Talk to the Easter bunny north of Falador
2021-04-03 00:00 UTC (30d 9h)

Smoke devil

+20% drops, double pet drops
2021-04-14 04:00 UTC (1h)
2021-04-14 12:00 UTC (1h)
2021-04-14 20:00 UTC (1h)

Giant mole

+20% drops, double pet drops, regular spade access
2021-04-16 08:00 UTC (3d)

Castle Wars

Double tickets and hybrid armour charges
2021-04-17 04:00 UTC (3h)
2021-04-17 12:00 UTC (3h)
2021-04-17 20:00 UTC (3h)


+20% drops, double pet drops, free access
2021-04-20 04:00 UTC (1h)
2021-04-20 12:00 UTC (1h)
2021-04-20 20:00 UTC (1h)

Recent Posts

in Player-Made Deals
by Europebank
on Mon Apr 12, 2021 6:40 pm
in Player-Made Deals
by Europebank
on Mon Apr 12, 2021 6:39 pm
Re: Count to 20 without a forums moderator posting.
in Forum Games, Jokes & Other
by Iron adam
on Mon Apr 12, 2021 6:27 pm
Re: inferno service - Twister1009
in Player-Made Deals
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Recent Topics

in Player-Made Deals
by Europebank
on Mon Apr 12, 2021 6:40 pm
in Player-Made Deals
by Europebank
on Mon Apr 12, 2021 6:39 pm
inferno service - Twister1009
in Player-Made Deals
by Gus88
on Mon Apr 12, 2021 3:29 pm
Remove Rune pouch from Hard Caskets
in Propose Ideas
by PkHonor
on Mon Apr 12, 2021 2:00 pm
Lack of Skilling Events
in Report an In-Game Glitch
by Raj
on Mon Apr 12, 2021 12:15 pm

Developers Blog

Teleblock & dragon spear mechanics

by Mike » Wed Apr 07, 2021 8:10 pm

Consider this a followup of this bug report regarding the dragon spear special attack. It appears that our dragon spear mechanics are not quite the same as in OSRS, especially concerning immunity against stun & freeze after being stunned by the dragon spear. However, there seems to be some disagreement about this mechanic as well as about tele block.

When you are under the effect of a freeze (or bind, snare or entangle) spell, you have 5 ticks (3 seconds) of immunity against freeze after the freeze expires. However, there is no such immunity when teleblocked or stunned. The combination of tele block, freeze and dragon spear special attacks in their current form can lead to some frustrating moments to players trying to escape a PK'er.

I would like to settle the issue by putting up this official poll. Cast your vote and let us know your reasoning behind it. Please do keep it civilized. And remember that raw numbers is not the only thing that matters.


4 April Updates: Easter event, max cape stats & bugfixes

by Mike » Sun Apr 04, 2021 9:00 pm

Image Easter event Image

The Easter bunny has something for you. Care to find out what it is? Go visit him north of Falador!


Max cape stats

In order to give our max capes a more fitting place in the game, we have decided to buff the stats of all special max capes. The infernal max cape had already received a buff in a previous update, now we have buffed the other max capes as well.
The regular max cape still gives +5 attack and +15 defense bonus in all styles, while granting +5 strength and +5 prayer bonus. All other max capes provide the following additional bonuses:
  • Fire max cape: +6 strength
  • Infernal max cape: +8 strength
  • Accumulator max cape: +6 ranged attack
  • Assembler max cape: +8 ranged attack
  • Saradomin/Zamorak/Guthix max cape: +6 magic attack
  • Imbued Saradomin/Zamorak/Guthix max cape: +8 magic attack

  • You can now attack other players or NPC's through slashed webs again.
  • A bug has been fixed where you could not attack across a specific vertical line in the wilderness (see viewtopic.php?p=727246#p727246 for clarification).
  • You can now attack awakened altars at Skotizo again.
  • You can now drop cannonballs and cannon parts on the floor. They will no longer go to your refund box when lost, but they will also no longer be lost on death (except in PvP, in which case the killer can loot it). Added bonus: you can now store them in a looting bag.
  • Being stunned by a Basilisk knight will no longer cause your auto-retaliate to stop working.

On a side note, we have not yet gotten around to adding the Inferno and Theatre of Blood as requirements for enchanted completionist capes, but these will be added in an update soon. That gives everyone some additional time to complete the Inferno if they haven't already done so ;) .


Alchemical Hydra - Community PvM event

by Iron adam » Wed Mar 03, 2021 7:55 pm


Welcome back to the latest community bossing event. This weekend we will be beheading the Alchemical Hydra. The Alchemical Hydra can be found in the Karuulm Slayer Dungeon. Throughout this event all players will be able to use the ::event command to teleport directly to the lair.

This event features 3 major perks:
  • +20% drop rates
  • Double Pet drop rate
  • Access without Slayer Task
If you are unfamiliar with community events or how they work, please refer to our Zamorak GWD event announcement post.

