Titles & citizenship
Everyone is a citizen of a city (Lumbridge, for now - it's the only free one), and every citizen has a feudal rank. Rank is bought with coins from Duke Horacio in Lumbridge Castle, and it gates three things: the heaviest metal armour you may wear, how many companions you can field, and your political power in the War.
Check your current rank, armour tier and next rank price with ::title. Check your citizenship with ::city.
The ladder
| Rank | Cost | Melee armour | Ranged armour | Magic armour | Companions | War powers |
|---|---|---|---|---|---|---|
| Peasant | Free | Bronze & Iron | Leather | Basic robes | - | - |
| Commoner | 10,000 gp | Steel | Studded | - | - | - |
| Squire | 50,000 gp | Black | Snakeskin | - | - | Name shown in colour |
| Soldier | 150,000 gp | Mithril & Adamant | Green d'hide | - | - | - |
| Knight | 500,000 gp | Rune, granite, fremennik, void | Blue/red & blessed d'hide | Mystic, splitbark, enchanted, infinity | 1 | - |
| Lord | 2,000,000 gp | All armour - Dragon, barrows, godwars, endgame sets | Black d'hide, karil's, armadyl | Ahrim's, ancestral | 2 | ::sendtroops, ::summonboss |
| Minister | 10,000,000 gp | All armour | All armour | All armour | 3 | + ::campaign |
| King | 50,000,000 gp | All armour | All armour | All armour | 3 | + ::conquest |
From Squire up, your title displays in colour over your head - rank here is earned status, not a cosmetic you buy in a store.
Rank capes
Every noble rank (Squire and up) comes with a rank cape, handed to you the moment you buy the rank. The capes go from plain to elaborate up the ladder, and each one's colour echoes the rank's name colour - so you can read someone's standing off their back at a glance:
| Rank | Cape | Cape bonuses (attack / defence / strength / prayer) |
|---|---|---|
| Squire | Squire's cape - plain green wool | 0 / +1 / 0 / +1 |
| Soldier | Soldier's cape - plain blue wool | +1 / +2 / 0 / +1 |
| Knight | Knight's cape - white with the star of knighthood | +2 / +4 / +1 / +2 |
| Lord | Lord's cape - black with the purple wreath of lordship | +3 / +6 / +2 / +3 |
| Minister | Minister's cape - deep crimson cape of state | +4 / +8 / +3 / +4 |
| King | King's cape - gold-embroidered ceremonial cape | +5 / +10 / +4 / +6 |
Attack and defence bonuses apply to all combat styles - ranks aren't style-bound. Wearing a rank cape needs at least that rank (a Knight's cape on someone's back proves they're a Knight at minimum), so like the armour gate, the cape is proof of standing, not a costume. The capes are untradeable, and the King's cape deliberately stays a shade under the fire cape - the earned combat capes remain the trophies.
Lost yours? ::cape reclaims your current rank's cape for free.
All three combat styles climb the same ladder: each ranged/magic family is pegged to the metal rung of similar strength (studded ≈ steel, green d'hide ≈ adamant, mystic ≈ rune, black d'hide ≈ dragon). Untiered utility gear - monk robes, vestments, graceful, basic wizard robes - is free for everyone.
Why gate armour?
Armour needs both your levels and your rank. All gear keeps its classic level requirements - 40 Defence for rune armour, 40 Attack for a rune scimitar - and armour is additionally rank-gated: a maxed Peasant still cannot wear steel, and a level-3 Lord still needs the Defence for dragon. There are no quest requirements on any armour or weapon. (Weapons are never rank-gated - levels alone decide what you can wield.) Your companions live under the same ceiling: they can't wear armour above your rank, and each piece is checked against the companion's own levels.
The armour gate is the server's core progression brake: you can't buy your way into rune on day one - you climb the ladder, and each rung both marks your standing and funds the realm (rank fees are a major coin sink). It also means seeing someone in dragon tells you something real: they're a Lord at minimum.
Rank and the War
Lords and above stop being just soldiers and become commanders: they pay to field troops, summon city bosses and (at Minister/King) launch campaigns and conquests - and take a 10% tithe from the pooled loot when their operation succeeds. See The War explained.
This page was last edited on 2026-07-08.
