Choose your path
Warrior, Forager, or Arcanist gives 2x XP in its skills until level 50, plus a matching starter kit.
The current player handbook
Challenge the Stone Guardian, forge Stonebreaker, and find your next adventure.
Updated for The Stone Guardian, release 10176. Find current loot rates in the Drops catalog.
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Warrior, Forager, or Arcanist gives 2x XP in its skills until level 50, plus a matching starter kit.
Portal linking unlocks account-wide benefits. Ironman surrender is irreversible; Border Vow is a separate geographic challenge.
Select a quest in Quest Helper for its requirements, next objective, dialogue choices and travel directions. The eight newest Void quests continue through The Fourth Depth.
Solo boss · Varrock sewers
Bring your own gear, food and prayer potions to a private fight built around movement and protection prayers. There is no combat level requirement to enter.
Pull the Guardian lever at 90,3301 in Varrock sewers and confirm entry. Mason stands beside it at 92,3301. Use the current client and finish any other activity before entering.
Death is safe for equipment and Hardcore status. Food, potions and other supplies you use remain spent. The chamber's exit lever works even during combat; ::guardian leave is a fallback.
The Guardian's mace can hit up to 54 without protection. Use Paralyze Monster against melee. Outside melee, its Void Strike also drains 10% of your current Prayer, rounded up; Protect from Magic blocks that spell's damage and drain.
Normal three-round melee escape rules still apply. Watch the boss display and floor markers so you can react when combat releases.
Shatter: leave the marked 3×3 area before the attack lands.
Ward: move into the marked 3×3 area and stay there for two consecutive game ticks to interrupt it. Merely crossing the marker is not enough. Miss either mechanic and it deals 30 damage. Use the recovery opening to attack.
Every victory gives 10,000 coins, big bones and one main reward. A separate 1 in 50 roll can add a Guardian core; it never replaces the main reward. All drops are unnoted.
Your loot appears in the chamber for you to collect. The Guardian returns 60 seconds after defeat if you stay. Speak to Mason after leaving to recover unclaimed rewards; they are not automatically added on login. See the complete Stone Guardian drop table.
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Bring Mason one unnoted Guardian core, an unworn Rune mace and 50,000 coins. Stonebreaker requires 40 Attack to wield and gives 50% more melee accuracy and power against the Stone Guardian and supported giant enemies. It is forged, not a direct boss drop. Existing equipment and Slayer requirements still apply.
Behind Edgeville bank
Cross the bridge and speak to the Doorman. Complete The Marked Deck, then pay the one-time 50,000-coin membership fee. Fight the quest opponent with your own stats and equipment; guild builds become available after joining.
Use the custom editor to set your own staking stats at exactly 61.75 combat. Your first build is free. Later changes cost 250,000 coins and reset your guild win/loss record, while keeping defeated Masters, equipment rights and titles.
After you save your first build, an optional lesson with the Well-Rounder teaches switching: Klank's for your strike, plate before his. Complete three timed switches, skip it, or return for practice later. Practice loans are temporary and restore your own gear and stats afterward.
Right-click Challenge on an unbeaten Master to enter a private duel. Bring your own equipment and combat potions. The countdown starts the fight automatically: no retreat, prayer, magic, food or ranged attacks. The Boxer allows fists only.
Fight in any order and retry immediately after a loss. Each Master can be defeated once. Your original gear and stats return after a normal Master duel; potions you drank remain spent. Configure Dueling Chips in Advanced Settings, Interface to switch your owned equipment quickly on desktop, browser or Android.
| Master | Reward |
|---|---|
| The Boxer | Rune platebody wearing right |
| The Rune Pure | Dragon battle axe wearing right |
| The Attack Beast | Dragon sword wearing right |
| The Defence Beast | Dragon square shield wearing right |
| The Well-Rounder | Dragon medium helmet wearing right |
| The Stake King | Final Master required for the Oath |
Rights work outside the guild too. They grant permission to wear equipment; you obtain the items yourself. Defeat all six to earn the Staker, the guild's only title.
The permanent Oath is optional and irreversible. After all six wins, eligible characters can ask the Oathkeeper to make their chosen build permanent and lock combat XP. It never lowers trained stats. Existing combat levels, including Prayer or Magic, can make a character ineligible. Read both confirmations before committing.
High-level Crafting
Furnace recipes show required levels, materials and tools, including what you are missing. Amulet moulds are kept. Aubery and Skull amulets have no bonuses until strung and enchanted.
Obtain an uncut Aubery stone from Bone Dragons at 1/400 or Crypt Wardens at 1/800. Cut it at 90 Crafting, then use a gold bar, the cut stone and an amulet mould at a furnace with 94 Crafting.
String it with wool and cast Enchant lvl-5 amulet at 68 Magic using one Cosmic rune, 15 Water runes and 15 Earth runes. While worn, the enchanted amulet adds 50% more runes to NPC drops, rounded to whole runes.
At 97 Crafting, combine a gold bar, cut Aubery stone and dragon bones at a furnace while carrying an amulet mould. String it with wool, then use the same level-5 enchantment.
While worn, it adds 50% Slayer XP on your current assignment and 15% damage against undead NPCs across melee, ranged and magic. It gives no PvP damage bonus. The amulet and Skill XP card combine up to 2x the card-less Slayer award; other XP modifiers remain separate.
At 95 Crafting, use a charged dragonstone amulet and 99 cut dragonstones at a furnace. Noted stones count. Forging consumes the amulet and stones and awards 25,000 Crafting XP.
