Guide · Rules
Combat and Wilderness rules
Prayer drain, who you can attack in the Wilderness, skulls, what you keep when you die, the Void Sparrow, Blighted lobster, Entropy and Black Hole.
Combat follows the Classic rules, with a few changes. This page covers what differs and what to know before you cross the ditch. For Void gear and its loot effects, see Void gear.
Prayer
Every prayer drains at half the authentic rate, so your Prayer points last twice as long.
The Wilderness
Who you can attack
- Both players must be in the Wilderness, and neither of you in a safe area such as the Void Enclave.
- The gap between your combat levels must be no more than your Wilderness level, and no more than your target's.
- The current Bounty target can be attacked from further away (see Bounty Hunter below).
Skulls
- Attacking a player who has not attacked you in the last 20 minutes skulls you for 20 minutes. Fighting back against someone who attacked you does not.
- While you are skulled, every attack you make resets your skull to 20 minutes.
- Logging out pauses your skull. Dying removes it.
- While you are skulled in the Wilderness, your XP rate goes up by 1 in every skill. See XP rates and bonuses for how XP bonuses add up.
Free and members Wilderness
As in Classic, the Wilderness is free-to-play up to level 47. Level 48 and deeper, the Red Dragons, the Lava Maze dungeon and the Wilderness part of the Edgeville Dungeon are members areas.
In the free-to-play Wilderness you cannot use members items or members spells, and members gear you are wearing comes off when you walk in. Temporary boosts are cut back to what free-to-play food and potions could give. A few members items still work there: bones, ashes, every kind of arrow, and Void items such as the
Void Amulet,
Void Key and
Void Sparrow.
Bounty Hunter
From time to time the game marks one player who has spent at least 2 minutes in the Wilderness. The mark lasts 15 minutes and shows on everyone's map. Type ::bounty to see it.
- Hunters can attack the mark from 3 more combat levels away for each minute the mark has lasted.
- The marked player earns extra combat XP while marked.
- Killing the mark pays 5 Bounty points and a
Void Key. If the mark kills its hunter instead, the mark gets 2 points and a Void Key.
When you die
- Unless you are skulled, you keep your 3 most valuable items. Protect Item keeps one more, even while skulled.
- Stackable items and noted items are never kept.
- Some things always stay with you: the
Herb Sack,
Gem pouch and
Coal pouch (their contents drop), protected Void quest items, mounts and the Alchemist's book. - If a player kills you, your dropped items belong to them, and other players only see them after 64 seconds. If a monster kills you, anyone can pick them up straight away.
- Dropped items you could not have traded stay visible only to you.
- Dropped items stay on the ground for 10 minutes.
- Deaths in safe events, such as Survivor and Castle King, cost you nothing.
Alchemy in the Wilderness
The Alchemist's book shuts wherever another player can attack you. Book spells and written pages cannot be used there, and teleport slates refuse Snap there too. Writ binding at the Blot is still a Wilderness activity, with ordinary player-attack and death risks. Compound runes and dual or Fourfold staffs keep their members restrictions; they do not bypass the free-to-play Wilderness rules. See Alchemy.
Wilderness kit
Void Sparrow
Right-click a
Void Sparrow and Release it to scout. Your view leaves your body and can fly up to 96 tiles away for 30 seconds. Use the arrow keys to move it and Escape to come back.
- It only works in the Wilderness, after 10 seconds out of combat.
- Your body stays where it is. Scouting ends if your body moves or is attacked.
- The sparrow is not used up. It needs 5 minutes to return, and that wait carries on while you are logged out.
- You find one while chopping yew or magic trees at level 90 Woodcutting or higher. Magic trees and higher levels give better odds.
Blighted lobster
A
Blighted lobster heals 12 Hits, like a lobster, but you can only eat it in the Wilderness (not in a safe area). Any monster except a rat killed in the Wilderness has a 1 in 10 chance to drop one for its killer. You can carry and bank them anywhere, so you can stock up for long trips.
Entropy
Entropy is a level 85 members spell you cast on another player to boost their melee. It needs 3 Death runes, 7 Nature runes and 5 Earth runes; staves and capes do not replace them.
- The target gets +5 Attack and +5 Strength in combat for 30 seconds. Their shown levels, XP and equipment requirements do not change.
- After casting, you wait 60 seconds before you can cast it again, even after logging out. Casting it again on the same player only restarts the 30 seconds; it never stacks.
- It gives no Magic XP, does no damage and does not skull you.
Both of you must be in the members Wilderness, within 4 tiles with a clear line, and you must be allowed to attack each other there. It does not work in the free-to-play Wilderness, the Void Dungeon, duels, Flats or Fury. The boost ends if your target leaves the members Wilderness, dies or logs out.
Black Hole
Black Hole is a level 85 members spell you cast on a monster, never on a player (the Wilderness included). It needs 2 Death, 2 Cosmic and 2 Air runes; an air staff pays the Air runes as usual.
- A black hole opens under the monster you cast on and catches it, plus other monsters within 3 tiles that it can reach, including any that walk into range before it collapses: up to 6 monsters in all, nearest first.
- It drags them in beside it. 2.4 seconds after you cast, it collapses and every monster still beside it takes one magic hit, a little weaker than Fire Wave. They drop loot and fight back as usual.
- You get the spell's Magic XP once per cast, like any other spell, and you can open one black hole every 6 seconds.
- It cannot take hold of bosses, event or quest monsters, or a monster someone else is fighting.