Pest Control

Double Pest Control Points
2019-11-13 08:00 UTC

Double slayer XP

Double slayer XP
2019-11-15 08:00 UTC

Castle Wars

Double tickets and hybrid armour charges
2019-11-16 03:00 UTC

Castle Wars

Double tickets and hybrid armour charges
2019-11-16 11:00 UTC

Castle Wars

Double tickets and hybrid armour charges
2019-11-16 19:00 UTC

Recent Topics

Fix abysal sire - Nex pet
in Discuss Ideas
by Killer22k
on Tue Nov 12, 2019 9:58 am
in General Discussion
by Dr phyll
on Mon Nov 11, 2019 8:34 pm
Niels & kevin
in General Discussion
by Lieven
on Mon Nov 11, 2019 2:15 pm
Weekly Challenges?
in Propose Ideas
by PkHonor
on Mon Nov 11, 2019 7:22 am
A nice and easy guide on how to do overloads on an UIM!
in Skilling Guides
by Respire1337
on Sun Nov 10, 2019 8:36 pm


My 10 years anniversary

by Mike » Fri Nov 01, 2019 9:14 pm

Today, it's been exactly ten years since the official release of PkHonor 2nd generation, as we have come to call it. I'm hoping PkHonor will get to live for at least another ten - or even more - and I intend to stick around all the way until the end, but ten years is definitely a mark worthy of mentioning.

PkHonor as an RSPS has been around since May 2008. However, Hamade (aka X Mage, the owner at the time) and Sami (the coder at the time) had closed down the server shortly after the summer of 2009. All that time, I had never even heard of PkHonor before. I used to play RuneScape in 2006 and 2007, which is also where I met Hamade for the first time, but I'd never ventured into the world of RSPS before.

Until one evening, sometime halfway October 2009, when Hamade took up contact with me again. As one old acquaintance to another. We talked about life, about our studies, about what we'd been doing in the two years in which we hadn't talked to each other. Until he started telling about PkHonor, the RSPS that he owned until a month or so before. Considering I had just finished my first year of Computer Science at the University, he wondered if I had any interest in starting up PkHonor again with him as owner and Sami and me as coders.

I agreed to it, but not because I expected to earn anything from it. I did it because I've always had an interest in game programming and because it would be a good experience for later. I had no clue what that decision would mean for the next ten years, or in fact for the rest of my life.

My very first task was to make an auto-updater for the PkHonor client, so players wouldn't have to manually download a new client after every client update. Believe it or not, that updater has barely changed in those ten years. We still use pretty much the same one today.

On 1 November 2009, we officially launched PkHonor again. This time with me on board. It was also the one and only time PkHonor had undergone an economy reset. Not by choice, but because there was no way to retrieve the old character files.

So much has happened since.

We went up a bit, then down again. In the second half of 2010, I was pretty much on my own, working on a new version of PkHonor based on another RSPS project that Dylan (Donderstone2) had downloaded from rune-server. Both Hamade and Sami had pretty much given up on PkHonor. We had about 5 players on average with a peak of 20 during high times.

In December of that year, I released the new version. Yet still, we didn't get any new players. We had no donations and I had invested everything I had in my bank just to keep paying for the server upkeep. Hundreds of euros I had spent of my own money, I didn't have much as I was simply a poor student and my parents had a hard time to make ends meet (in fact, the only reason I managed to study at the University at all is because the government paid for it - thank socialism for that one).

Anyway, so it was that I kept paying for a server with barely more than a dozen players online at peak times. Yet I kept doing it because I always firmly believed it would grow again.
Until that fateful day, new years day of 2011. RuneLocus had just reset, sometime in the afternoon. I went on the server, asking every single person online to vote for us on RuneLocus. They all did (like, all five of them), but that was enough. Because RuneLocus had just reset that very minute, it was enough to get us the first spot. Then the snowball started. People noticed us. They started playing PkHonor. They voted for us. The whole of the first two days of January 2011, we managed to stay on that first spot, thanks to players voting for us, new ones coming and continuing the snowball effect. The first day, we got to 100 players. The second day, we got to 200.

Then the server couldn't handle it anymore and crashed.