No extra enchantment is needed. Rub it for the charged dragonstone amulet's destinations with unlimited charges. Normal teleport restrictions still apply.
Slayer and the Skull Crypt
Talk to Torvin north of Lumbridge Castle for your first assignment. Kill the monster family he names to earn Slayer XP. Type ::slayer to check the target, remaining kills, points and streak.
| Master | Where to find them | Requirements | Base points per task |
|---|---|---|---|
| Torvin | Path north of Lumbridge Castle | 1 Slayer, combat 3 | 2 |
| Grimma | West of Edgeville bank | 1 Slayer, combat 35 | 6 |
| Vexis the Skullkeeper | Beside Yanille bank | 1 Slayer, combat 65 | 15 |
Slayer covers 95 Slayer tasks covering 121 NPC types. Each master has fixed normal and Wilderness rosters. Individual combat, Slayer and access requirements still apply. Ask for a harder assignment when you have no active task. Requirements and task directions determine which creatures count; Wilderness assignments need kills on the Wilderness route.
Your final required kill completes the task and awards its points. Every 10th task pays triple points; every 50th pays five times instead. Your streak carries between masters. Check the task directions: similarly named quest or event monsters may not count.
Shelve your current family for 25 points to keep it out of the next five assignments. This keeps your current task; skipping is a separate choice.
A free cancellation resets your streak. A paid skip costs 30 points and keeps it. Block a current monster family for 100 points to remove it from future assignments, with two block slots available. Blocking keeps your streak; removing a block does not refund points.
Torvin adds 5% on-task combat XP. Grimma adds 15% Slayer XP and 10% combat XP. Vexis adds 30% Slayer XP and 15% combat XP. On-task kills on actual Wilderness tiles add another 25% Slayer XP and 10% combat XP. Combat bonuses follow the skills you actually train, and Slayer points are unchanged.
Open ::slayer rewards or talk to a master. These unlocks are permanent for your character.
| Unlock | Cost | What it does |
|---|---|---|
| Extended assignments | 50 points | Choose tasks with 50% more kills. Toggle it for future assignments. |
| Slayer focus | 100 points | 10% more Slayer kill XP. |
| Frugal skips | 150 points | Paid skips cost 15 points instead of 30. |
| Slayer mastery | 250 points and 75 Slayer | Another 10% Slayer kill XP. |
Every fifth Grimma task gives one key. Vexis gives 2 per task, plus one for a fully Wilderness assignment, one for a boss bounty, and the highest streak bonus: +1 at 10 or +2 at 50. Torvin gives no keys.
Use a key on the chest beside Vexis in Yanille for supplies, gear, coins or rare rewards. The chest has a 4.5% chance of 2 or 3 bonus keys and a 0.15% Skull Staff chance. Runite-bar rolls give 2–3 bars, or 6 on the rare roll; the former finished dragonstone amulet reward is now an uncut dragonstone. See Drops for the complete table.
Enter the trapdoor east of Edgeville at 45 Slayer. Bring food, prayer supplies and equipment for a long hunt. Marrow Wraiths live in the flooded gallery; Skull Sentinels guard the vault. Vexis can assign wraiths at 45 Slayer and 90 combat. Sentinel tasks require 95 Slayer and 115 combat; that is a task requirement, not a higher entrance requirement.
1/1,000 from Marrow Wraiths or Skull Sentinels, on or off task. While worn, it adds 20% damage against your assigned monsters for melee, ranged and magic. It does not boost accuracy or PvP damage. Its Yanille Teleport returns you beside Vexis, subject to normal teleport restrictions.
The Warden requires 90 Slayer to attack and has an independent 1/400 Skull Staff roll. The staff requires 60 Magic. While wielded, each credited Slayer task kill heals 10% of your maximum Hits, at least 3, up to full health.
The Warden can now be assigned by Vexis at 90 Slayer and combat 105. While he is your task, the mask's task damage and the staff's task-kill healing apply normally.
The Void story continues
Continue the earlier Void quest line with The Forged Entry, Ink and Ash, The Starved Toll, The Road That Wasn't, The Hollow March, What the Keeper Carries, The Second Hand and The Fourth Depth.
Talk to the Void Archivist in Lumbridge and use Quest Helper to check your progress. The Fourth Depth follows The Second Hand and needs permanent levels of 45 Magic, 50 Agility and 50 Crafting at its key steps. Boosts do not count. Keep the story items from earlier quests and follow the helper's item list.
Finish The Fourth Depth to permanently unlock this new area outside the Wilderness. Edrin's Bookmark provides a reusable return. The temple has yew and magic trees, ores through runite, a furnace, anvils, cooking, banking, an altar and Agility shortcuts.
The plain and trimmed gauntlets greatly reduce Void Dragonfire. Bring them to fight the Margin's Void Dragons; normal dragonfire shields do not protect against that fire. The gauntlets reduce damage rather than making you immune. They do not give the old extra gathering yield.
The Margin's dragons are tougher than regular black dragons and guarantee Dragon bones and a Runite bar, alongside their normal reward roll. The quest guardian is a separate, weaker fight. Find the current supplies, gear and rare rolls in Drops.
More places to train and explore
Training Agility? The Agility guide covers the 1 to 99 route, Agility Coins, shortcuts, mounts and the Highland chain. Agility Coins are live.
McGrubor's Wood is open at 60 Woodcutting, with no entrance fee. It has four yews, five magic trees, a free bank chest and a Forester who certifies logs. Guild yews regrow in 60 seconds and magic trees in 120 seconds. Cutting still needs the normal level, including 75 Woodcutting for magic trees.
