Events

IN PROGRESS:
God Wars

+20% droprates, double pet drops, no KC requirement
2021-10-22 08:00 UTC (3d)

Barrows

Chance to get full set, extra loot, +20% drops in risky
2021-10-27 04:00 UTC (1h)
2021-10-27 12:00 UTC (1h)
2021-10-27 20:00 UTC (1h)

Double combat XP

Double attack/strength/defence/hitpoints/ranged/magic XP
2021-10-29 08:00 UTC (3d)

Castle Wars

Double tickets and hybrid armour charges
2021-10-30 04:00 UTC (3h)
2021-10-30 12:00 UTC (3h)
2021-10-30 20:00 UTC (3h)

Donator NPC

+20% drops, free access to donator zone NPCs
2021-11-02 04:00 UTC (1h)

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News

Scorpia - Community PvM Event

by Iron adam » Tue Sep 14, 2021 10:40 pm

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Welcome back to the latest community bossing event. This week, thanks to the most corrupt mod on PkHonor, we will be stomping Scorpia. Scorpia can be found in a cave beneath the scorpion pit in the wilderness. Throughout this event all players will be able to use the ::event command to teleport directly into her trap.

This event features 3 major perks:
  • +20% drop rates
  • Double Pet drop rate
  • Lose your gear to pkers
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: 10,000 kills

Personal goal: 20,000 damage


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

For regular accounts:
Spoiler: show
  • 50 Overload(4)
  • 250 Saradomin brew(4)
  • 250 Super restore(4)
For ironman accounts:
Spoiler: show
  • 50 Overload(4)
  • 250 Saradomin brew(4)
  • 250 Super restore(4)

Top 10 competition for regular accounts

The top 10 regular accounts who have dealt the most damage will earn an additional reward.
Spoiler: show
  1. 1 Ring imbue scroll, 3 Casket (elite trail), 5 Odium ward, 5 Malediction ward, 500 Antidote++(4), 5,000 Gold ore, 5,000 Coal
  2. 1 Ring imbue scroll, 2 Casket (elite trail), 4 Odium ward, 4 Malediction ward, 400 Antidote++(4), 4,000 Gold ore, 4,000 Coal
  3. 1 Ring imbue scroll, 1 Casket (elite trail), 3 Odium ward, 3 Malediction ward, 300 Antidote++(4), 3,000 Gold ore, 3,000 Coal
  4. 1 Ring imbue scroll, 5 Casket (hard trail), 2 Odium ward, 2 Malediction ward, 200 Antidote++(4), 2,000 Gold ore, 2,000 Coal
  5. 1 Ring imbue scroll, 3 Casket (hard trail), 1 Odium ward, 1 Malediction ward, 100 Antidote++(4), 1,000 Gold ore, 1,000 Coal
  6. 3 Casket (elite trail), 5 Odium ward, 5 Malediction ward, 500 Antidote++(4), 5,000 Gold ore, 5,000 Coal
  7. 2 Casket (elite trail), 4 Odium ward, 4 Malediction ward, 400 Antidote++(4), 4,000 Gold ore, 4,000 Coal
  8. 1 Casket (elite trail), 3 Odium ward, 3 Malediction ward, 300 Antidote++(4), 3,000 Gold ore, 3,000 Coal
  9. 5 Casket (hard trail), 2 Odium ward, 2 Malediction ward, 200 Antidote++(4), 2,000 Gold ore, 2,000 Coal
  10. 3 Casket (hard trail), 1 Odium ward, 1 Malediction ward, 100 Antidote++(4), 1,000 Gold ore, 1,000 Coal

Top 10 competition for ironman accounts

The top 10 ironman accounts who have dealt the most damage will earn an additional reward.
Spoiler: show
  1. 3 Casket (hard trail), 1,000 Antidote++(4), 100 Anti-venom+(4), 10,000 Gold ore, 10,000 Coal
  2. 2 Casket (hard trail), 900 Antidote++(4), 90 Anti-venom+(4), 9,000 Gold ore, 9,000 Coal
  3. 1 Casket (hard trail), 800 Antidote++(4), 80 Anti-venom+(4), 8,000 Gold ore, 8,000 Coal
  4. 700 Antidote++(4), 70 Anti-venom+(4), 7,000 Gold ore, 7,000 Coal
  5. 600 Antidote++(4), 60 Anti-venom+(4), 6,000 Gold ore, 6,000 Coal
  6. 500 Antidote++(4), 50 Anti-venom+(4), 5,000 Gold ore, 5,000 Coal
  7. 400 Antidote++(4), 40 Anti-venom+(4), 4,000 Gold ore, 4,000 Coal
  8. 300 Antidote++(4), 30 Anti-venom+(4), 3,000 Gold ore, 3,000 Coal
  9. 200 Antidote++(4), 20 Anti-venom+(4), 2,000 Gold ore, 2,000 Coal
  10. 100 Antidote++(4), 10 Anti-venom+(4), 1,000 Gold ore, 1,000 Coal