Either way, we were off again. The server remained relatively unstable for a time, balancing around 100 players (the server crashed if we had any more), but in the years that followed, further stability issues were addressed and the server has never been more stable than we are today.

The first week of January 2011, Hamade rejoined. There was hope again for the server. He once again took up his title as Owner until his resignation in August 2013. In July 2011, Rapsey joined as coder and system administrator. His first task was to move all our character files into a central database system. Over the next two years, his involvement in PkHonor increased, until he became my equal as co-owner after Hamade's resignation.

I've never had any regrets about PkHonor. I couldn't have imagined better people to work with on such a project than Hamade or Rapsey, and to this date I remain firm in my belief that PkHonor will keep on living for a long time to come, with Rapsey and myself managing it to the best of our abilities, with the staff team and other developers there to assist us in our work.
Which also brings me to the staff team, whose dedication and loyalty has exceeded my expectations. I've never before seen so few resignations before. But not only the current staff team, also everyone to who's been staff before, I would like to extend my heartfelt thanks. We could never have done this without you.

After our boom in January 2011, we've always managed to maintain a decent ranking on prominent toplists. All that time, I've been able to make a living off PkHonor. It's never made either us of rich, but it was enough. Enough to pay the bills and put a bit of money aside. None of which could have ever happened without our donators. I would also like to extend my gratitude to the thousands of people who have donated to us through all these years, and who continue to do so. It's the only reason I can keep doing what I do, to add new features and spend so much of my time working to improve the server.

I understand that I might not be the most approachable person. I'm aware that my presence on the server (or the forums) is far too minimal for myself to be considered a good (co-)owner. I know that. But considering the nature of an online game, along with my personality (which is often feeling far too much responsibility for everything and everyone), it's the only way I've managed to make it work. I've always needed to put some distance between myself and the server, or the people surrounding it, so as not to get stressed or burnt out.
I've had multiple burn-outs in the past, all due to PkHonor and the way I dealt with it (or rather, the way I was unable to deal with it), but at least I can give it a place in my life now. Not always to the liking of the community I'm sure, but I have to do what works for me. Every now and then, I pop up with a new update, then I disappear in my hidey hole again, not to be seen or heard from for days or even weeks. That's the way it's most often been and that's the way it will most likely remain in the years to come.

Now, we are almost about to release the Theatre of Blood. After that, I want to add the Alchemical Hydra. Then the Chambers of Xeric and finally the Inferno. Surely there's dozens of other monsters and items to add, improvements to make, bugs to fix. I want to do it all, yet I only have two hands and one set of brains.

Which brings me to our developers. Thoby, Jeremy, Andres and Dylan. All of them have made major contributions to the server, yet none of them ever asked anything in return. Just like our staff team, they chose to spend their time volunteering for a server they love. And I feel that sometimes, just like our staff team, they are not being recognized for the work they do. Not just by the community, but also by myself. So also to them, although words are not enough to describe it, I want to thank them from the bottom of my heart for everything they have done for us.

On the flip side of things, I'm all too aware that we've hit a low point in recent times. The RSPS community has shrunk over the past year and there's at least a dozen servers out there that can boast as many features as we do. Competition is fiercer than ever and finding affordable advertisement isn't easy. PkHonor being around for so long certainly has its perks, there's no server that people trust as much as we do in terms of still being around after so many years, being able to log in and finding your account exactly the way you left it 7 years ago. No other server has managed to do what we did in that regard. But there's also a downside. People who have already done pretty much all there is to do on PkHonor. Folks who have been banned (and there's been lots). People that dislike the community or the way some things are coded and who won't consider playing again, no matter what we do. They made their mind up about us as a server. Because of all this, the effect of our advertisement efforts have faded over time and investing has become trickier than ever. If we were to re-release us under a different name, you can bet that we'd grow faster than we currently do. However, it would be short lived and we'd lose all the trust we have built up over all these years.

Yet we remain optimistic. This month, we've had the luck of managing to place a bid for the 2nd spot on TopG (which are being openly auctioned since very recently), a toplist that has long served as a major source of new players for us in the past. Today, the spot has gone live and will certainly result in growth again. And of course, we're just about to release a near perfect Theatre of Blood, which is no small feat.

