Right now
Players
Progress and the economy
Where the time goes
Leaderboards
Items in the world (inventories + banks)
Latest activity
Players
| Name | Total level | Gold | Carried | Banked | Last login |
|---|
Skills
Inventory
Bank
Give or remove items
Gold
Experience
Moderation
Access
Recent activity
Activity
Monsters
| Monster | HP | Damage | Accuracy | Attack | Respawn | Spawned | Kills | Drops |
|---|
Click a row to edit. Changes respawn every monster of that kind immediately. Damage is the maximum per hit (each hit rolls 1 to damage). Accuracy is the chance to hit before the player's physical defence. Where monsters appear is set in the map editor (Monster tool). Placed on maps right now: ?.
New monster
Drop table
Kill totals, charts and leaderboards now have their own page: Kills.
Items
| Item | Id | Model | Value | Skill xp | Slot / stats | Colours |
|---|
Click a row to edit it. The skill-xp field depends on the model: logs show Firemaking xp (burnable when above 0), rocks and ores show Mining xp, bars show Smithing xp for smelting.
New item
Special effects
Leave at 0 to switch an effect off. Anything above 0 is enforced by the game and explained on the item's tooltip, in words, when a player points at it.
Share of kills
Which monsters players spend their time on.
Kills per day last 14 days
Each bar is one day, split by monster. Hover a block for the count.
By monster
All time, the last 7 days and the last 24 hours.
| Monster | All time | 7 days | 24 h | Players | Share |
|---|
Top hunters all time, every monster
The coloured split shows what each player has been killing.
Bosses
World bosses and sub-bosses, with their top three.
What dropped last 7 days
Items that fell from kills (rare and epic drops counted on their own).
Opening a box gives a random amount of gold between the two numbers, plus one item from its list. Each item's chance is a weight: players see it as that item's share of the total, so the chances do not have to add up to exactly 100. Whatever item comes out can instead be its Rare or Epic version, at the box's odds. Changes reach players the moment you save.
Box
| Item | Chance | Share | Amount |
|---|
What players see right-click the box → View contents
Each recipe burns soot down with other things into a special soot. Its colour is the soot's merged with what goes in. Clicking one in the bag gives all its buffs for 2:00; using more adds 2:00, up to 10:00, and it can't be used while more than 9:58 is left. Changes reach players the moment you save.
Special soots
Accounts the anti-bot checks have flagged, most suspicious first. Flags are evidence, not verdicts: look at the account, then ban it from the player page or mark it reviewed. Reviewing hides the flags so far; anything new brings the account back.
Choose which curve to edit. Every skill uses the shared curve unless you give it its own. Players keep their xp; only the level that xp is worth changes, so check the impact panel before saving.
Build a curve
The quick way: set how much the first level costs and how fast it grows. Or nudge the whole curve.
Impact on players
What saving would do to everyone's levels right now.
Total xp to reach each level
saved now your draft. Hover for any level.
Xp needed for each level
How much one level costs on its own, from the level before.
Every level edit any cell: that level's cost, all later totals move with it
Shown to players when they log in. Players can tick "don't show this again", which lasts until you save a change here. New players see it right after the How to play guide.
Formatting: a blank line starts a new paragraph, **double stars** make text bold, and lines starting with "- " become a bullet list.
Preview
Patch notes
What players see on the What’s new page, newest first. Write the date and time in GMT+3; each reader sees it on their own clock.