Difference between revisions of "Rules"

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'''Note:''' These rules may not be up to date. If in doubt, please visit [https://taskman.rs/rules the official rules page].  
 
'''Note:''' These rules may not be up to date. If in doubt, please visit [https://taskman.rs/rules the official rules page].  
  
== Rules of the Taskman Challenge ==
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== Rules ==
=== 1. Stick to your Task ===
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Welcome to the Taskman ruleset.
Work towards your active task<sub>[[#def1|[1]]]</sub>.
 
  
While working towards it, you are not allowed to work towards uncompleted tasks, if this can be prevented (it most often can). Avoid gaining experience in skills unless it’s strictly necessary. Do not go out of your way to obtain items other than those required for your active task.
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This page is relevant for you if you intend to play a Taskman. A Taskman is a freshly created ironman account whose progression is dictated entirely by the task on their dashboard. You can select your account type (Taskman vs. TaskMAIN) by expanding the menu in the top right of this page and selecting “settings”.
  
=== 2. Valid Training Methods ===
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This page is intended as an encyclopedia, not a novel. You are not expected to immediately memorise it all, but please refer back to it and use your browser's search to find specific key words!
When working towards your active task, any method granting direct experience in a skill you need to level up for your active task, and that is not locked<sub>[[#def2|[2]]]</sub>, can be used.
 
  
If a training method or activity has tasks to obtain uniques from it, it should generally be avoided. Exceptions to this are the unlocks<sub>[[#def2|[2]]]</sub>, or if ALL the uniques obtainable, which you have not yet obtained, have a base drop-rate (drop-rate lowering thresholds do not affect this rule) at or above 1/2500. In some cases, an activity might have a drop-rate for an item that furthermore has a drop-rate for an item (fishing for big bass: 1/1k bass, but 1/8k fish at big net spot).
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The Taskman Admins reserve the right to revoke the Taskman status after fair warning, if a Taskman does not follow the rules, or plays against the intended spirit of the mode by exploiting potential loopholes.
  
Some activities reward you with currencies that can be spent in various reward shops (e.g., Smithing in the Artisan’s Workshop, playing Cabbage Facepunch Bonanza).Those methods are viable training methods, as long as the currency is not spent (if you spend it, it must be on consumables<sub>[[#def3|[3]]]</sub> or non-task items).
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=== §0 Have Fun ===
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Any attempt to encourage lack of fun, or suggest that fun is in some way inferior to efficiency, will be met by somewhat deadly force.
  
=== 3. Passive Tasks ===
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Enjoy the game within these rules, and allow others to do the same.
  
To roll tasks from a new tier, you must first complete all tasks within your current tier. Furthermore, a number of passive tasks must also be completed to progress.
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=== §1 Active Tasks ===
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When working on your active task and other activities…
  
==== Tier Progression ====
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<ol style="list-style-type:lower-alpha">
Number of passive tasks needed for progression between tiers:
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<li>You are not allowed to work towards uncompleted (active) tasks, if it can be avoided.</li>
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<li>Avoid gaining experience in skills unless it’s necessary to progress your task.</li>
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<li>Do not go out of your way to obtain items other than those that benefit your active task.</li>
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<li>You are allowed to (re)complete previously fully completed tiers at will, when new tasks are added.</li>
 +
<li>You are allowed to buy skill mastery capes (and mark their tasks as complete) as soon as you achieve level 99 or 120 in a skill.</li>
 +
<li>Utilizing boosting services through any means is strictly prohibited.</li>
 +
</ol>
  
* Beginner to Easy: 5 tasks in total
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=== §2 Valid training methods ===
* Easy to Medium: 20 tasks in total
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When choosing a method or activity for your active task…
* Medium to Hard: 50 tasks in total
 