Our playerbase may sometimes shrink, but never disappear. For as long as we're around, we will do whatever we can to make it grow and to keep the community happy. It won't always work, the cheating of other servers on toplists, the corruption of toplist owners (looking at you, RuneLocus and RSPS-List!) and other servers snatching advertisement spots away from under our nose will always keep working against us, but we'll always keep doing our best. Because that's what we need to do.

In two months, I'm turning 30. That means PkHonor has been a major part of me for over a third of my life so far.

I've always considered it to be my life's work.

And I'll be damned if I'm going to let my life's work go to waste.


Halloween titan event

by Ely » Sat Oct 26, 2019 5:05 pm

This Halloween we have some activity breaking the in wilderness. Selenocismia, leader of the spiders has awoken, she’s been laying eggs all around the deepest and deadliest parts of the wilderness, in preparation for the final battles.

Selenocismia, and some of her minions will spawn multiple times over the Halloween period, once on the 31st, once on the 1st, and finally on the 2nd. Times will vary across the 3 days to ensure players from any time zone can participate.

Each Titan will be active for approximately 60 minutes

Thursday 31st 8pm (GMT) Starts in:
Friday 01st 11pm (GMT) Starts in:
Saturday 02nd 11am (GMT) Starts in:

It’s important to note, ironman player can participate in this event, and will be able to receive rewards if they manage to place within the top 10 players for damage. Damage on any Titan minions will also count towards the damage eligible for rewards.

1) 1 Black Halloween mask + 7000 PKPoints + 2 1B tickets + 1 master casket 10 000 Red spider eggs
2) 1 Red, Blue & Green Halloween mask + 6000 PKPoints + 2 1b tickets + 1 Master casket + 10000 red spider eggs
3) 1 Red, Blue & Green Halloween mask + 5500 PKPoints + 2 1b tickets +1 Master casket + 10000 red spider eggs.
4) 1 Green & Red Halloween mask + 5000 PKPoints +1000m coins + 1 Elite casket + 7500 red spider eggs.
5) 1 Blue & Green Halloween mask + 4500 PKpoints +1000m coins + 1 elite casket +7500 red spider eggs.
6) 1 Red Halloween mask + 4000 PKPoints +1000m coins + 1 elite casket +7500 Red spider eggs.
7) 1 Blue Halloween mask + 1500 PKPoints + 1 Bunny ears + 5000 Red spider eggs.
8) 1 Easter basket + 5000 Red spider eggs
9) 1 Green Halloween mask + 1000 PKpoints + Elite casket + 3000 Red spider eggs
10) 10000 Red spider eggs + 500 PKPoints

Since its been some time since our last Titan event, please refer to this topic for more information on what a titan event is.


Theatre of Blood released on the testserver - bughunter contest

by Mike » Sat Oct 19, 2019 9:33 pm

After several months, it's finally here: our very own Theatre of Blood!

Because of how big the update is, we have decided to first release it on our test server (a server completely separate from our live server) so players can look for bugs we bring the update to our production server. The test server currently runs on a player database from several months ago, so my apologies for it being rather outdated.

To participate, simply download our Theatre of Blood test client and see if everything works as expected. If you find any bugs (that are otherwise not a bug on the live server), please report it as a reply on this topic. Make sure to include your game username in one of your bug reports so I know where to add the credits at the end of the contest.

To know how the Theatre of Blood works, I recommend the OSRS wiki on the subject (or its strategy guide). We have done our best to make our ToB work in exactly the same way as on OSRS, with two minor exceptions:
Firstly, you will always keep all your items when losing or dying in the Theatre, but you will need to pay a penalty of 10M coins to play again after each time you fail it.
Secondly, Hardcore Ironman players will keep their status if they die in the Theatre, so it is considered a safe minigame. I know that the outcome of the poll on the subject was 70% in favor of losing the status vs 30% keeping it, but we want to prevent hardcores from losing their status due to a bug or a combat mechanic that works different in PkHonor than in OSRS. If we feel confident that our ToB mechanics all work 100% like OSRS and are completely bug-free, we might decide to make the minigame dangerous later on (and we'll be sure to prompt hardcores with the appropriate message when we do), but not right now in any case.

