Click a tree to chop it. Click a creature to attack it. Hover anything to see what a click will do. Click the minimap or the world map to walk there.
Combat trains four skills. Accurate trains Attack, Aggressive trains Strength, Defensive trains Defence. Every hit also trains Health.
Fishing: click the rippling spots in the river and the sea. Each spot needs a tool: a small net, a fishing rod, a fly rod, a lobster pot or a harpoon. Tools stay on your belt, and Hilda and Bram sell them.
Firemaking and Cooking: click logs in your pack to light a fire where you stand. Click a fire, or the ranges in Hilda's shop and Bram's shop, to cook every raw fish and chicken in your pack. Low Cooking levels burn more food; ranges burn a little less than fires.
Mining and Smithing: click rocks to mine ore with your pickaxe. Copperhill Mine, west of the farms, has copper, tin and iron, and Thorgrim there sells hammers. Forge better pickaxes and axes yourself at an anvil. Coal and cobalt are in the desert quarry and Whisperwood, verdite and starmetal on Frostpeak and around Ashfall Crater. Smelt ore into bars at a furnace, then hammer bars into weapons and armour at an anvil. There's a furnace and anvil beside Gunnar's Armoury and another pair in Saltmere.
Crafting: click Craft under your pack. Tan cowhides (from cows) into leather and sew leather armour, then stud it with steel bars or line it with wolf pelts for d'hide. Cut uncut gems, found while mining, from monsters, chests and the gem stall. At a furnace, smelt gold ore (Mining 40, in the desert quarry and Deepdelve Mine) into gold bars and make rings and amulets. They go in the new Neck and Ring slots and boost your Attack, Strength, Ranged, Magic or Defence.
Running and Agility: click the run button beside the minimap (or press R) to run about one and a half times as fast. Running uses run energy, which refills while you walk or stand still. Train Agility on the Riverside Agility Course just north of the village (level 1), the Frostpeak Ice Run (level 35) and the Jadewood Vine Course south of Brightwater (level 60). Do the obstacles in order for a lap bonus. There are also shortcuts across the river at levels 15 and 25. Higher Agility means fewer slips and better run energy.
Ranged and Magic: wield a bow or a staff and click a creature to fight it from a distance. Bows shoot arrows from your quiver; staves cast spells using glyphs from your glyph pouch. Pick a spell in the new Spells tab, which also has teleports, Healing Light, Bones to Fruit and Lesser and Greater Transmute. Fletcher Aldo (east side of the village) sells bows, arrows and leather armour that boosts Ranged; Zara the Mage (south-west of the square) sells glyphs, staves and robes that boost Magic. Metal armour gets in the way of both. Click Fletch under your pack to make your own bows and arrows. Monsters sometimes drop glyphs and arrows too.
The crypts: a trapdoor inside the ruined chapel on Gravemoor leads down into the Gravemoor Crypts: zombies, skeletons and ghouls, with treasure chests in the side rooms. Stairs at the far end lead deeper, to the Bone Pits, where skeleton warriors and wraiths guard Mortrath, the Bone Lich (level 88). Mortrath calls soul fire under your feet (move off the purple tiles) and raises skeleton warriors at half health. It drops ancient bones and, rarely, the Soulreaver longsword or Lich's crown. Wooden chests just open; iron, silver and golden ones need Thieving 25, 45 and 70 to pick, and set off a dart trap if you fail. There are a few locked chests above ground too.
Thieving: right-click a townsperson (or long-press on a phone) and choose Pickpocket for coins and the odd treasure. Click a market stall to steal from it: fruit, bread, fish, silk, furs and gems, each needing a higher level. Get caught and you're stunned for a few seconds, so mind the guards. Thieves do better at night.
Fast travel: walk up to a glowing waystone to attune to it. From any waystone you can travel free to any other you've attuned, and once every 4 minutes home teleport takes you to one from anywhere. Open the Travel tab to choose. Boats and a cart go between towns for a few coins, and shops sell one-use teleport tablets.
The south and east: the world is bigger now. Take the road south past the Sunken Temple and over the river to Brightwater, a town with a bank, Selma's shop, a chapel and two quests. West of it lies Jadewood Jungle (lizardmen and apes) and east is Gravemoor (skeletons and ghouls), with a road on to Saltmere. From Saltmere's docks a long causeway crosses the channel to the Greycrag Highlands: a barbarian camp, a rich quarry, the icy east of Frostpeak, Thornwood, and Stonewatch Fort, held by dark knights.
Day and night: a full day lasts 20 minutes, shown under the minimap. Click the clock to turn the night darkness on or off; time keeps passing either way. At night the lamps, fires, furnaces and windows light up, fireflies drift over the woods and swamp, chickens and cows sleep, and pale shades haunt Whisperwood, Mirefen Swamp and Gravemoor. They fade at sunrise and sometimes drop moonstones.