News

5 September Updates: QoL additions & bugfixes

by Thoby » Sun Sep 05, 2021 11:33 am

This update introduces a couple of small QoL additions and fixes some known bugs.



Lottery dude
The Lottery dude is one of the most beloved Npcs, located at Varrock centre.
He has existed for many years, and we figured that he deserves some extra attention!
The dialogue of the Lottery dude has been improved, he received additional right-click options,
and the Lottery dude will now shout out how many tickets are required to fill the pot.
Furthermore, to make the lottery more accessible, you can now type ::lottery to show the current info about the pot.




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Brawling glove storage
There have been several suggestions on improving the way Brawling gloves can be stored.
The gloves can be very useful, even long after reaching 2B experience, so they are likely to eat up storage space in the bank.
To combat this, we added a Brawling glove storage, accessible by the right-click option 'Storage' on the Estate Agent.
It's fully free of charge and you can store up to one of each Brawling glove with the Estate Agent. Hopefully this will help clear out the bank a bit more!




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Furthermore...
  • The experimental client released on 23 August has now become the official client.
  • For UIM, excess pets will now go to the Refund box, instead of the inaccessible bank.
  • The 'Ashio Dissolvio' slayer perk has been added! This will now dissolve ashes for some additional prayer experience.
  • The rate of skilling pets post 2B has been changed to x4, regardless of whether you already have the pet or not.
  • The Viggora's chainmace, Craw's bow and Thammaron's sceptre can now be dismantled for 2,000 revenant ether.
  • Reaching 2B Strength experience showed the wrong instruction on where to purchase the 2B skill cape. This has been corrected.
  • The Wilderness level for the KBD teleport has been corrected.
  • The TzRek-Zuk pet has been added to the correct Collection log sections.
  • Transferring Slayer points to other players is no longer possible.
  • The 'old model' looks of the prayer scrolls has been fixed to be in line with OSRS.
  • Fixed animation of the summoned souls at Cerberus.
  • Everyone participating in battling the Nightmare will now gain KC, instead of just the MVP.

Developers Blog

Client release for freeze/crash issues

by Mike » Mon Aug 23, 2021 12:49 am

Today, Rapsey has worked out a potential fix for players who have been experiencing severe lag, framedrops, freezes or crashes recently.
However, before releasing this as our new official client for all players, we'd first like to ask our players to try it out to see if this client introduces any new issues and - most importantly - if it fixes, or at least improves, the current problems with our existing client related to lag, framedrops, freezes or crashes.

Jar client URL: https://client.pkhonor.net/PkHonor_freeze_fix.jar

Portable zip client URL: https://client.pkhonor.net/PkHonor_freeze_fix.zip

Please share your experience with the new client in this thread, so we know if it is safe to release it for all players. Thank you!

News

22 August Updates: Nightmare improvements

by Mike » Sun Aug 22, 2021 12:39 pm

There appear to be some complaints about players bringing in several accounts at once to the Nightmare, being semi-AFK or simply not really helping to deal enough damage to the boss. This small update aims to help deal with these frustrations until instances have been added. By now, it's pretty clear that these instances are much asked for and will be the main focus of our next update.

Today's update brings the following changes:
  • It is no longer possible to bring more than one account to the Nightmare per IP address at the same time.
  • You now need to deal at least 600 damage to the Nightmare to be eligible for a drop (instead of 100).
  • The cost to fight the Nightmare again after you die has been increased to 20M coins (instead of 1M).
There is also some confusion about how the droprates work exactly. I understand that the unique nature of the scaling HP and scaling droprates are quite complex, so I will try to explain this by giving the exact formulas used to calculate the HP and drop rates along with an example.