A few things to test in ToB is food/potion sharing (and the inability of irons to see food/pots dropped by others) along with the dropping of Dawnbringer in the Verzik room. For your convenience, you will be able to start the Theatre in any of the six rooms on the test server.

The complexity of several bosses forced us to rework some major parts of our NPC-related code, so there's a very real chance of one or more of our current in-game bosses (and other monsters) being broken as a result. A few possible ways in which they might be broken is them not following or attacking properly, their hits not registering, not using correct attack styles, or - forTzTok-Jad - not being able to switch prayer in time etc.

I'd like to ask the community if they can test not only the Theatre of Blood itself, but also all of our other bosses to see if none of them broke.
A list of possible bosses to check are as follows (but feel free to test other NPC's as well):
  • TzTok-Jad (short version will work fine, just spawn some Tokkul if needed)
  • Vorkath
  • Zulrah
  • Nomad (in your player-owned house or the skilling center)
  • Skotizo (you can spawn a dark totem if needed)
  • Cerberus
  • Thermonuclear smoke devil
  • Corporeal beast
  • Abyssal sire
  • Kraken
  • Bork
  • Lizardman shaman
  • Demonic gorillas
  • Barrelchests
  • Giant mole
  • Chaos elemental
  • Kalphite Queen
  • King Black Dragon
  • Dagannoth Kings
  • Barrows brothers
  • Nex, along with the other four GWD bosses
  • All wilderness demibosses (Callisto, Venenatis, Vet'ion, Scorpia, Crazy Archaeologist, Chaos Fanatic)

Some useful commands on the testserver:
Spoiler: show
::item <itemid> <amount> (spawn items with id itemid). Check our items list to get the ID's of items, or use the ::item command with (part of) an item name as argument to find ID's. For example '::item cannon' will list all items with their ID that have 'cannon' in the name
Note that the items from OSRS that we don't have available on PkHonor yet (such as the twisted bow) don't work properly yet. So no need to report bugs related to items that can only be obtained by spawning.
::adminset (spawn really strong items)
::master (get level 99 in all skills)
::noob (set all skills to 1)
::tele <x> <y> (teleport to x y)
::xplus <x> (move x squares east)
::xmin <x> (move x squares west)
::yplus <y> (move y squares north)
::ymin <y> (move y squares south)
::spec (restore spec bar)
::food (spawn rocktails)
::barrage (spawn thousands of barrage runes)
::pkpoints (give yourself 500 pkpoints)
::slaypoints (give yourself 500 slayer points)
::ancient (switch to the ancient spellbook)
::lunar (switch to the lunar spellbook)
::normal (switch to the regular spellbook)
::prayer (switch between regular prayerbook & ancient curses)
::pray (regain full prayer points)
::bank (bank anywhere)
::xrich (spawn max coin stack)
::strset (spawn some melee items)
::rangeset (spawn some ranger items)
::ach (to complete or reset all achievements)
::q1, ::q2 and ::q3 (to complete or reset the quests Pest Invasion, The Last Journey and Correcting History)

The contest will be ongoing until we feel confident that most of the (important) bugs have been reported and fixed.

Bughunter contest rules & guidelines
  • Whenever you encounter an in-game bug, make a post about it as a reply to this thread. Please try to be as specific as possible so we can reproduce the bug
  • Please report one bug per post to prevent people from cheating by editing their old posts. This means double posting in this thread is allowed.
  • Make sure you include your in-game username in one of your bug reports, so I know where to add the credits (if you never state your in-game name in any reports, you will be excluded from the contest)
  • The first person to report a bug gets the points for it
  • Known bugs or bugs that are also present in the live production server do not result in any points
  • When two or more people work together to find a bug (or someone finds a bug and asks another to report it), they all get the full amount of points for it
  • You get points based on the severity of the bug:
    - 1 point for minor bugs and visual glitches
    - 2 points for relatively minor bugs, things that don't work or wrong ID's (for example an NPC having the wrong ID or being spawned in the wrong place)
    - 3 points for general bugs
    - 4 points for major bugs
    - 5 points for game-breaking bugs
    - 10 points for dupes or massive exploits
The rewards are as follows:
Spoiler: show
#1 - 5000 credits
#2 - 4000 credits
#3 - 3000 credits

#4 - 2000 credits
#5 - 1000 credits
Happy hunting!

