Gameplay roadmap - the player journey
New here and wondering what the "point" of the server is? This page is the map. Everything below is one connected journey: you arrive as a Peasant recruit, earn coin and standing, climb the feudal rank ladder, and end up commanding armies in the reconquest of Varrock. Every activity on the server - bossing, PKing, skilling, minigames - feeds that climb somewhere.
The journey at a glance
| Stage | Rank | Rough cost | What it feels like |
|---|---|---|---|
| 1. First hour | Peasant | free | Recruit Trials - guided tour, ends in full steel |
| 2. First unlocks | Peasant → Commoner | 10k | War-Prep chain, spellbooks unlocked, first Marches |
| 3. Early game | Squire → Soldier | 50k-150k | Money-making loops, mithril/adamant, finding your playstyle |
| 4. Mid game | Knight | 500k | Rune armour, first companion, entry bosses, fire cape, real PKing |
| 5. Late game | Lord | 2m | ALL armour (dragon, barrows, GWD), 2 companions, commander powers |
| 6. Endgame | Minister → King | 10m-50m | Launch campaigns and conquests - the reconquest itself |
Check where you are anytime with ::title - it shows your rank, your armour ceiling, and the price of the next rung.
Stage 1 - Your first hour (Recruit Trials)
Every new account auto-starts the Recruit Trials: kill goblins, claim your first rank from Duke Horacio, clear a war-contract for Vannaka, and run one skilling supply loop in The Mire. Hint arrows guide you the whole way, and by the end you're wearing full steel and have touched all three pillars of the server - combat, rank, and supply.
While you're at it, walk the castle courtyard market (every shop in one place) and open the teleport portal to see the whole world map of content.
Stage 2 - First unlocks
The War-Prep chain picks up straight after the trials: Vannaka trains you to Prayer 37, gears you in mystic, and sends you to the Wizard Tower - clearing it permanently unlocks the Ancient, Lunar and Arceuus spellbooks (see Unlocking the magic books).
This is also when the War first pays you: scheduled Marches into Fallen Varrock are free, need no rank, and run on a timer - join one with ::march, fight alongside allied knights, and take a share of the pooled spoils.
Stage 3 - Early game: build your bankroll
Straight out of the Wizard Tower, Rogue Hunting I & II pick you up: the Recruiting Sergeant sets the new Squire on the rogues' rank and file (a soldier's purse when the hunt clears), then opens the Rogue Knight ladder - the camp-by-camp PK schooling whose spoils earn your Knighthood, complete when every camp is broken. It's the guided bridge across this stage - follow the Quest Journal and you're never left wondering what's next.
Beyond (and after) the quest, ranks are bought with coins, so the early game is about finding the money-making loop you enjoy. All of these work from day one:
- Monster drops - every NPC in the world uses its real OSRS drop table. Grinding anything pays.
- Slayer & resource contracts - Vannaka pays coins + War Effort for kill tasks and gathering orders.
- Skilling in The Mire - sell finished goods to the Quartermaster; the Mire Run agility course pays coins and supplies with a streak multiplier.
- Daily & vote rewards - free tickets and coins for showing up.
- Marches - the pooled spoils scale with your contribution.
Spend it on the ladder: Squire (50k) puts your title in colour above your head, Soldier (150k) unlocks mithril and adamant. Sell your surplus on the Trading Post.
Stage 4 - Mid game: Knight (500k)
Knight is the first big power spike:
- Rune, granite and void armour (with mystic and blessed d'hide for the other styles).
- Your first companion - a levelable bot ally who fights beside you.
- Entry bosses open up in practice: King Black Dragon, Barrows, Zulrah - kills pay tradeable Boss tickets for the reward shops.
- The Fight Cave - beat Jad for a fire cape.
- Minigames for variety and reward points: Last Man Standing, Castle Wars, Duel Arena staking.
This is also when the wilderness starts making sense. Learn to fight at the PK Training Arena (free loaner kits, sparring bots that teach real NH mechanics), then hunt for real: player kills pay Blood Money and drop their risk as a loot key, and PK bots guarantee you fights at every depth. Death here is OSRS-standard - keep 3, risk the rest.
Stage 5 - Late game: Lord (2m)
Lord removes the armour ceiling entirely - dragon, barrows, Armadyl, ancestral, everything - and turns you from soldier into commander:
::sendtroops- sponsor a knight squad and earn a damage share on everything they kill.::summonboss- summon a city boss like the Corporeal Beast for a pooled, damage-split raid.- A second companion joins your warband.
Your PvM ceiling rises to match: God Wars Dungeon, the elite roster (Vorkath, Alchemical Hydra, Nex, Phantom Muspah…), and the Inferno for the infernal cape. Boss tickets buy the endgame chase gear at the Warlord's Armoury, the Forge upgrades rune into dragon, and Blood Money buys the wilderness prestige sets (Vesta's, Statius's, Morrigan's, Zuriel's) that only PKers can wear proudly.
Stage 6 - Endgame: Minister and King
Minister (10m) unlocks ::campaign; King (50m) unlocks ::conquest. These are the server's biggest events - full offensives against Fallen Varrock with dozens of allied knights, supply-meter requirements filled by the realm's skillers, and pooled rewards split by every participant's contribution (the sponsor keeps a 10% tithe - rank has its privileges).
This is the loop the whole server bends toward: skillers fill the supply meter, soldiers fight the marches, Lords field troops and summon bosses, and Ministers and Kings spend fortunes to push the reconquest. Where it goes next - more cities, more fronts - is on What's coming next.
One journey, many roads
The rank ladder is the spine, but you climb it however you like to play:
- The PvMer - drop tables → entry bosses → fire cape → GWD/elite bosses → Inferno. Currency: coins + Boss tickets.
- The PKer - PK Training Arena → wilderness loot keys → Elo climb → spec weapons and prestige sets. Currency: Blood Money.
- The skiller - Mire loops → Quartermaster deposits → supply meter → contracts. Currency: coins + War Effort (and campaigns literally can't launch without you).
- The soldier - marches → district bounties → campaigns → troop command. Currency: pooled spoils + prestige.
All four roads pay coins, all four feed the War, and all four meet at the top of the ladder.
This page was last edited on 2026-07-13.
