × your check-in's weight × the Barracks bonus × Berserker.
- The boss heals 20 per roster member who is not in form, each day, up to 80. Each Walls level takes 5 off every heal.
- Win: everyone on the roster gets a lamp worth 100 × Hitpoints, at least 2,000 XP. Anyone with 3 or more check-ins that week gets a second. The town gets 1,000 coins and 200 bars.
- Loss: the town loses 15% of its stores, once, and every building loses 20 condition. Three losses lock raids for 4 weeks.
| Boss | Order | Multiplier |
|---|---|---|
| Giant Mole | 1st | ×0.8 — proposed by the bot at week 27 |
| King Black Dragon | 2nd | ×1.0 |
| Kalphite Queen | 3rd | ×1.0 |
| Chaos Elemental | 4th | ×1.0 |
| Corporeal Beast | 5th | ×1.2 |
| Elvarg | Act 4 | ×2 HP over 14 days — proposed by the bot at week 50 |
Bingo and the shop
Each act has a 5×5 bingo card. Cells tick themselves when you do the thing. /bingo shows the card. /shop spends the points.
- Each cell pays its points once. A full line pays +5. A full card pays +40.
- When every active player has at least one line, the town gets a 500-coin crate.
- Acts 2–4 swap in worker, raid and Dragon cells for the ones you have outgrown.
The Act 1 card, with points in brackets:
| B | I | N | G | O |
|---|---|---|---|---|
| First check-in (1) | Two check-ins in one week (2) | A verified check-in (2) | Check in before 8am (2) | Reach Mithril (3) |
| Check in with a note (1) | A Saturday check-in (1) | Verify three friends (2) | Two days in a row (2) | Three Form weeks in a row (3) |
| Check in after 8pm (1) | Rub a lamp (2) | 10 check-ins (3) | A Sunday check-in (2) | Same day as three others (2) |
| A Monday check-in (1) | Reach Adamant (3) | A verified video (2) | Two verified in one week (2) | Four different weekdays in one week (2) |
| A note that says PR (1) | Beat the Quiz Master (2) | Any skill to 30 (3) | Six Form weeks in a row (3) | Reach Rune (3) |
The shop takes bingo points. It sells only cosmetics and small lamps. Rings of Life are never for sale.
| Item | Points | Choices |
|---|---|---|
| Small lamp | 15 | 2,000 XP into a skill of your choice |
| Sheet trim | 30 | Gold, silver, obsidian, third-age |
| A title | 25 | of Lumbridge, the Relentless, Ironman, of the Wilderness, the Early Riser |
| Name a worker | 10 | |
| Town crate | 20 | A resource drop for the town |
| Pet | 50 | Baby Mole, Chompy chick |
| Act cape | 60 | The cape of the current act |
The year
Launch is Monday 14 September 2026. The year is four acts of 13 weeks. Week 52 is 6–12 September 2027.
| Act | Weeks | Name | What activates |
|---|---|---|---|
| 1 | 1–13 | Lumbridge | Skills, streaks, random events, clues, Slayer tasks, bingo, the camp |
| 2 | 14–26 | Varrock | Founding I: workers, sacks, buildings, build votes |
| 3 | 27–39 | The Wilderness | Relic picks, raid weeks, Barracks and Walls |
| 4 | 40–52 | Dragon Slayer | Dragon tier, the Dragon Statue, Elvarg, the finale |
Each act ends in a Founding: the Town Hall gains a level, output rises 10%, the stores reset, and anyone in form for 6 or more of the act's 13 weeks gets a 15,000 XP Founding lamp.
Holidays: Halloween week 7, Thanksgiving week 11, Christmas weeks 15–16, Valentine's week 22, Easter week 28, Independence week 42.
On the 1st of every month the bot posts a campaign log: who was in form, what the town built, and what the month's lamps and clues added up to.
Commands
You never have to type one of these. The Menu button on the morning post, on the pinned board and on every check-in receipt opens the same places, with dropdowns where a command takes an option. The menu leads with the day and the week as a checklist — check in, farm run, Tears of Guthix, votes — green while open, greyed out once done; everything else is one press deeper under You, Adventure, Town & trade and Settings. Yes, with a note or photo opens a form for what /checkin takes. The commands are shortcuts.
| Command | What it does |
|---|---|
/checkin [note] [photo] | Check in with a note or a photo. The morning post's Yes button does it without either; a photo sent after a Yes attaches to it. |
/play | Open the menu without checking in. |
/sheet [player] [public] | Your sheet, or someone else's. Public posts it to the channel. |
/join [ping] | Become a player. Pass ping to turn pings on at the same time. |
/leave | Retire. Sheet kept. |
/expedition weeks | Pause for 1–8 weeks. |
/pings on|off | Morning post and last call pings. |
/style | Accurate, Aggressive, Defensive, or Controlled. |
/lamp | Rub a held lamp into a skill. |
/clue | Your current clue trail. |
/task | Your current Slayer task: master, monster, kills so far, and your points. |
/task skip|xp|helmet | Spend Slayer points: skip the task (30), 10,000 Slayer XP (100), the Slayer helmet (400). |
/log | Your collection log. |
/bank | Your bank: what your kills have dropped, by value. |
/spoils | The pick waiting for you, today's container, your dry streak, and the containers you have opened. |
/ge | The Grand Exchange: spend your bank on potions, food and bones. |
/diary | Your Achievement Diary. |
/gear view|wear|chase|catalogue|show | What you wear, the item you are chasing, where things drop, and your gear card for the channel. |
/task block|unblock | Block the current task for good (100 points), or clear the list. |
/task master | Choose which Slayer master assigns your tasks. |
/farm | Your three patches and the day's farm run. |
/kingdom status|collect|assign|fund|withdraw | Managing Miscellania. |
/tears | Tears of Guthix, once a week. |
/boss | The boss of the week: the bar, who has hit it, and what it drops. |
/todo | What is waiting on you. Only you see it. |
/quest status|log | This week's quest and the party's progress, or the quest log and the group's quest points. |
/town | The town: stores, workers, buildings. |
/recruit kind | Hire a Miner, Woodcutter, Fisher, or Merchant. |
/upgrade | Take a worker up a tier. |
/build building | Put a building up, or take it up a level. |
/repair building | Spend logs on condition. |
/vote | This week's build vote. |
/relics | The relic pick, or the relics held. |
/raid status|propose | The current raid, or propose one from Act 3. |
/bingo | This act's card and your points. |
/shop | Spend bingo points. Slayer points are spent in /task. |
/freeze | Your Rings and streak state. |
/standings | This week's roster, weighted. |
/help | A short version of this page. |
/admin … | Admin only. |
Buttons: Yes, No and My to-do on the morning post, Join, Verify, Ping me, Sit out, the hub buttons (Lamp, Clue, Task, Sheet, Town, Log, Bank, Gear, Farm, Kingdom, Exchange, Diary, Spoils, Quest, Boss, Bingo, Shop, Votes), the three spoils, the three quiz answers, the lamp skill picker, the vote options, and Share to channel.
What this game refuses to do
- No buying your streak back. Rings are earned or they do not exist.
- Nothing rewards chat. Talk because you want to.
- No bad rolls. Every random event is a gift or nothing.
- Group harm is capped at 1% and nobody is named for it.
- No workout types to manage. You moved or you did not.
- People who have not joined are invisible. Nobody is guilted into a game they did not join.
- One morning post. One line and one loot card per check-in, and one for the spoils you pick, both in the day's thread. That is the bot's whole footprint.
- No spoils for sale and no paying to reroll. The pick is three, once.