Magic Trees now have pale bark, turquoise foliage and light glints to match Magic Logs. Each log type also has its own inventory art.
Shortcuts are open around the world, including the 70 Agility pipes in Taverley Dungeon. Other routes cover Falador, Taverley to Catherby, Entrana, Seers and resource areas. Level requirements, failure chances and Wilderness restrictions still apply.
The Cape of legends has free, unlimited teleports to the entrances of the Legends', Heroes' and Champions' Guilds. Choose Teleport from the cape; normal teleport and guild-entry restrictions remain.
Equip a Dragon longsword, Dragon battle axe or Dragon medium helmet and use Dragon's Fury during a melee fight. The sword improves your next melee accuracy roll, the axe improves your next melee power roll, and the helmet improves defence against the next physical attack.
They share a 200-second cooldown and cannot be prepared out of combat. Stake King resets your Fury after each duel. The Dragon square shield keeps its dragonfire protection instead of a Fury active.
Requires 70 base Woodcutting and chops twice as often as Rune, using your ordinary level-based batch size. Its Fury has a 15% chance to finish the remaining batch. Try it once per batch, with 30 seconds between attempts, including failed rolls.
Sources include KBD 1/3,000, the Skilling Chest 1/5,000, black dragons or Demon Kings 1/8,000, and the Dragon Chest 1/1,000. The Dragon Chest first needs a dragon kill to earn its key, so Seers remains the better chest route for chasing the axe.
Adult dragons drop keys: KBD 1/100, black dragons 1/150, red dragons 1/200, blue dragons 1/250, and Elvarg 1/300. Bring a key to the Dragon Chest in the Lava Maze. No Legends' Quest completion is required. The improved chest has about a 15% chance of finished Dragon gear or tools, plus larger supply bundles and more chances at sword and shield parts. See Drops for every exact reward and rate.
Donate eligible unwanted items to the Garbage Collector in Lumbridge. The first 1M-value goal adds 24 hours of Double XP for everyone. Each following goal doubles, and extra donated value carries forward. Donations are permanent, give no personal payment, and exclude coins, notes and untradeable items.
Potion names show their doses in buy-order choices, hover text and ground labels. Large coin amounts use clear k and M labels, with exact amounts still shown where you confirm a trade or duel. Loot Tracker brings your latest kill to the top; Quest Helper no longer blocks mobile spellbook taps.
All arrow tiers work in the F2P Wilderness while normal bow and Ranged requirements still apply.
Desktop proximity voice starts Off. Enable it in Settings, Chat and hold your Talk key to speak. Only nearby, opted-in players can hear you; you hear up to the three closest active speakers.
Click a player's Blackjack icon to watch across hands until you close the view or they leave. Wager 10M across Slots and Solo Blackjack on one character to earn the Degenerate title.
Current custom catalog
Find the important effects here, then use the Drops catalog for exact sources and reward tables.
An Event Key opens the Event Chest. Dragon harpoon, pickaxe, medium helmet, sword, battle axe and square shield are each 1/600, keeping the Dragon Chest as the best route for Dragon equipment. New supply rolls include 50 Swordfish, 300 Rune Arrows, 10 Super attack potions or 10 Super strength potions. Bundles of 5 Void Keys, 5 Skilling Keys or 3 Dragon Keys remain 1/100 each, alongside XP cards and coin prizes. Eligible competitive-event starters earn one shard when the event finishes; when the configured prize is an Event Key, eligible runners-up receive ten instead. Assemble 100 shards into one key; if inventory cannot receive it, the key goes to your bank rather than the ground. Fury pays its announced prize without attendance shards. Exact chest odds live in Drops.
Eligible non-combat skilling XP outside either tutorial gets at most one independent 1/750 key roll per five-game-tick activity window. Prayer counts; combat skills do not. A full pack places a successful key briefly on your own tile. Use it on the Skilling Chest; generated rewards live in Drops.
Redeem one card to reset exactly one permanent Attack, Defence, Strength, Ranged, Magic, or Prayer level from 2-39 to level 1 and zero XP. The choice is confirmed and irreversible. Redemption is blocked in combat, Wilderness, while skulled, duelling, or held by an event. The subscription vendor charges 250,000 coins. Read the confirmation before using a card.
A limited-distribution prize usable only by a fresh combat-level-3 character. It grants a chosen legal combat-61 Stake King build: at least 60 Attack, 60 Defence, and 20 Strength, with Hits derived. Attack, Strength, Defence, Hits, Prayer, and Magic then lock permanently; Ranged may rise only while combat stays at 61. Read both confirmations; conversion cannot be undone.
The first completed Void Cave run guarantees the cape; later clears roll another at 1/20. It gives +7 Armour and +5 Power and is tradable. Its teleport reaches the Null Sanctum only after you have paid the Void Dungeon toll or earned free passage, and is blocked in the cave, deep Wilderness, and other no-teleport regions.
This one-handed 40-Attack sword has 70 Aim and 70 Power. Against the explicitly audited demon, giant, and dragon set it multiplies the melee power roll by 1.20; it provides no dragonfire protection. The Demon King source and exact independent table odds live in Drops.
The Orange Party-Hat has a 1/200 Event Chest roll, capped at 50 awarded hats. Announcements show progress toward the cap. After the cap, that roll awards 1M coins. The Grey party hat is the tradeable, noteable completion reward for filling all 144 Collection Log entries, alongside the Completionist title. Neither cosmetic has a combat effect.