* Hard to Elite: 100 tasks in total
 
* Elite to Master: 175 tasks in total
 
* Master to Legendary: 300 tasks in total
 
* Legendary to God: 500 tasks in total
 
  
==== Minigames ====
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<ol style="list-style-type:lower-alpha">
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<li>You must use methods that you already have access to, or that do not require you to level skills above the softcaps of your current tier. Softcaps, and a proper definition of them, can be found at the bottom of the page.<sub>[[#def5|[5]]]</sub></li>
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<li>You are allowed to use any method granting only experience in your task-related skill(s), unless a specific method(s) is stated in the tasks description.</li>
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<li>Methods/activities which have tasks requiring you to obtain uniques from them must be avoided, unless the uniques you have left from the activity are pet items, items on the General section of the Slayer collection log or have a base drop-rate of 1/2000 or rarer.</li>
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<li>Items that are required for supply tasks<sub>[[#def1|[1]]]</sub> may be created, and the relevant tasks marked complete, if creating the item benefits your active task.</li>
 +
<li>Activities which may incidentally complete an active task or an achievement can be used.</li>
 +
<li>Activities rewarding you with currencies/reputation, which can be spent in a reward shop or award consumables only, can be utilised. You may keep the currency for later tasks. If you use it off-task, it must be spent on non-task items or items previously obtained.</li>
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<li>Items that significantly increase your experience gain (50% or more) without any other benefit than experience (Brawling gloves, for instance) on a task that does not require you to level up, cannot be used. This does NOT apply to Farming or Prayer experience. You are still allowed to allocate consumable bonus experience (such as prismatic stars and Fort Forinthry rested XP) to any skill you want.</li>
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<li>You may not use Nastroth to block experience in skills or make use of minor or major skill resets.</li>
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</ol>
  
Minigames which grant no experience or solely combat experience, can be participated in whenever. Minigames awarding experience in any other skills than combat, can only be participated in when your active task requires you to level up said skill.
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==== §2.1 Combat ====
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Combat skills in the Taskman mode refers only to the Attack, Strength, Ranged, Magic, Constitution and Defence Skills.
  
==== Time-Gated Tasks ====
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During activities, in which you are required to engage in combat, you may...
  
Most of the time-gated activities are D&Ds doable only once a week/month. Some of them can only be participated in, when your active task requires the experience which participation grants, while others can be participated in whenever they are available. The passive tier tasks related to the activities can be bought whenever you have enough of the appropriate currency.
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<ol style="list-style-type:lower-alpha">
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<li>Utilise any "Combat skill" including ones that are already past the softcap of your tier.</li>
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<li>Train personally preferred "Combat skills" up to level 30, if you fail to kill relevant monsters or quest bosses for your active task.</li>
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<li>Utilise combat assisting tools including, but not limited to, the (Attuned) ectoplasmator, bonecrusher, seedicide, herbicide, charming imp, spring cleaner and the sunspear.</li>
 +
</ol>
  
==== Assembly ====
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=== §3 Progression between tiers ===
  
Assemblies are usually final items created from several items obtained throughout the tiers. Since these components are already guaranteed through tasks, the assembly can be done whenever all the materials have been obtained. Any experience gained during the assembly process can be ignored.
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To progress from one tier (difficulty) of tasks to another…
  
=== 4. Time-Gated Tasks in the Active Tiers ===
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<ol style="list-style-type:lower-alpha">
 +
<li>You must first complete all tasks within your current tier.</li>
 +
<li>A number of passive tasks must also be completed…
 +
* 25 passive tasks in total are required to progress from Beginner to Easy.
 +
* 70 passive tasks in total are required to progress from Easy to Medium.
 +
* 130 passive tasks in total are required to progress from Medium to Hard.
 +
* 245 passive tasks in total are required to progress from Hard to Elite.
 +
* 400 passive tasks in total are required to progress from Elite to Master.
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* 565 passive tasks in total are required to progress from Master to Legendary.
 +
* 670 passive tasks in total are required to progress from Legendary to God.
 +
</li>
 +
<li>A number of group PvM unique tasks must be completed, starting from the Hard tier…
 +
* 10/12 Hard tier group PvM tasks are required to progress from Hard to Elite.
 +
* 30/35 Elite tier group PvM tasks and all Hard tier tasks are required to progress from Elite to Master.
 +
* 45/53 Master tier group PvM tasks and all Elite tier tasks are required to progress from Master to Legendary.
 +
</li>
 +
</ol>
  
