Construction
A second island of homes.
Halcyon Isle’s homes sold out within hours. Kingfisher Isle opens just west of it with 55 more, joined to Halcyon by a stone bridge.

Every kind of home
Reed Row’s 16 townhouses line the road in from the bridge. Beyond them are 15 manors, 10 villas, 10 cottages and 4 Estates, the largest homes in the game.
Bought the same way
Talk to the Steward in Halcyon’s Town Hall and choose an island. A home on Kingfisher Isle works just like one on Halcyon: build mode, visitors, your hearthstone and the rest.
Homes and prices.
There are now five kinds of home. The new Estate sits above the villa, and every other home keeps the price it has always had.

Cottage
125,000 coins unchanged
Construction level 1
10 on Kingfisher Isle
Room for 120 pieces and 40 walls

Townhouse
1,000,000 coins unchanged
Construction level 25
16 on Kingfisher Isle
Room for 200 pieces and 60 walls

Manor
4,000,000 coins unchanged
Construction level 50
15 on Kingfisher Isle
Room for 320 pieces and 90 walls

Villa
12,500,000 coins unchanged
Construction level 70
10 on Kingfisher Isle
Room for 440 pieces and 120 walls

Estate
75,000,000 coins New
Construction level 85
4 on Kingfisher Isle
Room for 560 pieces and 150 walls
Prices are the same on both islands, so nobody pays more for missing the first sale.
Already own a home?
Nothing changes for you. To move, ask the Steward: she takes your current home back at its full price, so you pay only the difference. Moving to another home of the same type costs nothing. Moving to a smaller home is free, but she can’t pay out the difference.
Estates, the grandest homes.
Four Estates stand on the largest plots on Kingfisher Isle, two in white marble and two in stone. Each has two floors and more room than any other home.
- Price
- 75,000,000 coins
- Construction
- Level 85
- Furniture
- 560 pieces
- Walls you can build
- 150
- Floors
- 2

The four Estates are Kingfisher Court, Ravenscar Hall, Westerly Park and Ashgrove Estate.
Life after 99.
Level 99 Construction is no longer the end. Five bosses now drop plans for pieces you can’t get any other way, your homes can grow by up to half again, and two new conveniences reward the work.
Masterworks from five bosses

Each boss drops a blueprint for one level-99 masterwork, and the components it is built from. Study a blueprint once to learn its piece for good; the blueprint is used up. Already know it? Keep the plans and sell them on.
Components drop far more often than blueprints and stack in your pack. Each masterwork needs six of its boss’s components plus magic planks, bricks, fittings or gold leaf, and is one per home.

- Stone Guardian: Guardian archway. A walk-through gateway of runed granite. Blueprint about 1 in 250 clears, a runed guardian stone about 1 in 12.
- Vharok: shackled oathstone. A standing stone bound in his broken chains. Blueprint 1 in 64 kills, a broken shackle 1 in 3.
- Blood Abbot: bloodglass reliquary. Built indoors, with crimson glass windows. Blueprint 1 in 256 kills, a bloodglass shard 1 in 8.
- Akaoni: oni-ward shrine. A wayside shrine with cracked masks on its posts. Blueprint 1 in 128 kills, a cracked oni mask 1 in 3.
- King Black Dragon: dragonfire brazier. Dragonfire in a black-iron bowl. Blueprint about 1 in 256 kills, a dragonfire ember 1 in 12.
In a group kill, the blueprint and the component each go to one qualifier, weighted by damage. A Slayer task’s bonus applies to blueprints as it does to the other uniques. Every rare these bosses dropped before keeps its odds.


Home grades I to V
Past level 99, five Construction experience milestones open home grades. Each grade also wants a bill of materials, which you can hand the Steward over as many trips as you like, bank notes included. Every grade adds a tenth more room for pieces and walls to any home you own.
- Grade I
- 15M XP
- Grade II
- 25M XP
- Grade III
- 50M XP
- Grade IV
- 100M XP
- Grade V
- 200M XP
Your grade belongs to you, not the house: it stays when you move home, and an Estate at Grade V holds 840 pieces and 225 walls. Ask the Steward about Home grades to see what the next one needs.