Hiscores: open the Hiscores tab to see how you rank against everyone else playing: overall, combat, every skill, quest points, arena wins and boss kills. Use the search box to find a friend.
The Wildlands & hunting contracts: keep following the road east from Driftwood Camp to the Hunting Lodge (bank, supplies and a waystone). Huntmaster Bryn hands out hunting contracts: kill a set number of one creature suited to your combat level, anywhere in the world, then return for coins and Health experience, with a bonus every fifth contract. Your current contract shows at the top of the Quests tab. Around the lodge are hunting grounds for every level: giant rats and wild boars in Thornfield Meadows (6–14), lynxes, hyenas and rhinos on the Amber Savanna (22–40), salamanders and raptors in Blackfen (46–56), and dire bears, basilisks and woolly mammoths in the Stormcrest Highlands (66–88).
Farming & Brewing: head to the fenced village garden, north-east of the village square. Gardener Rowan sells seeds, vials and eyes of newt. Plant seeds in the allotments, herb patches and tree patch; they grow in real time, even while you're away. Then click Brew under your pack to mix herbs into potions that boost your stats.
Duels: right-click (or long-press) another player and choose Duel. Once they accept, you can both stake items or coins; the winner takes both stakes. Click your opponent to attack. Nobody loses anything else, and the loser wakes up in the village. Running off or logging out forfeits the duel.
Staying safe: the chat filter hides rude words (turn it off in the Social tab). Right-click (or press and hold) a player to Block them, which hides their chat, messages and requests, or to Report them to the gamemasters. Your account settings, password, recovery code and account deletion are in ⋯ → Account.
The Drowned Vault: a dungeon under the sea for levels 40 to 70. Harbourmaster Quill on the Saltmere docks starts a quest line that leads you through the sea cave on the shore, past drowned sailors, void crabs and vault guardians, to the Drowned Captain and his sword, Tidebreaker. Pull both levers in the cavern to open the gate. Members can also enter the sunken treasury.
Raids (members): gather a party of 2 to 5 members and talk to Crypt Keeper Brannoc in Gravemoor to fight the Hollow King. Everyone who does real damage gets loot, and your first clear each week pays double.
Special attacks: every weapon has a special attack. Click the purple orb by the minimap (or press E), then attack: your next hit is a big one. The best weapons have their own, like the wyrmsteel scimitar's double hit. Special energy refills by itself, 10% every 30 seconds. Gold hitsplats are max hits, and rare drops shine with a beam of light. Screen shake can be turned off in the Social tab.
Random events: now and then a strange visitor turns up beside you: a genie with a gift, a herald looking for a frog prince, or a drill sergeant who wants you to follow orders. Talk to them for a little challenge and a costume piece. Only you can see them, and you can always say no.
Events and the world feed: gamemasters sometimes turn on Double XP or start a treasure hunt (a chest buried somewhere in the world: get close and your treasure sense guides you, and the first five to open it win). Rare drops, new pets and level 99s are announced to everyone in gold.
Secrets: Draemor is full of hidden things nobody tells you about. A grey cat called Whiskers in the village square might drop a hint, if you stop to say hello. Your journal's Secrets page keeps count.
The Proving Pits (free): Pitmaster Garrick in Southfield sends you down to fight five waves of monsters matched to your level. Win for coins, Health XP and Proving tokens.
New here? Town Crier Hobb in the village square has three starter jobs, and the Quests tab always shows your next goal. Log in every day for a daily reward that grows each day in a row.
Slayer: Slayer Master Vanya, by the Slayer cave in Draemor Village, gives you a task: kill a number of one creature. Every kill on task gives Slayer XP, and every finished task gives Slayer points for rewards like the Slayer helmet. Korr (Saltmere, combat 40+) and Ilsa (Starhaven, members, combat 70+) give harder tasks for more points. The Slayer Caves hold creatures only a slayer can hurt; the deepest are for members.
Glyphcrafting (members): mine spirit essence by Zara's tower (or buy it from Zara), then click a glyphcrafting altar to bind it into glyphs. The Skills tab lists every altar and where to find it.
Winter festival (December 10 to January 1): snow falls, snowmen pop up and the village tree gets decorated. Open a present under the tree every day, collect gingerbread from monsters and the Snow Golem world boss, and trade it with Father Frost for a festive hat, antlers, a snowflake cape and a baby penguin pet.
Halloween (October 18 to November 1): jack-o'-lanterns light up the towns and bats come out at night. Click house doors to trick-or-treat (each house once a day; watch out for tricks!), and collect candy from monsters and the Pumpkin King world boss. Trade candy with Granny Hallow in the village square for a Pumpkin head, a Witch hat, a Bat cape or a Little ghost pet. Free players can join in too.