The amount of HP the Nightmare's shield has scales with the amount of players. At 1 - 5 players, this is 2,000. When there are more than 5 players, the HP increases with 200 per extra player. Therefore, if there are 20 players fighting the Nightmare, its shield's hitpoints is 2,000 + (20 - 5) * 200 = 5,000.

The droprates also scale with the amount of hitpoints. Its base droprates (as found in our drop table) are based off a Nightmare with 2,000 HP. For a group of 20 players, and thus a Nightmare with 5,000 HP, the droprates are scaled by 5,000/2,000, or a factor of 2.5.

The droprate of an inquisitor's mace is 1/500. For a group of 20, and thus a scaling factor of 2.5, this droprate is increased to 2.5 * 1/500 = 1/200.

The droprate for each individual player depends on the amount of damage they dealt compared to the total damage dealt to the boss during the entire fight. For a group size of 20, the total damage dealt should be 15,000 (5000 HP times 3 for three phases, although this will be higher if the Nightmare was healed by parasites).
If one of the players in this group of 20 dealt 1,500 damage in total, then their drop rate for an inquisitor's mace is 1,500/15,000 * 1/200 * = 0.1 * 1/200 = 1/2,000.

The MVP, the player who dealt the most damage of all, receives an additional 5% bonus drop chance. If this player who dealt 1,500 damage is the MVP, then their drop chance for an inquisitor's mace is increased to 1.05 * 1/2,000 = 1/1,905.

News

20 August Updates: The Nightmare of Ashihama

by Mike » Fri Aug 20, 2021 3:43 pm

I'm happy to announce the release of our latest boss: the Nightmare of Ashihama.

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A warning up front: this is a dangerous activity for Hardcore Ironman players. If you die, you will lose your hardcore status! This warning will also appear when entering the lair.

Also a huge thank you to @Empty, who already made a video guide along with an entry in our wiki!


The boss can be reached through the "Monsters" teleport in your spellbook. Donators can enter for free, while non-donators have to pay a one-time fee of 50M coins to unlock the boss. Once unlocked (or if you are a donator), you are free to fight the boss and you will not lose any items on death. However, if you die, you will need to pay 1 million coins to Shura before you can fight again. You can deposit a number of coins at Shura of which she will subtract 1M each time you die. You can withdraw these coins at any time.

The Nightmare is a group boss with a twist. Both Ironman and regular players work together to defeat it and share the drops. Its hitpoints depend on the amount of players and the chance to receive a drop scales with the amount of damage you dealt. Its droprates also scale with group size, so the individual chance to receive an item is always the same regardless of group size.

There is currently only one single Nightmare and there are no separate (or solo) instances yet, these are planned for one of the next updates.

Its mechanics work pretty much the same as in OSRS. There are three phases; during each phase, you first have to destroy its shield, after which four totems in each corner of the room activate. These need to be attacked in order to charge them. Once all four totems are charged, the next phase begins. This exact process is repeated three times. After all totems have been charged a third time, the Nightmare is killed and drops its items. The person who dealt most damage receives big bones as drop and has 5% bonus drop rate.