A stable for your mount
At level 99 you can build a mount stable in your garden. Rest at it and your mount’s run energy is full again, whether you’re riding it or carrying it. It is yours alone: visitors can admire it but can’t use it.

The Herbalist
A Herbalist now keeps a stall at Halcyon Isle’s market. For 200 coins each she identifies herbs, makes unfinished potions and pours part-drunk potions together. Identifying and mixing work to your own Herblaw level and need Druidic Ritual, just as by hand; pouring needs neither.
Hand her notes and you get notes back, so a bank’s worth of herbs is one conversation. You earn no experience this way.
New marble windows.
White marble villas and Estates on both islands get new windows, framed in marble with stained glass above the door.
The old grey stone frames stood out like patches on the white walls. The new windows were painted for marble and drawn into the wall itself.
Getting there.
Walk west across the new stone bridge from the end of Lantern Row, or take the Void Rift straight to the island.


- A rift of its own. Kingfisher Isle has a Void Rift node at its landing, and every rift now lists both islands. A rift shard built in a Kingfisher home leads there too.
- On the map. The world map, map search and walking from the map all cover Kingfisher Isle.
- Signs that point the way. For-sale signs on Kingfisher Isle send you to the Steward in Halcyon’s Town Hall, over the bridge.

Replicas and working water.
Show off your best gear and keep wearing it. Display pieces can now hold a replica.

Display replicas
Use an item on an armour stand, cape rack or display case and choose Show a replica and keep the item. The item stays with you while its replica goes on show.
Visitors see it on display; only you see “(a replica)” when you look at it. Taking a replica down gives nothing back, because nothing was given up.
Wells and fountains that work
A well you build now fills buckets, like any well. The birdbath and Void fountains fill buckets, jugs, bowls, vials and watering cans, as the Fountain already did.
Skill capes
Wear your 99.
Sixteen skill capes, from Attack to Agility, go on sale with a brand-new Construction cape. Reach level 99 in a skill and its cape is yours for 250,000 coins, with a perk of its own and a right-click effect to show off.