Starts in:

Ends in:

Community goal: 15,000 kills

Personal goal: 50 kills

Rewards for completing the personal goal (only if the community goal is reached)

For regular accounts:
Spoiler: show
  • 1 Dragon defender
  • 1 Fighter torso
  • 1 Wizard boots
For ironman accounts:
Spoiler: show
  • 50 Superior dragon bones
  • 1 Uncut onyx
  • 1,000 Adamant bolts (unf)

Top 10 competition for regular accounts

The top 10 regular accounts who have gotten the most kills will earn an additional reward.
Spoiler: show
  1. 5,000 Gold leaf, 5,000 Mahogany plank, 5,000 Raw karambwan, 5,000 Green dragonhide, 500 Super potion set
  2. 4,500 Gold leaf, 4,500 Mahogany plank, 4,500 Raw karambwan, 4,500 Green dragonhide, 450 Super potion set
  3. 4,000 Gold leaf, 4,000 Mahogany plank, 4,000 Raw karambwan, 4,000 Green dragonhide, 400 Super potion set
  4. 3,500 Gold leaf, 3,500 Mahogany plank, 3,500 Raw karambwan, 3,500 Green dragonhide, 350 Super potion set
  5. 3,000 Gold leaf, 3,000 Mahogany plank, 3,000 Raw karambwan, 3,000 Green dragonhide, 300 Super potion set
  6. 2,500 Gold leaf, 2,500 Mahogany plank, 2,500 Raw karambwan, 2,500 Green dragonhide, 250 Super potion set
  7. 2,000 Gold leaf, 2,000 Mahogany plank, 2,000 Raw karambwan, 2,000 Green dragonhide, 200 Super potion set
  8. 1,500 Gold leaf, 1,500 Mahogany plank, 1,500 Raw karambwan, 1,500 Green dragonhide, 150 Super potion set
  9. 1,000 Gold leaf, 1,000 Mahogany plank, 1,000 Raw karambwan, 1,000 Green dragonhide, 100 Super potion set
  10. 500 Gold leaf, 500 Mahogany plank, 500 Raw karambwan, 500 Green dragonhide, 50 Super potion set

Top 10 competition for ironman accounts

The top 10 ironman accounts who have gotten the most kills will earn an additional reward.
Spoiler: show
  1. 5,000 Gold bar, 5,000 Mahogany logs, 500 Antidote++(4), 500 Dragon bones, 500 Super potion set
  2. 4,500 Gold bar, 4,500 Mahogany logs, 450 Antidote++(4), 450 Dragon bones, 450 Super potion set
  3. 4,000 Gold bar, 4,000 Mahogany logs, 400 Antidote++(4), 400 Dragon bones, 400 Super potion set
  4. 3,500 Gold bar, 3,500 Mahogany logs, 350 Antidote++(4), 350 Dragon bones, 350 Super potion set
  5. 3,000 Gold bar, 3,000 Mahogany logs, 300 Antidote++(4), 300 Dragon bones, 300 Super potion set
  6. 2,500 Gold bar, 2,500 Mahogany logs, 250 Antidote++(4), 250 Dragon bones, 250 Super potion set
  7. 2,000 Gold bar, 2,000 Mahogany logs, 200 Antidote++(4), 200 Dragon bones, 200 Super potion set
  8. 1,500 Gold bar, 1,500 Mahogany logs, 150 Antidote++(4), 150 Dragon bones, 150 Super potion set
  9. 1,000 Gold bar, 1,000 Mahogany logs, 100 Antidote++(4), 100 Dragon bones, 100 Super potion set
  10. 500 Gold bar, 500 Mahogany logs, 50 Antidote++(4), 50 Dragon bones, 50 Super potion set


OSRS item stats - always follow OSRS or not?

by Mike » Sat Feb 27, 2021 12:51 pm

This question isn't about any item in particular, but about our general approach when it comes to items that are found in both PkHonor and in OSRS (so we're not talking about items like custom whips, completionist capes, virtus, pernix, torva etc.). Should we (as a general rule) always use OSRS item stats, or should we not be afraid to adopt our own item stats if we feel they are better suited for our game?

I feel this question is also important in light of the upcoming equipment rebalancing that will be introduced in OSRS shortly. For example, the toxic blowpipe will (most likely) receive a significant nerf in terms of accuracy and ranged strength. Controversial as those changes are, Jagex feels they are needed in order to address the issue of the toxic blowpipe being the highest DPS weapon in a lot of situations, far outclassing most other items, which they had not intended to be the case when they first introduced the blowpipe.

Basically, if Jagex rebalances their equipment, should we do the same? Should we stick with the old stats that our players feel comfortable with? Or should we decide case by case and always poll a change with our community before making any decisions?

Developers Blog

Max and completionist cape stats and requirements

by Mike » Thu Feb 25, 2021 5:52 pm

This is a point that has been discussed more than once in the past, but with the introduction of new endgame content (I'm obviously talking about the Inferno), it's important that we settle on something that the community feels comfortable with.

First of all, let's get one thing out of the way: the stats for the max cape and completionist cape as we currently have them in PkHonor were (mostly) based off the stats in RuneScape as they were at that time. However, pre-eoc RuneScape has had a lot of issues with power creep with newly introduced items being far too strong.

In OSRS, the infernal cape is the strongest cape in the game. However, aside from the strength bonus, the max cape as we have it in PkHonor is already better in every way than the infernal cape. The completionist cape even more so.

Which begs the question: should we nerf our max cape to have the same stats in OSRS? And should we subsequently also nerf our completionist cape stats so that it is still the best in slot in every way, but does not provide the kind of bonuses as it does now?

Another question that is being put forward is whether really hard to beat minigames, such as the inferno and Theatre of Blood (and Chambers of Xeric when released), should be a requirement for the completionist cape. There has been a suggestion to make this a requirement for enchanted completionist capes, but not for regular comp capes. Certainly something to consider.

Cast your votes and let your voices be heard! Future polls may be set up about this to further work out specific aspects of these capes. Also keep in mind that poll results are mostly meant to get a rough idea of how the community feels about specific issues. Proper reasoning is at least as important and in the end it's up to us to decide what we feel is best for the server. Still, we value the opinion of our community very highly.