Membership: Fletching, Agility, Thieving, Farming, Brewing and Glyphcrafting (marked with a ★ in the Skills tab) and the lands east of the sea (Starhaven, Al-Kharim and the Dunes, Dragonspine, Grimwald, the Far Reaches and the Wildlands) are for members. Free players keep any levels they already have. Open Membership in the More menu to see your status.
Dawnrest Isle: every new adventurer starts shipwrecked on a chain of islets off the north coast. One road leads from Shipwreck Cove to Port Haven over eight chapters, and each guide on the way teaches part of the game and unlocks the next bridge: woodcutting and firemaking, fishing and cooking (and mending a broken bridge), mining and smithing, melee and ranged at Castaway Camp, magic among the ruins, prayer at Lantern Chapel, then banking. At the end, help Captain Finch drive Grubnik's goblin raiders off his ship and he'll sail you to Draemor Village, with a Castaway cape to show for it. In a hurry? Castaway Elsie can let you skip it.
Parties: right-click (or long-press) another player and choose Invite to party, or invite them by name from the Social tab. Up to four can group up. Each party member within 15 tiles gives you +10% combat XP (up to +30%), their kills count for your clue scroll steps, world bosses pay 15% more coins when you fight them together, and you can see each other's health at the top left of the screen and as blue dots on the minimap. Talk to your party with /p message.
Clans: found a clan in the Social tab for 10,000 coins, or join one when a member invites you. Clans have their own chat (/c message) and a weekly race: every member's XP from Monday onwards counts towards the clan's total.
Journal: the Journal tab holds your achievement diaries (a checklist of tasks for each part of the world; claim coins and an XP lamp for each tier, and a lasting perk for each hard diary), your collection log of every rare item you've ever held, and your pets. Each gathering skill has a rare pet that may start following you while you work.
Clue scrolls: monsters sometimes drop a clue scroll: easy ones from weaker monsters, medium from mid-level ones and hard from the strongest (and from bosses). Click it in your pack to read it. Each clue sends you somewhere: dig at the red X on a treasure map, perform an emote in a certain place, speak to someone, or defeat a monster. Solve every step and the scroll turns into a reward casket full of coins, glyphs, gems and more, with a rare chance of a cape you can only get from caskets. Bring a spade (Hilda and Selma sell them). You can carry one clue of each kind at a time.
The Far Reaches: follow the road east from Starhaven's south gate over the neck of land to Driftwood Camp on the Coral Coast. Trader Moss sells spades: look for glinting X marks in the sand and dig for buried treasure. At the Coral Lagoon, Warden Pell runs a two-minute fishing contest (bring a fishing rod), and the Coral Reef Run agility course (level 50) crosses the reef channel. North lie the Fungal Hollows (myconids and spore brutes) and Sporemother's Grotto, home of the boss Myrrhalis, the Spore Queen. Beyond them, the frozen Crystal Expanse holds frost wraiths, crystal golems and rune rocks.
Houses: every town has houses to rent, from tiny flats to big halls. A green sign by the door means it's for sale: use the door to see the price and the monthly rent (50 coins per sqm each in-game month, about 10 real hours). Rent comes out of the gold in your pack automatically. If you can't pay, anything on display goes to your bank and the house goes back on the market. Only you and friends you invite can go inside. Drop items inside to put them on display. Manage it all in the House tab.
Furniture: build furniture from the Furniture page of the Crafting menu (the Craft button under your pack): stools, chairs, tables, rugs and bookcases, a bed that restores your Health, an iron stove you can cook on, a house altar that recharges prayer, a glowing crystal lamp, trophies made from mammoth tusks and ember scales, and a golden throne. Drop a piece inside your house to place it; right-click it to pick it up again.
Playing together: everyone who has Draemor open shares the same world, so you'll see other players walking about. Press Enter to talk: your words appear over your head and in the chat of players near you. To reach someone anywhere, send a private message from the Social tab. Use the Emotes button to wave, dance or cheer. Right-click another player to follow them, inspect their levels or trade items and coins.
Your character: everyone who opens Draemor is signed in with their Claude account, so your progress follows you between devices. The first time you play you pick a unique name and a look (skin, hair, face, clothes). Your name is yours for good once chosen. To change your look, visit Mirelle the Stylist in Draemor Village, who will restyle you for a fee.
Starhaven: keep heading east from Al-Kharim or Grimwald along the new road to Starhaven, a great walled city with a bank, a General Store that sells nearly everything, an armoury, an inn, a chapel and a training yard. East of the city is the arena: pay 500 coins, survive six waves and beat the Arena champion for 5,000 coins. North are Moonmere Lake (fishing), the Starhaven Quarry and the Giant's Foothills (hill and moss giants, great for training); south is Silverwood, with forest trolls, yews and magic trees. Two quests: The Grand Tournament and Giant Problem.