At the beginning of the fight, the player with the highest melee (slash) defense stats is focused, who will be the tank during the entire fight.
The Nightmare has three basic attacks:
  • Melee, which hits all players standing under her and anyone standing next to the targeted player (the tank).
  • Ranged, which hits all players in the area.
  • Magic, which hits all players in the area.
She also has six special attacks:
  • Grasping Claws: Numerous black holes (portals) appear in the area with arms shooting out after a short delay. If a player stands on any portal, they will take up to 50 damage. Simply move onto a tile free of a black portal to avoid damage. The Nightmare uses this attack during all three phases.
  • Sleepwalkers: At the start of the second and final phases, the Nightmare will summon sleepwalkers that walk toward her, the number of which is dependent upon the number of players, ranging from 1 to 24. They have just 1 HP. At the end of this attack, she will charge up a powerful blast that hits all players in the room for a minimum of 5 damage and a maximum of 96 damage, depending on how many sleepwalkers she absorbed. This damage is unavoidable, so kill as many sleepwalkers as possible before they reach the Nightmare.
  • Husks: The Nightmare spawns two husks around random players (a ranger and a mager). The targeted players will be frozen in place until the husks are killed. The Nightmare only uses this attack during phase 1.
  • Flower Power: The Nightmare will divide the room into four equal quadrants with lines of flowers. One quadrant will be safe as indicated with white nightmare flowers, while the remaining quadrants are unsafe as indicated with red nightmare berries. If players are in the incorrect quadrant, they will take rapid damage. The Nightmare only uses this attack during phase 1.
  • Curse: A pink glow fills the player's screen and protection prayers are shuffled. Clicking on Protect from Magic activates Protect from Missiles, Protect from Missiles activates Protect from Melee and Protect from Melee activates Protect from Magic. An easy way to remember this is that the Prayers are shifted over by one to the left. After 5 attacks, the curse is lifted. The Nightmare only uses this attack during phase 2.
  • Parasites: The Nightmare throws a parasite onto random players. After it has grown, it will burst out of the player and deal damage to them, and will then begin healing the Nightmare and the totems until killed, or attack the players if the Nightmare and totems are both at full health. Drinking a dose of Sanfew serum or Relicym's balm before it emerges will weaken the parasite and greatly reduce the damage taken when the parasite bursts out. The Nightmare only uses this attack during phase 2.
  • Surge: The Nightmare will teleport to one of the four edges of the room, then immediately surge across to the opposite side dealing up to 60 damage to anyone caught in her path. Move out of the way to avoid taking damage. The Nightmare only uses this attack during phase 3.
  • Spores: Puffshroom like objects spawn around the arena. Standing within 1 tile of one will cause it to explode, causing the player to become weary; their run is disabled and their attack speed is lowered by 1 tick for a short duration. The Nightmare only uses this attack during phase 3.
Its most notable drops are as follows:
  • Nightmare staff: a one-handed staff that requires 65 magic and 50 hitpoints to wield and grants +15% magic damage.
  • Harmonised orb: combine with a nightmare staff to create a harmonised nightmare staff, which requires 75 magic and 50 hitpoints to wield. This staff increases the attack speed of spells on the standard (modern) spellbook with 1 tick, allowing you to (auto)cast standard spells every 4 ticks (2.4 seconds) instead of every 5 ticks (3.0 seconds). This does not apply to ancient magicks.
  • Volatile orb: combine with a nightmare staff to create a volatile nightmare staff, which requires 75 magic and 50 hitpoints to wield. This staff has a special attack that consumes 55% of the player's special attack energy to hit the target with 50% increased accuracy, dealing up to 50 damage at level 75 and up to 66 at level 99 (can be increased with damage boosting items).
  • Eldritch orb: combine with a nightmare staff to create an eldritch nightmare staff, which requires 75 magic and 50 hitpoints to wield. This staff has a special attack that consumes 55% of the player's special attack energy, dealing up to 39 damage at level 75 and up to 66 at level 99 (can be increased with damage boosting items) and restoring your prayer points with 50% of the damage dealt. This can boost the caster's prayer up to 21 points above their prayer level.
  • Inquisitor's mace: a one-handed crush weapon which requires 75 attack to wield.
  • Inquisitor's great helm, hauberk and plateskirt: each item requires 70 strength and 30 defence to equip and boosts damage and accuracy by 0.5% when using the crush attack style. When using all three inquisitor pieces, this bonus increased to a total of 2.5% (instead of 1.5%).
  • And of course, a little nightmare pet.
In other news:
  • The herblore store now sells noted and unnoted snake weed for 4K coins each, nail beast nails for 4K coins each and rogue's purse for 20K coins each. The unfinished potion maker can turn the rogue's purse into relicym's balm (unf) for 50K coins each.
  • You can now create Relicym's balm by mixing rogue's purse and snake weed in a vial of water, giving 750 herblore experience. This requires level 8 herblore. Although we do not have the concept of disease in PkHonor, the potion can be used to weaken parasites at the Nightmare in the exact same way as a Sanfew serum does.
  • You can now create Sanfew serums by adding, in order, unicorn horn dust, snake weed and nail beast nails to a super restore. This requires a herblore level of 65 and yields 1,200 herblore XP (400 XP for each step). Sanfew serum acts as a combination of a super restore and prayer potion (restoring 30% + 4 of your levels instead of 25% + 8) and a super antipoison potion (granting 6 minutes immunity against poison instead of 5 minutes).
  • The effects of the prayer cape and ring of the gods (i) no longer stack with each other, but now also restore an additional 2% prayer point when drinking a super restore or Sanfew serum.
  • When unpacking an item set at the item set exchange clerk, you now need one less inventory slot to do so - after all, the item set itself will be removed, making room for one extra unpacked item.