Current bughunter report:
Spoiler: show
Pvm porn - 15 points
- Players can now keep inviting others even if they already invited them before, to prevent bugs with the invite system - 2 points
(fix to be released yet)- You can now leave your party by right-clicking the ToB entrance and clicking "Leave-party" - 2 points
- One player will now properly receive a red path to follow when they are chosen by Sotetseg - 3 points
- When doing a Sotetseg or Xarpus room again, the room is now cleared of poison, tiles or tornado of your previous run - 3 points
- Sotetseg can now be attacked again if the chosen player dies, the tornado will also instantly disappear if this happens - 3 points
- When logging out and back in while inside the Theatre of Blood, you should now be teleported just outside the room, to the same location where you are teleported when you die - 2 points

Troll n roll - 14 points
- (needs client update yet) Gray parts on the minimap have been removed - 1 point
- (not yet fixed) Verzik does not attack the team for a short time after she kills a team member - 3 points
- (not yet fixed) The clickbox of barriers is too big, especially at Pestilent Bloat - 2 points
- Dawnbringer is no longer lost upon entering Verzik's room - 3 points
- Fixed the Zaros killcount being misaligned - 1 point
(not yet fixed, could not reproduce) - Scythe of Vitur shows the wrong max hit against a max hit dummy - 2 points
- Logging out or disconnecting while in the ToB treasure room will no longer result in a penalty - 2 points

Thierryu1 - 13 points
- The HP of ToB monsters and the pillars in the Nylocas room now scale with the size of the party - 3 points
(yet to fix) - The pathing around big NPC's has been improved - 3 points
- Players will no longer take damage when walking on the tiles near Sotetseg after killing the boss - 3 points
- (not yet fixed, no idea how it could even happen to begin with) items show up twice when dropping them inside a cage at Verzik - 1 point
- You can hit Verzik with Dawnbringer from behind pillars - 3 points

Isaac - 10 points
- It should no longer be possible to retaliate against unattackable monsters, such as the summoned souls at Cerberus - 3 points
- Fixed the game saying you need death runes to charge the Sanguinesti staff (visual bug) - 1 point
- Fixed poison pools not disappearing on failing the Xarpus stage - 3 points
- Fixed comp capes or other items that should normally go to refund box being lost when dropped in the ToB - 3 points

Respire1337 - 7 points
(fix to be released yet)- The Scythe of Vitur's Chop now correctly uses slash as attack style instead of stab - 2 points
- You are pulled toward the Nylocas Vasilias whenever it changes style - 2 points
- The Sanguinesti staff is now a one-handed weapon - 2 points
- The Lizardman Shaman now has its proper jump animation again - 1 point

Zeke v2 - 6 points
- Teleporting out of Ver Sinhaza while in a party will no longer count as a loss - 3 points
- You can no longer be indefinitely stuck in a web at Verzik - 3 points

Ross - 6 points
- Bosses have too few HP - 2 points
- Casting magic while having the Scythe equipped will hit three times with magic - 4 points

Nazuths - 4 points
- Items dropped at Xarpus will no longer be visible in a next raid - 4 points

Jackyll - 3 points
- It should no longer be possible to get stuck in the Xarpus room if the party leader moves on to Verzik Vitur - 3 points

Kenneth - 3 points
- Teleporting out of the theatre after killing Verzik will no longer count as a loss - 3 points

Young kermit - 3 points
- You can no longer take Dawnbringer out of the Theatre of Blood - 3 points

Church - 2 points
- You can no longer get stuck in a wall by clicking a barrier while standing next to it - 2 points

Patel - 2 points
- Pestilent bloat can no longer damage players after they die - 2 points

Xanzibarian - 2 points
- You are now teleported to the correct location if you die in Sotetseg - 2 points

Thoby - 2 points
- All ToB NPC's now have the proper scaling based on party size (87.5% for four player teams, 75% for teams of one to three players) - 2 points

Developers Blog

Food and potion sharing in ToB

by Mike » Thu Oct 17, 2019 5:38 pm

I'm glad to announce that I have finally managed to code in the last two rooms of the Theatre of Blood: Xarpus and Verzik Vitur. Xarpus took me about a week to make, while Verzik has taken me almost three weeks to add. A lot more work (and lines of code) than I initially anticipated, but if that's what it takes to add a Theatre of Blood experience that's as close as possible to the real thing, why not.