Most tasks with inherent time-gates<sub>[[#def4|[4]]]</sub> are located in the passive tier, but there are some exceptions. When you do get time-gated by an active task, complete all the parts of your task that you can do. If you still cannot proceed, you are allowed to mark the task complete, granted you return to and finish it as soon as possible. We do invite you to post a picture in [https://discord.com/channels/620387896532402225/622371673466863626 #picture-proof] on our Discord showing the time gate and the task when completed.
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==== §3.1 Passive tasks ====
  
=== 5. Group PvM Activities ===
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When working on passive tasks…
  
You are allowed to do PVM content with other Taskmen, if they also have the same task.
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<ol style="list-style-type:lower-alpha">
 +
<li>Minigames and D&Ds awarding no experience, or solely experience in combat, can be participated in whenever.</li>
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<li>Minigames or D&Ds awarding experience in skills other than combat can be participated in if you need the experience for your active task, or if you can avoid gaining the experience.</li>
 +
<li>You are allowed to assemble any item you have obtained the necessary skill levels, components and materials for throughout your Taskman journey.</li>
 +
</ol>
  
Lootshare is allowed. If you're going with a Taskman in the same tier as you, there are no gear-restrictions. If you're going with Taskmen outside of your current tier, weapon tier, as well as Prayer and Herblore benefits should reflect whoever has the lowest (within 5 tiers). The same applies when going with other players outside of the Taskman Community.
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==== §3.2 Group PvM requirements ====
  
You are allowed to help other Taskmen obtain uniques from the following bosses if you meet the criteria below: the Dragonkin Laboratory, Shadow Reef, Temple of Aminishi, Kalphite King, Nex, Rise of the Six, Solak, Nex: Angel of Death and Vorago.
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Newly added group PvM bosses will have a month-long grace period during which uniques from the new boss are not required to progress. Uniques obtained from a new boss during this period will still count towards your total.
  
To be allowed to help other Taskmen do group content, without having an active task yourself, you must have unlocked the reaper portal of the relevant boss through tasks and have at least 1 task for a unique from the relevant boss left in your current tier.
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===== §3.2.1 Group encounters =====
  
Note that if you no longer meet the criteria above, because you obtained a unique item, for example, you must abandon the group. From the Elite tier onwards, if doing group-bosses with players outside the taskman game-mode, you are allowed to finish the instance in order to prevent being blacklisted by the various PvM clans who offer help.
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Taskman mode considers some tasks in the following to be group encounters<sub>[[#def2|[2]]]: Liberation of Mazcab, Elite Dungeons 1-4, Nex, Kerapac, Kalphite King, Barrows: Rise of the Six, Nex - Angel of Death, Raksha - the Shadow Colossus, Vorago, Solak, Croesus and Araxxi. Tasks considered to be group encounters are stated as being so in the task description. Group encounters…
  
=== 6. Effectivising your Active Task ===
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<ol style="list-style-type:lower-alpha">
 +
<li>Can be attempted as soon as you enter a new tier, and as long as you have tasks remaining (unique drops or achievements) from the encounter in your tier or lower tiers.</li>
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<li>Must be abandoned on expiry of an instance if you finish your last task for that encounter in your active tier and all lower tiers.</li>
 +
<li>Have no gear, Herblore, Prayer or Summoning restrictions regardless of who you are in a group with.</li>
 +
<li>Are subject to the Placeholder system<sub>[[#def3|[3]]].</li>
 +
<li>Attempted solo must be abandoned as soon as you have no tasks remaining for the encounter in your tier and lower tiers.</li>
 +
</ol>
  
Any type of item (including, but not limited to, potions, pouches, food, jewellery and bows) you have the level and the materials (raw or processed)<sub>[[#def5|[5]]]</sub> banked for, can be made when their use would benefit your active task, but only as many as the minimum your active task could require. The application of this rule ranges from creating super antifire potions on a QBD task, Lava titans on a Mining related task, food for combat-related tasks, or obtaining Invention components for perks benefiting your active task.
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===== §3.2.2 Arch-Glacor =====
  
=== 7. Item Acquisition ===
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While Arch-Glacor is subject to the placeholder system in the Master tier due to components for its uniques having Group PvM requirements, it is not itself a group boss. The only group encounter rule the Arch-Glacor adheres to, is §5.1 d, meaning it may only be fought for the purposes of obtaining uniques when required to by your active task.
  