- New capes
- 17
- Level needed
- 99
- Price
- 250,000 coins
- Armour
- +6
- Effect cooldown
- 30 seconds
Where to buy one
Take any Void Rift to the Void Enclave and tell the Void Quartermaster you have mastered a skill. He offers every cape you have earned, sorted into combat, gathering and artisan capes once you have more than six. Buying and wearing a cape both need level 99 in the skill itself, so boosts don’t count. Capes can’t be traded, and if you lose one he’ll sell you another.
The new capes
Attack cape
Your melee is 10% more accurate against monsters.
Right-click Rally: two silver blades cross behind you.
Strength cape
Your melee max hit against monsters is 1 higher.
Redrawn in rows of hammered bronze plates on dark iron cloth, under a bronze war-hammer crest.
Right-click Quake: the ground cracks around you in a ring of dust and rock.
Defense cape
Once every 10 minutes, a monster’s killing blow leaves you on 1 hitpoint instead. Not in the Wilderness, during events, in the Stone Guardian’s chamber or on an Unbroken Oath run.
Right-click Bulwark: a dome of silver-blue light rises around you.
Ranged cape
1 in 5 shots at a monster keeps its arrow, bolt or thrown weapon.
Right-click Volley: phantom arrows rain down around you.
Prayer cape
Your prayers drain 20% slower, except in the Wilderness and duels. It also gives +4 prayer.
Right-click Blessing: a column of golden light pours down on you.
Magic cape
1 in 10 spells costs no runes. Not for spells cast at players, or in events that hand out their own runes.
Right-click Arcana: fire, water, earth and air runes circle you.
Cooking cape
You never burn food, though raw oomlie meat still needs its palm leaf. The Cooks’ Guild lets you in without a chef’s hat.
Right-click Feast: kitchen steam billows up around you.
Woodcutting cape
1 in 10 logs you cut gives an extra log, with its XP.
Right-click Leaf Fall: autumn leaves whirl around you.
Fletching cape
1 in 10 batches comes out double, with double XP, when you add arrowheads, tip bolts with oyster pearls or make dragon bolts.
Right-click Featherburst: white feathers burst out around you.
Fishing cape
1 in 10 catches lands an extra fish, with its XP (big nets excepted). Fishing Trawler nets catch 50% more.
Right-click Splash: sea water and foam splash up around you.
Firemaking cape
Your logs always light, on the ground or in a furnace, and every fire leaves one more ash.
Right-click Embers: embers spiral up around you.
Crafting cape
1 in 10 gold jewellery pieces you set with a gem keeps the gem (not the Eternal Dragon Amulet), and 1 in 10 battlestaves keeps its orb. The Crafting Guild lets you in without a brown apron.
Right-click Gleam: red, blue and green gems glitter all around you.
Smithing cape
1 in 10 items you smith at an anvil uses no bars.
Right-click Forge: a fan of forge sparks bursts out around you.
Mining cape
1 in 10 ores you mine gives an extra ore, with double XP. Gems don’t count.
Right-click Rockburst: rock shards burst from the ground around you.
Herblaw cape
1 in 10 potions you finish comes out as two, with XP for both, from one set of ingredients.
Right-click Brew: green potion vapour bubbles up around you.
Agility cape
You never fail an Agility obstacle or shortcut you have the level for, so your Void ropes stay in your pack.
Right-click Gust: the wind whirls around you.
Construction cape
1 in 10 pieces you build costs no materials, and you still get the XP. Carry the materials in your pack for it to count.
A new design: oak planks framed in dressed stone, with brass fittings and a hammer-and-saw crest.
Right-click Raise: stone blocks and oak planks rise into a low wall around you.
The Attack, Strength, Defense, Ranged and Magic perks work against monsters only, so fights between players are unchanged.
Thieving, Slayer and Max capes
Thieving cape
A new look: charcoal silk with pockets of stolen coins, rings and keys, a gold domino-mask crest and a ragged hem. Thieving capes you already own change too.
Its perk and price stay the same.
Right-click Sleight: stolen gold, rings and keys flicker all around you.
Slayer cape
Gains a right-click effect. Everything else about it is unchanged.
Right-click Reckoning: a ring of red-eyed skulls circles you in crimson soulfire.
Max cape
Now carries every new cape perk as well as the Thieving and Slayer perks, the Construction cape’s included. Its price and requirements are unchanged.
Right-click Flame: unchanged, but it now shares the 30-second cooldown with every other cape effect.
Right-click effects
Wear a cape, right-click it and choose its effect: a short burst drawn behind you that you and the players around you can see. It’s purely for show. All cape effects share one 30-second cooldown, the Max cape’s Flame included, and they can’t be used while you’re fighting.




