Vharok returns 60 seconds after defeat. Every qualifying player receives five noted Dragon bones plus a common roll, with one shared rare draw for the fight. Bind Vharok’s chain to an unworn, unnoted Stonebreaker to make Oathbreaker: 60 Attack, 66 Aim and 62 Power. The Chainbound ammo mould makes eight cannonballs from two steel bars per pour, keeping the usual output and XP per bar. See the Oathbreaker addendum for combat bonuses and the blood oath, and Drops for the full reward table.
The focused sections below cover Void combat gear, Void wizard robes, Void Boots, Nature Staff, Rangers Amulet, dragon sword/tools, dragon arrows, bolts, and crossbow. Nature Staff can batch high alchemy up to 15 items while wielded. Quest Helper lists story items when you need them.
Combat rules
Ordinary prayers drain at half the authentic rate. The authentic spellbook remains in place, with Entropy as the documented custom PvP spell. Nature Staff changes alchemy value and batching, not rune costs.
Normal Wilderness level matching and skull rules apply. Bounty targets, red-rift travel, conditional Wilderness drops, and death custody are server-owned systems; a safe tile or safe event is labeled explicitly.
Void Amulet adds 50% to eligible stack quantities from Void NPCs. It changes quantity, not odds.
Do not assume an item will land safely on the ground. Account-bound contents, bank overflow, minigame safety, Wilderness deaths, and ordinary death-loss rules differ by system; the relevant item or activity section states the custody rule.
Live world systems
Use ::event status to see the active event, ::event join to enter and ::event leave to leave. The automatic rotation includes Stake King, Castle King, Mage Battles, Void Rush and Flats. Every event, automatic or owner-hosted, gives you 2 minutes to sign up and then 1 minute to get ready before it starts. For Stake King that ready minute is when you choose and lock your stats.
Flats offers regular 99s, combat 38 and 40-1-99 formats with supplied kits. In 2v2, partners are assigned randomly and stay together. At least four players and an even number are needed. If your partner is knocked out, you can keep fighting; advancing teams receive the normal restock. Each winning teammate gets the full announced prize.
Join a hosted Fury event for a free 4 to 8 player team challenge. Meet in its waiting lobby with your own gear and levels, then start with supplied equipment and temporary 99 combat stats. Enemies are stronger and Void Rush rounds faster than the solo cave.
One survivor can win the announced prize for every starter, including knocked-out teammates. There is no re-entry, automatic healing or revival. Surviving runs no longer lose to round timers. The normal solo Void Cave is unchanged.
Start with 10 swordfish, a Yew longbow, 100 bronze arrows and limited other supplies. After rounds 5, 10, 15 and 20, survivors get 15 seconds to pick up 3 swordfish, 25 rune arrows, 80 air runes, 20 death runes, 100 fire runes and one prayer-restore dose. Rounds 10 and 20 also add one dose each of super attack, strength and defence.
The supplies are yours to pick up manually before the pause ends. Rune arrows work with the supplied bow. Uncollected items disappear, and knocked-out players do not revive.
Edgeville hosts the Fortune machine and Cracker Spins. Fortune targets 95% RTP over many plays; it does not promise a return on an individual session. Voidscape Blackjack has its own cabinet beside the Fortune machine; its rules are documented in the Blackjack section.
The Auction House and web Market share the server order book. Listings, buy orders, tax, settlement, and offline delivery are server-owned. Player-supplied party chests and dynamic pots never have fabricated public odds.
The Collection Log now includes the Dragon Woodcutting Axe, Dragon Key, Slayer Key, Skull Mask and Skull Staff. Earn them from their listed sources to fill entries; buying an item or already owning it does not add new credit. Select earned titles through the Herald.
Casino table game
A second cabinet stands directly beside the Edgeville Fortune Machine, behind the Edgeville bank. a new opening in the bank's back wall leads straight to the machines. One player plays against the dealer, on every client: desktop, web, phone, and Android, with Hit, Stand, Double, and Split when legal.
Wagers are ordinary inventory coins: even amounts only, minimum 2, maximum initial wager 100,000. Doubling debits the hand's wager again and splitting debits the initial wager again, so the maximum total at risk in one round is 400,000.
Cards are drawn from an effectively infinite deck. The dealer stands on soft 17 and checks for blackjack when showing an Ace or ten-card, so you only ever lose your initial bet to a dealer blackjack. Double on any first two cards, including after a split; split once when both cards have equal value (any two ten-cards may split); split aces receive exactly one card each. No insurance, no surrender.
An ordinary win pays 1:1 profit, blackjack pays 3:2 profit on your first two cards only, and a push returns the wager. Return to player is 99.43% under optimal play. a 0.57% house edge that comes entirely from these disclosed rules; every card is an independent uniform draw from server-side cryptographically strong randomness.
Payouts go to your inventory, or your bank if your inventory is full, and are otherwise safely recorded and delivered when you next make room. winnings are never dropped. Leaving mid-hand is safe: an unfinished hand resumes when you return, and a hand untouched for 10 minutes is automatically stood and settled. The cabinet shows lifetime TOTAL WAGERED and TOTAL PAID TO PLAYERS across the whole server since launch.
Player commands
Type ::commands in game for the current list. These are useful everyday commands. Event announcements tell you when signups are open.