Either way, now that those final rooms are of the way, I just have just a few more TODO's before the public beta release on our testserver, which should hopefully not take too long:
  • Handing out rewards to players
  • Scythe of Vitur
  • Lil'zik
  • Sanguinesti staff
  • Avernic defender
  • Ghrazi Rapier
  • justiciar armour
  • Handling deaths in the Theatre
There is however one thing which I do not yet have the answer to: food and potions within the Theatre.
As experienced ToB players from OSRS will undoubtedly know, a much used technique is to drop food and potions on the floor to share them with team members who might need them or in case you die.

But what if the other person is an Ironman Mode player? Should we simply allow regular players to transfer, say, an inventory full of overloads to an Ironman Mode player? Or would we have to keep track of what irons picked up and destroy them as they leave the Theatre? I'm hoping the community can help me provide the answer to this question.

Either way, I'll keep on working in the meantime and check back on this topic from time to time. Hopefully I'll be able to do the public beta release tomorrow if all goes well (and if people can answer me this one question).


New website!

by Rapsey » Fri Oct 11, 2019 8:30 pm

Note: if the website looks f'ed up to you, please try doing a hard refresh by using ctrl-F5 (or command-F5 on a mac).

It's been in the works for a long time but now it's finally here: a complete overhaul of our entire website! Rather than doing a radical redesign we have opted to stay true to the design you are all familiar with, and have instead focussed our efforts on modernising and improving everything. While things may look more or less the same as they used to, most of what you're seeing has been rebuilt from the ground up.

This release encompasses a huge number of changes and improvements, so instead of making a full changelog we will only highlight the most significant changes.

  • A complete modernisation of the website theme. The website has become a lot more consistent and there's icons and stuff.
  • Full mobile support. Say goodbye to the bright mobile theme for the forums (and to the lack of proper mobile theme for everything else). Our main website theme should now be as comfortable to use on mobile as it is on a regular PC.
  • Various performance and security improvements.
  • Emoji support.
  • @mentions.
  • Notifications (for mentions, quotes, replies to your posts, replies to bookmarked topics, topics created in subscribed forums, ...). You can manage your notification settings here. If you want to receive notifications for any further posts made on topics you have posted on, you can effectively auto-subscribe to any topic you post on. This option is found on your posting defaults, but please keep in mind it will only take effect for topics you post on after enabling this setting (it's disabled by default). Alternatively you can tick the "Notify me when a reply is posted" checkbox when creating a topic or post.
  • More intelligent quotes. (only affects new quotes)
  • Soft delete for posts
The ideas system has also been rebuilt. It is now completely integrated with the forums, instead of requiring you to navigate through the ideas system to get the ideas interface on top of the base topics. Because it is now mature enough we have decided to start using it for all proposing and voting on suggestions. To that end, about half of the topics from the old In-Game Suggestions forum have been automatically converted into the ideas system (basically all the ones that had recognizable yes/no poll voting options).

The old In-Game Suggestions forum (and all the topics left in it) will still be sticking around. There is still a place for it. While the ideas system is intended to be used for proposing and voting on "finished" suggestions, it is not very suitable for discussing rough ideas or polling community input across multiple choices (or anything other than yes/no).

tl;dr: from now on we have:
  • Discuss Ideas (= the old In-Game Suggestions forum, for extended polling and working out the details of an unfinalized idea)
  • Propose Ideas (= the ideas system with thumbs up/down voting, suggestion ranking, support for marking the dev-status of each suggestion etc)
If there are still suggestions in the discussion section that have a clear yes/no poll but weren't automatically converted, please feel free to point them out to me and I will convert them into the ideas system while preserving the yes/no votes.