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Guides

The written half of the wiki. Every other page here is generated from the game server; these are the walkthroughs that tell you what to do with it.

Getting started

Bosses and raids

  • Chambers of XericThe corridor raid: what is live, how a party works, and what the Great Olm pays.
  • Theatre of BloodVerzik Vitur across three phases, the reward room, and what the Theatre pays.
  • Tombs of AmascutThe Wardens raid, its three phases, and the reward room at the end of it.
  • The GauntletGather, craft and cook against a timer, then fight the Hunllef with what you made.
  • The InfernoSixty-nine waves for one cape, the three rocky supports, and TzKal-Zuk at the end.
  • The Wilderness bossesEvery fight above the ditch, what the singles-plus caves change, and what a death out there costs.

Activities

  • Blood SlayerBlood Krystilia's Wilderness boss tasks, the points they pay, and the only real source of Slayer experience.
  • TasksThree daily jobs and a lifetime list, on the minimap orb, each naming what it pays.
  • Combat and Skilling AchievementsTwo ladders on the real Old School screens, what each tier pays, and who hands the rewards over.
  • Treasure trailsHard, elite and master clues, the four step types, and the caskets that are the earned route to the cosmetics.
  • Bounty HunterWilderness targets, emblems, killstreaks, and the target teleport that finds them.
  • Blood TournamentsAn automated player-versus-player bracket every hour, fought on a fixed loadout, with nothing at risk.
  • The Rest YardTen stations that pay experience while you are away, the token shop, and the bonus that only credit earns.
  • The gem stallThe coin faucet: one stall by the bank, no requirements, and a guard who turns up eventually.
  • GamblingFlower poker in the yard east of the Rest Yard: how a game starts, what the server holds, and what may be staked.

Systems

  • Blood PactsThe fountain's twenty-seven permanent perks, what each branch does, and the ones to buy first.
  • The Grand Exchange and the General StoreWhere to sell things: the player market, the coin counter that always buys, and why alchemy is switched off.
  • Item repairThe eleven untradeables that break instead of dropping, what Perdu charges, and what your killer takes.
  • VotingFour listings, a daily cap, the streak that now breaks, and what vote points buy.
  • Donator perks and the Crimson CourtThe seven tiers, what each rung actually changes, and the zone behind the portal.
  • Boxes and keysEvery container in the game, where each one comes from, and which of them are worth opening rather than selling.