Runs and combat
A run lasts about 15 minutes. Your weapon attacks by itself: you move, and choose upgrades as you level.
Controls
| WASD or a click on the ground or minimap | Walk |
| Space | Special attack (when the orb is charged) |
| Shift | Dash (uses run energy) |
| 1 / 2 / 3 | Protect from Melee / Missiles / Magic (drains prayer) |
| T | Teleport home with everything you carry |
| Esc | Pause |
| Arrow keys, right-drag, wheel | Turn, tilt and zoom the camera |
Levelling up
Monsters drop XP orbs. Each level offers three cards: a new ability, a rank in one you have, or a bonus. Pick with 1, 2, 3 or a click; R rerolls (a few times a run). Card colours are the metal tiers, bronze to dragon, rarer the better.
How a run goes
- The horde grows; elites come from 3:00, bosses at 5:00 and 10:00, a zone event in between.
- The final boss comes at 14:00. Beat it for the completion chest, then carry on into endless if you like.
- The stronger you are, the tougher the horde grows to keep up.
What you keep
Every run pays, won or lost: your loot bag is banked and your skills keep their XP. Food in your supplies is eaten when you're hurt; arrows and runes are used as you attack.
Gear and styles
Your weapon sets your style: melee (scimitars, longswords, spears), ranged (bows) or magic (staffs, casting your chosen spell from the spellbook if you carry its runes). Melee beats ranged, ranged beats magic, magic beats melee. Gear raises your hits and defence, and many pieces carry extra bonuses and set bonuses.