::slayer task, progress and rewards
::gameinfo world rules
::online players online
::myxp XP status
::rested rested XP
::bounty bounty status
::event current event
::leave leave activity
::spectate spectating
::codes redeem codes
::bug report a bug
::g global chat
::pk PK chat
::p party chat
::duel duel controls
::freezexp XP lock
::hidescores score privacy
::lootbeam loot-beam settings
::skull skull information
::welcome welcome panel
::toggleglobalchat global chat
::toggleblockchat public chat
::toggleblockprivate private messages
::toggleblocktrade trades
::toggleblockduel duels
The Void set
Every bonus on these four is gated on the target being a void monster. Against anything else they are plain equipment.
Deals 20% more damage and accuracy against void monsters.
×1.20 melee damage and ×1.20 accuracy against void monsters. Both apply. The base +60 Aim and Power work normally elsewhere.
Void Giant 1/8192 · Void Demon 1/4096
Needs Magic 70 as well as Attack 70. That second requirement is the usual reason people cannot wield it.
Needs no arrows and deals 20% more damage and accuracy against void monsters.
Against void monsters it fires with no arrows at rune arrow strength, plus ×1.20 damage and accuracy. Its coded Aim is 35 and its free shot uses Power 40.
Void Giant 1/8192 · Void Demon 1/4096
"Needs no arrows" only applies to void monsters. Shoot anything else and it eats real arrows like any bow.
Landed spells rupture onto nearby monsters. 20% stronger and more accurate against void monsters.
×1.20 spell damage and ×1.20 accuracy against void monsters (×1.50 against Void Dragons). Stacks additively with the Void wizard set.
A combat spell that lands on a monster arcs purple lightning to up to two more monsters within two squares of it: 60% of the damage to the first, 30% to the second. An arc onto a void monster keeps the full 100%.
Right-click the Sceptre and choose Autocast to pick a strike, bolt, blast, wave or Crumble Undead. While you wield it, Attack on a monster casts that spell every time your cast timer allows, using your runes, until the monster dies, you run out of runes or you do something else. Damage spells only, and never against players.
Void Ogre 1/4096 · Void Demon 1/4096 · Void Chest 1/321
The +25 Magic bonus works everywhere, PvP included. Rupture only arcs between monsters, never onto players or monsters another player is fighting.
Increases stackable drops from void monsters by 50%.
Stacked or noted loot from a void monster comes out ×1.5 larger. Coins, runes, ores, noted bars.
Void Wizard 1/4096 · Void Demon 1/4096
Stack size, never drop chance. It will not help you find a Scimitar. Single items and unnoted gear are untouched, and it rounds down.
These eight, and nothing else. If your target is not one of them, every Void bonus does nothing.








Void bonuses need a player attacker, so none of them work in PvP. Against another player, Void gear is just its raw stats.
| Item | Void Giant | Void Ogre | Void Wizard | Void Demon |
|---|---|---|---|---|
| 1/8192 | Does not drop | Does not drop | 1/4096 | |
| 1/8192 | Does not drop | Does not drop | 1/4096 | |
| Does not drop | 1/4096 | Does not drop | 1/4096 | |
| Does not drop | Does not drop | 1/4096 | 1/4096 |
Only the Void Demon drops all four. It rolls 1/1024 for a piece, then splits evenly between them. These four monsters are the only sources in the game. No shop or quest gives Void gear.
Void wizard set
Not all or nothing. One piece already does something. All three come from the Void Chest, never from a monster.
A pointed wizard's hat steeped in void magic.
Void Chest 1/321
A wizard's robe steeped in void magic.
Void Chest 1/321
A wizard's robe bottom steeped in void magic.
Void Chest 1/321
| Pieces worn | Spell damage vs any NPC | With a Void Sceptre, vs a void monster |
|---|---|---|
| 1 piece | ×1.05 | ×1.25 |
| 2 pieces | ×1.10 | ×1.30 |
| All three | ×1.20 | ×1.40 |
Unlike the rest of the Void set, the robe bonus applies to any NPC. Only the Sceptre's share is void only. Wear the robes anywhere you fight monsters.
The set bonus is zero against players. In PvP the three pieces are worth their raw +22 Magic and no armour at all.
New equipment
Both drop from the Elder Moss Giant. Neither has anything to do with the Void set.
A staff infused with ancient natural magic.
Wielded, alchemy pays +12% gold. About one cast in ten then doubles that. Roughly +23% alchemy income overall.
Elder Moss Giant 1/256
Not an infinite rune source. It replaces no rune, not even Nature runes. Alchemy still costs its runes. Carrying it does nothing, it must be wielded. Its +20 Magic is the game maximum, matching the elemental staves rather than beating them.
A hunter's charm that gathers spent arrows.
Spent arrows go straight back to your inventory instead of landing at your target. Works on any target, so it works in PvP.
Elder Moss Giant 1/128, or craft it below.
Read the armour number. This is a trade: −10 armour for +10 aim and power. It also cannot save every arrow. Roughly 1 shot in 7 destroys its arrow before the amulet gets a chance. Arrows and bolts only, never thrown knives or darts.
1. At a furnace with 77 Crafting, combine:






Gives 480 Crafting XP.
2. Cast Enchant lvl-4 amulet on it with 57 Magic:




The unenchanted version does nothing if you wear it. No bonuses, no arrow recovery. Enchanting is not optional.

115 Attack, 130 Strength, 250 Defence, 120 Hits. Aggressive, standing in level 38 Wilderness at (186, 205). One spawn, two minute respawn.
It heals itself for 6 about once every twelve attacks. Bring enough damage to out pace that, and expect company. You can be attacked the whole time you are there.
Void Boots
The boots are obtainable equipment with authentic Void art, but they do not join the four-item void-monster combat set.