Across the eastern sea: take a ship from Blackfin Cove (Captain Flint) or Saltmere (Captain Odo) to Al-Kharim, a desert city with a bank, a palace and Rashid's Bazaar, surrounded by the Burning Dunes and giant scarabs. North lie the Dragonspine Peaks, home to wyverns, starmetal and the dragon hunters' camp. South-east is Grimwald, a dark wood of werewolves around the hamlet of Ravenmoor and the vampire-haunted Castle Draemor. Three quests wait there, including one that rewards a wyrmsteel longsword.
The far east: follow the road east from the barbarian camp. North lie the Greyfang Crags and the dwarven town of Ironhold, with a bank, Durin's Forge and the rich Deepdelve Mine. East is Sunleaf Grove and the elven village of Lindarel (magic trees, Aelith's Bowyer). South through the Ashen Barrens is the Goblin Warcamp, and beyond it Blackfin Cove, where pirates roam the beach and the Salty Dog serves fish. Three new quests wait there, plus four new waystones; Captain Odo sails to the cove from Saltmere.
Draemor Village: the village has a cobbled square and market street, the Gilded Goose Inn (Innkeeper Rosa runs the games, and the bard plays on), a chapel with an altar north-east of the crossroads, a smithy with a furnace and anvil west of the armoury, Aldo's Archery and Zara's tower off the market street, and homes all around. Buildings have proper roofs and front walls; walk in through a door and the roof lifts away so you can see inside.
Around town: villagers, sailors and one very rude cat wander the towns. Click them to chat. Signposts at the crossroads point the way. The Sound button in the top bar switches between all sounds, effects only (no background sounds) and silence.
Prayer: most creatures drop bones. Click them in your pack to bury them for Prayer XP, or stand next to an altar and click them to offer them for three times the XP. Turn on prayers in the Prayer tab to boost your Attack, Strength or Defence, heal faster, block melee hits or weaken dragonfire. Prayers drain points, so recharge at an altar.
Dying: you keep your 3 most valuable items. Everything else is left at your gravestone where you fell. Get back within 10 minutes to pick it up, or it is gone. Dying in the Starhaven arena is safe.
Dangerous creatures: creatures of level 20 and up call nearby friends for help, hit harder when badly hurt, and have special moves: spiders and scorpions poison you (drink an antipoison or pray Cure Poison to get rid of it), trolls and giants can knock you down, and wolves and bears lunge for a second bite. Now and then a creature spawns as a glowing elite: it is much tougher, but drops extra loot.
World bosses: Every four hours a giant world boss rises somewhere in the world: the Stone Colossus, the Elder Treant or the Frost Giant King. Chat warns you 15 minutes before it rises. It stays for 30 minutes and shows as a red skull on the world map. Each one has its own attacks: watch for marked tiles and step off them, back away when it stamps, and don't stand in a line from the Frost King. Leave it alone and it heals. Everyone who helps bring it down shares the loot: a few thousand coins, resources and a small chance of a rare cape.
Boss: Cinderfang, the Ember Wyrm, sleeps in Ashfall Crater at the end of the road south through Mirefen Swamp. It bites hard up close, and when it rears back its breath scorches the ground under you: move off the glowing tiles before it lands. At half health it calls ember imps out of the lava. Bring your best gear and lots of food. It drops wyrmsteel gear, ember scales, piles of coins, and very rarely a pet.
Quests: six people around the world need help. A yellow ! over someone's head means they have a quest for you; a ? means you're ready to hand it in. The Quests tab tracks your progress and rewards.
Weapons and armour: Gunnar's Armoury, west of the bank, sells daggers, scimitars, longswords, 2h swords, helms, platebodies, platelegs and kiteshields in bronze, iron, steel, cobalt, verdite and starmetal. Click gear in your pack to wear it. Faster weapons hit more often; heavier ones hit harder. Some creatures drop gear too.
Eat food by clicking it in your pack. No shop sells food: fish and cook it yourself (fishing spots, then a range or a fire), or pick up what monsters drop.
Exploring: the village sits by the river. Farms lie south, Whisperwood east along the road, Frostpeak beyond it, Mirefen Swamp to the south-east, Sunscour Sands across the southern bridge, and Saltmere on the coast. The Map tab lists each area and its creature levels.
Goblins, wolves, spiders, scorpions, bandits, bog trolls and mummies attack low-level players on sight.
Woodcutting: Oak 15, Willow 30, Maple 45, Yew 60, and Magic trees at 75 on Frostpeak. Progress saves in this browser.