World look
A fresh look for the world.
Walls, roofs, floors, water and the scenery you pass every day have been redrawn in the classic style, darker and more weathered than before.
Redrawn materials
Stone walls, doors and windows, timber framing, planks and floors, roofs, water, swamp and lava, fences and railings, tents, marble and cave rock all have new art. Roofs stay red clay, cave rock stays brown and water is the familiar blue.
Rebuilt scenery
The most common trees (the pointy tree is now a proper conifer), every ore rock, cave rocks, bushes, ferns, jungle plants, palms, flowers, wheat, mushrooms, torches, candles, fences, tables, chairs, beds, barrels, crates, ladders and bridges are rebuilt in the classic style. Willows, maples, yews and magic trees keep their shape with new leaves. The ladder down into every dungeon and cellar stands a little taller in a lighter, wider frame, so it’s easy to spot.
- The ground you know. Grass, dirt, sand and roads keep their familiar colours.
- “Classic” is now “Standard”. The Game look setting’s “Classic” option has been renamed “Standard”. It works exactly as before.
- Everywhere at once. These scenery changes are now available on desktop, in the browser and on Android, with nothing to turn on.
- Only the world. The new look covers the world’s scenery. It doesn’t redraw characters, monsters, items, the interface or the sounds.
Painted ground on desktop
The desktop game also offers optional painted ground, drawn by your graphics card: brown dirt roads scattered with pebbles, calmer grass with its flowers and tufts kept to the edges of paths, walls and water, sandy banks, and grey rock or earthy ground where today’s ground is grey or khaki. Where it’s available, choose Painted or Smooth ground in the settings. In Daylight, it paints ordinary outdoor ground, while Dusk, dungeons, upper floors and a few special areas keep the standard ground. If painted ground cannot run reliably, the game falls back to its software ground. The browser and Android versions keep the standard ground.

Also in this update
A NEW tag for newcomers.
New signups get a small NEW tag above their first character for their first 10 hours played, making them easier to spot and help.
The tag is for accounts created after this update. Only an account’s first character carries it; characters made later don’t get one and don’t affect it, and existing accounts aren’t tagged. It steps aside while the player is chatting, and once the 10 hours are up it’s gone for good. The tag brings no rewards, and the existing rules for a player’s first 20 hours are unchanged.
A second Void cape teleport.
The Void cape now offers a second teleport straight to the Void Enclave, alongside its existing Null Sanctum teleport.
Choose Teleport on the cape, then the Null Sanctum or the Void Enclave. Travel to the Void Enclave needs no dungeon toll, while the Null Sanctum still needs its usual admission or a Last Toll waiver. The cape’s normal teleport limits still apply, including in combat, in duels and deep in the Wilderness, and nothing else about the cape changes.
Fixes and guides.
Logouts near furnished homes
Fixed a logout that could happen when approaching furnished homes near the edge of the loaded area, including repeated disconnects when signing back in.
The Sawyer goes by Construction
The most planks the Sawyer will cut for you in one order now depends on your Construction level, not your Hits level. The amount for each level, the fees, the materials and cancelling an order are unchanged.
Room doors count as a way through
When you place a piece, the check that stops you sealing off part of your home now treats doors you’ve built between rooms as a way through. A door in the last gap of a room’s wall, or a wall finished beside one, no longer brings up “Leave a way through”. Walls and furniture still can’t seal a room off, and doors, walking and front-door access work as before.
Half-hidden pieces can be picked
In the Construction build list, a piece whose row is only partly in view now responds when you click the part you can see. Before, it ignored clicks until you scrolled it fully into view.
Dueling Chips make room to build
In your home, the Dueling Chips no longer cover Construction’s Build and Done buttons. The chips step aside while those buttons are showing and come back when you leave the property. Their settings are unchanged, and their equipment hotkeys keep working.
Item names on the ground stay in order
When the game shows the names of items on the ground, items that share a name now sort in a consistent order, even when they lie in the same column of tiles. A crash in the Google Play app’s version 1.0.83 (build 84) was traced to this sort. The names and grouping you see are otherwise unchanged.
Akaoni stays where it stands
When Akaoni turned to aim a quake or its breath straight after chasing you a step, the game could draw it a tile away from where it really stood, off its ground warning. It now stays on its true tile. Its attacks, damage and warnings are unchanged.
More walls in view
The game can now show up to 2,000 walls, fences and doors around you, up from 500. Past the old limit, a view full of homes could close the game.
Closing a window stays put
Closing a glass window with its X no longer walks your character to the spot behind the button.
The Steward’s lists go round
Paging past the last home in one of the Steward’s lists now brings you back to the first.
The in-game Construction guide and the Construction guide on this site now cover Kingfisher Isle and the Estates.
About this update
Kingfisher Isle, the Estates, the new prices, the skill capes, the new world look and the other changes described here are now live.

