Purple boots with one point of ordinary armour.
Legacy Cracker. See Drops for the current configured weight.
Tradable and noteable. They follow ordinary death-loss rules and cannot be equipped on a free world.
No hidden effect. No void-monster bonus, set bonus, or special protection is attached to the boots.
Herb Sack
The Sack works on free worlds and in free-to-play Wilderness. It only accepts unnoted, unidentified herbs from the eleven normal Herblaw tiers.
A character-bound sack for unidentified herbs.
Moves every eligible inventory herb it can hold into one shared 100-herb capacity.
Reports the total stored. It deliberately does not reveal the mix.
Returns herbs to inventory. With the bank open, the same action deposits them directly into the bank, merging existing stacks first. The Sack itself stays with you.
Jatix sells one per character for 200,000gp.
Chaos druid 1/5000 · Hill, Moss, Ice, Fire or Void Giant 1/3000 · Void Wizard 1/4000. These are independent bonus rolls alongside normal loot.
Unidentified guam leaf, marrentill, tarromin, harralander, ranarr weed, irit leaf, avantoe, kwuarm, cadantine, dwarf weed and torstol.
Identified herbs, noted herbs and Jungle Potion herbs do not fit. A nonempty Sack cannot be banked; use Empty while the bank is open first.
You can own one physical Sack across inventory and bank. It cannot be traded, dropped, staked, sold, auctioned or put in a party chest.
On an ordinary unsafe PvE or PvP death, the Sack is kept for free but every stored herb spills to the ground and the Sack becomes empty. Safe minigame and stake-duel deaths keep the contents.
Open one pack for exactly 50 ordinary feathers.
Gerrant's Fishing Gear and the Void Enclave General Store each start with 15 and restock one every 60 seconds.
Base price 160gp. At full stock that is 160gp from Gerrant and 208gp at the Enclave; normal shop stock pricing can move those totals.
Opening one consumes one pack and needs room for all 50 feathers. It gives no XP or extra roll.
Cards
XP cards extend time, the equipment card grants one permanent wearing right, and the Idle card changes only the same-spot logout timer.
+1× combat and +1× skilling XP for 7 days across the linked portal account. Matching cards extend from the later of now or expiry. Sold for 100,000gp; full rules below.
Adds +1.5× non-combat XP to this character for exactly 7 days. A matching card adds seven more days; it never raises the +1.5 strength. See Drops for current cracker tables.
Adds +2.5× combat XP to this character for exactly 7 days. Matching cards extend time. Attack, Defence, Strength, Hits, Ranged, Prayer and Magic count as combat. See Drops for current cracker tables.
This Legacy Cracker reward grants one permanent wearing right: Rune plate body without Dragon Slayer, Dragon sword without Lost City, Dragon battle axe without Hero's Quest, or Dragon square shield without Legends' Quest. It completes no quest and grants no quest rewards, access or coins.
Choosing a right you already own, completed through its quest, or already have through the world's rules does not consume the card.
A Legacy Cracker reward. While its allowance is active, the same-spot movement-idle logout limit becomes exactly 20 minutes instead of 10, or 15 for subscribers. An active allowance cannot stack or extend; an expired allowance can be activated again.
The allowance's calendar lifetime is set by the live event configuration, not fixed in the item. It never changes combat, Wilderness or network logout and does not permit unattended training.
Skill and Combat cards can run together because they affect different skills. All XP bonuses add to the chosen base rate; they never multiply each other.
Cards are ordinary tradable items and can be lost under normal death rules. Redemption is confirmed before consumption. Characters created on the 1× path receive no card or subscription XP bonus.
Crackers
Christmas, Void and Legacy Crackers are separate families in the finite Legacy Hunt.
Per eligible NPC-kill roll while the configured campaign has supply.
20% Christmas, 20% Void, the remainder Legacy.
Per eligible non-combat skilling roll; eligibility remains source-specific.
Owned crackers remain tradable and openable after stop or exhaustion.
Campaign configuration does not prove remaining supply, so this page never claims a live count. Owned crackers remain openable. Exact opening tables are generated on Drops, keeping one authoritative odds catalog.

Legacy Hunt family
Open an unnoted cracker from inventory. Six-second cooldown shared with Void.
Its fixed weighted table includes cards, keys, classic holiday items, and an empty outcome. See the generated table and exact chances.
Only the Black party hat result receives the legendary world announcement.

Legacy Hunt family
Durable, server-settled inventory opening. Six-second cooldown shared with Christmas.
Its fixed weighted table focuses on Void and purple holiday rewards, with cards, a key, and an empty outcome. See the generated table and exact chances.
Only the Purple party hat result receives the legendary world announcement.

Legacy Hunt family
Exact unnoted-item opening with its own six-second cooldown and fail-closed reward table.
Its configuration-backed table includes the equipment-right and idle cards, Void Boots, a key, and holiday items. It is distinct from the current Christmas/Void campaign. See the generated table and exact chances.
Only the Cyan Party Hat receives the legendary world announcement. A missing or mismatched table refuses before consuming the cracker.
Void Dungeon
The whole dungeon is Wilderness. Every floor has a real Wilderness level, so the normal Wilderness rules apply, including the ones that stop you leaving in a hurry.
Paid once at the surface rift. Re-entry is free after that.
Riftworks, Broken Menagerie, Null Sanctum.
One opponent at a time. Nobody can jump your fight.
A Void Rift, already in the Wilderness.
| Floor | Wilderness | What lives there | What stops working |
|---|---|---|---|
| 1 · Riftworks | 14 | Void Spiders, Void Wolves | Nothing |
| 2 · Broken Menagerie | 28 | Void Unicorns, Void Ogres, Void Giants | Teleport spells |
| 3 · Null Sanctum | 38 | Void Knights, Void Wizards, Void Demons | Teleports and teleport stones |
Every monster down there is aggressive, at any combat level. Being in the Wilderness removes the usual level protection. There is nowhere you can stand and be ignored.
Pay once and you can leave, log out and come back through a restart without paying again. The rift remembers your deepest floor and offers to drop you back there.
Dying underground clears all of it. Admission and depth both reset. The next trip costs another 100,000 coins.
Once you and another player trade blows, nobody else can attack either of you for about 20 seconds after the last hit. A third party gets told the dungeon only allows one on one fights.
Kill something and you get about 3 seconds where clicking the ground or minimap lets you walk without the room re-aggroing. Only a real walk click counts. Attacking cancels it.
Every floor counts as free to play Wilderness for what you may use, but members only drops still appear and can be carried out. You just cannot equip, eat or identify them until you leave.
Keys and the chest
There is exactly one Void Chest, at (105, 316) in the Void Enclave. Each key opens it once. There are no empty outcomes.
Found from every Void Dungeon monster through its own independent policy roll, from eligible Wilderness kills, from the current red bounty target, and from supported crackers. These are separate from an NPC's base table.
Bring three free inventory slots beyond the key, or the chest refuses to open. Some rewards pay several items.
A noted key will not work. Un-note it at a bank first. Keys do not stack.
The current Void Chest is a 16-row, 321-weight table. Its five Void equipment rows (the three wizard pieces, the Scimitar and the Sceptre) are each 1/321; supplies, currency, and consolation coins occupy the remaining weight. Every Dungeon monster's independent Void Key rate and every chest quantity is listed on Drops, generated directly from the policy and reward table.
Base table and bonus rolls are different. Drops labels Void Keys, Wilderness rewards, dragon equipment, and other independent policies so their chance is never mistaken for an NPC's base-table chance.
Dragon tools
Not Void items. You do not need a Void Key. The chest is one route of several.
Two different level gates. 70 Smithing to build it, 60 Attack to hold it. The finished sword never drops. Assembling is the only way it exists.
| Piece | Best sources |
|---|---|
| Void Demon, Greater Demon, Black Demon, and King Black Dragon. Compare exact independent rolls. | |
| King Black Dragon, Black Dragon, Red Dragon, and Blue Dragon. Compare exact independent rolls. | |
| King Black Dragon, Fire Giant, and both Lesser Demon mappings. Compare exact independent rolls. |
These are independent rolls on top of the normal drop table, so a piece never costs you an ordinary drop. The generated catalog keeps their probability separate from base-table outcomes.
A dragon-tipped pickaxe for expert miners.
Best pickaxe on the server. Higher success rate than rune, faster retry, and a chance at double ore.
Independent Fire Giant equipment roll. See the current rate.
A dragon-tipped harpoon for expert fishers.
Better catch rate at swordfish and shark spots only, plus a chance of two fish at once.
Fishing Guild shop, Hemenster.
Useless below 68 Fishing, and useless anywhere that is not a swordfish or shark spot. A double catch gives two fish but not double XP.
Wilderness kit
A restless void-touched sparrow used for wilderness scouting.
Your view detaches from your body. Scout up to 96 tiles for 30 seconds, checking for PKers and loot before you commit. Your character does not move.
Chopping yew or magic trees at 90+ Woodcutting.
Not consumed. The sparrow stays in your inventory. The limit is a 5 minute cooldown saved to your character, which survives logging out. Wilderness only.
A void-blighted lobster. It can only be eaten in the Wilderness.
Heals 12 hits, same as a real lobster, for free.
1/10 from any non-rat kill made in the Wilderness.
The restriction is on eating, not carrying. Bank as many as you like, but outside the Wilderness they are dead weight. This is what makes long Wilderness trips possible without hauling food you might lose.
Wilderness support spell
Cast it on another player in ordinary members Wilderness. The recipient gets a temporary combat-formula bonus; their visible skills, XP and equipment requirements stay untouched.
Members support spell, another player only.
Attack and Strength formula inputs for 30 seconds.
Death / Nature / Earth. Staves and capes do not substitute.
Saved per caster. A legal recast refreshes the recipient to 30 seconds.
The +5 Attack and +5 Strength inputs affect combat calculations for 30 seconds. The effect never stacks. A recast refreshes the same effect and still pays runes and starts the caster cooldown. Casting awards 0 Magic XP.
Ordinary members Wilderness with both players eligible. It refuses in free-to-play Wilderness, the Void Dungeon, safe zones, instances, duels and the Void Arena. It causes no damage, accuracy roll, skull or combat opponent.
The effect clears when the recipient leaves eligible Wilderness, dies, logs out or the world restarts.
Red Void Rifts
Red rifts form their own network. Purple city rifts are separate; the red network mixes safe and Wilderness destinations.
| Destination | Area | Free world |
|---|---|---|
| Wilderness Castle | Wilderness | Yes |
| Red Dragons | Wilderness | Yes |
| Lesser Cage | Wilderness | Yes |
| Edgeville Dungeon | Wilderness | Members only |
| Pirate Hut | Wilderness | Members only |
| Hobgoblins | Wilderness | Yes |
| Edgeville | Safe | Yes |
| Void Enclave | Safe | Yes |
Immediate. There is no fee, cooldown, random destination, confirmation, or arrival protection.
You need 10 seconds clear of combat and 10 continuous seconds standing still at the rift. Movement or combat cancels the stationary timer.
Landing in the Wilderness gives an unskulled traveller the normal 20-minute white skull. An existing skull is not refreshed, and there is no arrival protection.
Void Rush is a safe automated rotating event, not an always-open minigame. When its lobby is announced, use ::event to join, check status or leave. It starts with 2-20 entrants; cross the wave-filled arena using safe gaps and be the last survivor.
You do not lose items or progression. Leaving or logging out returns you to your captured origin. A cracker-prize event awards exactly one Legacy Cracker only after reserving one from an active finite Legacy Hunt, so the event creates no extra supply.
Ashes and Prayer
Burning logs leaves graded ashes. Offer them at any prayer altar. The top tier beats dragon bones.
| Ash | Burn | Firemaking | Prayer XP each |
|---|---|---|---|
| Oak logs | 15 | 8 | |
| Willow logs | 30 | 14 | |
| Maple logs | 45 | 24 | |
| Yew logs | 60 | 40 | |
| Magic logs | 75 | 70 |
For scale: burying bones gives 3.75 Prayer XP, plain ashes 4, dragon bones 60. One Void ash beats a dragon bone.
Ashes land on the ground where the fire burned out. They do not go into your inventory, so walk back for them. You cannot offer noted ashes. Higher Firemaking gives a growing chance of two per fire.
Some tiers also drop from demons. Void Demons drop Void ashes, and Lesser and Black Demons drop the willow and yew tiers in noted stacks.
Subscription
A subscription adds 1 to your rate. It does not double it. Everything stacks by addition, deliberately, so no bonus can ever wipe out another.
| Your rate | Base | Subscribed |
|---|---|---|
| Combat XP | 10× | 11× |
| Skilling XP | 1.5× | 2.5× |
Being skulled in the Wilderness adds another +1 on top. Combat skills are Attack, Defence, Strength, Hits, Ranged, Prayer and Magic. Everything else counts as skilling.
A void-marked card that adds one week of account subscription.
+1× combat and +1× skilling XP for 7 days. Applies to your whole account, not one character.
Void Subscription Vendor near Lumbridge at (126, 649), 100,000gp each.
Redeeming a second card while subscribed extends your time rather than wasting it.
A noted card cannot be redeemed. Un-note it at a bank first. Cards are consumed on use and are ordinary tradable items, so you can lose one on death. If you chose 1× XP at character creation, nothing applies.
Quality of life
Small changes that affect how you play. Important milestones and event state are now surfaced in game, while the details remain collected here.
Time logged out builds a pool worth +50% XP. You bank one rested second per second offline. It starts after 30 minutes away and caps at 45 minutes.
Type ::rested to check it.
Every new character picks Warrior, Forager or Arcanist on Void Island. The path gives 2× XP in its three skills until that skill hits level 50. It switches off per skill, not all at once.
You cannot leave the island until you choose.
Ordinary prayers burn points twice as slowly as authentic Classic. The same level and prayer bonus last twice as long. Boss specific drains are untouched.
Repeated actions run as a batch instead of one click each. The batch grows with your level in that skill, from 1 at low level up to 30 at 99. Chores that award no XP stay one at a time.
A fresh rock or tree always gives at least 3 harvests before it can deplete. After 4 failures in a row on the same resource, the next attempt is guaranteed.
Click a reachable destination on the world map and your character follows a goal-aware route, replanning around temporary blockers. Dangerous areas are still dangerous; the map does not teleport you or bypass access rules.
Skill levels 20 through 99 and total level milestones pay a small coin reward, once per character. An acknowledgement, not an income. 2,500 coins at 99.
A walled safe outpost inside the Wilderness, and the hub for everything on this page. Bank, pray at an altar, cook and buy supplies without leaving safety.
It holds the Void Chest and the Void Quartermaster, a general store stocking food, runes, black metal gear, robes and rope. It is a convenience shop, so prices carry a premium.
Everything outside the walls is Wilderness. The Enclave's red rift belongs to the eight-node red network, which includes safe and Wilderness stops. Read the rift rules before choosing a destination. Purple city rifts are a separate network.
Classic never had one. The Void Auctioneer by Edgeville bank runs a real order book. Post sell listings, or post buy orders with your coins escrowed up front, and the server crosses matching bids and asks automatically. You do not need to be online for your order to fill.
Selling costs a 5% tax. You get six open rows, shared between listings and buy orders.
Browse the same book logged out on the Market page.
Where to go
| Place | Coordinates | Why you would go |
|---|---|---|
| Void Subscription Vendor | 126, 649 | Buys and sells Subscription cards. Just outside Lumbridge, safe. |
| Void Auctioneer | 217, 460 | The Auction House, by Edgeville bank. Safe. |
| Void Enclave | 98 to 128, 300 to 330 | Safe walled hub inside the Wilderness. Bank, altar, range. |
| Void Chest | 105, 316 | Spend your Void Keys. The only one in the world. |
| Void Quartermaster | 105, 315 | General store in the Enclave. Stock up before a trip. |
| Void Dungeon entrance | 112, 296 | The surface rift. Already Wilderness, bring nothing you cannot lose. |
| Elder Moss Giant | 186, 205 | Nature Staff and Rangers Amulet. Level 38 Wilderness. |
If a number here is wrong, report it. This page is built from the same definitions the server runs, so a mismatch means something is genuinely off.