Most tasks require you to obtain one or more items in order to complete them. When acquiring an item, the following applies: Buy items from shops, before you get them as drops, but obtain items by killing before you start skilling. The items required fit roughly in 3 different categories, being buyable, dropped and crafted items. If a task specifically states where to obtain an item, that is where you must go.
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===== §3.2.3 Araxxi =====
  
==== Buyable Items ====
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While Araxxi is generally considered a solo-encounter, the time-gated nature of its enrage mechanic entitles it to be subject to §3.2.1, sections a-d.
Buyable items are items that can be bought from shops with the in-game currency Gold Pieces (GP). You are allowed to buy any item from any shop, as long as you have the money for it, and the shop unlocked. Some shops, of which the ones in the Warriors Guild are an example, remain locked until you roll an active task that opens up the area.
 
  
==== Dropped Items ====
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===== §3.2.4 Admin-approved group encounter events =====
Items that can be obtained by killing/defeating monsters/bosses are dropped items. Some of them are unique to a boss/race/monster and are usually present in completion logs. Others are required for tasks but obtaining them as a drop is not the only method. When this is the case, you should still prioritize obtaining the item as a drop, unless you have the materials and levels required to make the item already available to you or unless the item is rarer than 1/2500.
 
  
==== Crafted Items ====
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You are allowed to participate in admin-approved group PvM encounters whenever they take place if...
When there are no other means of obtaining the item then crafting it, you are allowed to obtain the materials required for it, as well as gain the levels. Boosting your levels is allowed, but not always advised.
 
  
=== 8. Quests ===
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<ol style="list-style-type:lower-alpha">
If a task requires you to start a quest, you are also allowed to finish it. Quests composed of multiple subquests, such as Dimension of or Recipe for Disaster, cannot be finished in their entirety - only the subquest. Experience lamp rewards are fair to use on any skill.
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<li>The boss is available in your highest unlocked tier and either</li>
 +
<li>You have uniques left for the boss in your tier or</li>
 +
<li>You are at at least 90% completion of your current tier, regardless of whether you have tasks left in your tier.</li>
 +
</ol>
  
=== 9. Clues ===
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=== §4 Non-group encounters with other players ===
You are allowed to do what you gotta do for clue steps. This includes unlocking new areas, obtaining relevant emote-clue items, starting and, due to Rule 8, completing quests.
 
  
Master clues are an exception. Master clues have emote-steps that require items which are currently covered by other tasks. These include, but are not limited to:
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Taskman mode considers all PVM encounters not listed in §3.2.1 to be non-group encounters. Lootshare is allowed. In order to attempt non-group encounters, you must have the encounter for your active task or otherwise be allowed to kill the boss. If you are grouping, you may…
  
* Demon Slayer gloves (Kal’gerion demons)
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<ol style="list-style-type:lower-alpha">
* Saradomin’s Murmur (Commander Zilyana)
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<li>No longer continue the grouping upon completion of your task.</li>
* Any Boater (Medium or Master clues)
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<li>Group without gear restrictions, if your partner(s) is a Taskman in the same tier as yourself.</li>
* Any Dragon mask (Hard, Elite or Master clues)
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<li>Only do so with a non-Taskman account or a Taskman in a different tier than yourself, if weapon and armour tier, as well as any Herblore, Prayer or Summoning benefits are within 5 levels of the participating Taskman with the lowest levels.</li>
* Any Cavalier (Medium or Master clues)
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</ol>
* Berserker ring (Dagannoth Rex)
 
* Dagon’hai hat (Dagon’Hai Monks - if you have made the necromancer hat)
 
* Fire cape (Fight Caves - if you have sacrificed it for the Kiln)
 
  
When you roll an emote step requiring one of the items above, you get one shot at it. This means that you are allowed to do the relevant activity until you have received ONE unique from it. It does not matter whether the item is unique to your log or not - you can only get one. If you get the required item - awesome! If not, you’ll have to re-roll the clue, skip the step or downgrade the clue. You have one shot at the unique per time you roll the step.
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=== §5 Special tasks in the active tiers ===
  
=== 10. Regarding Specific Skills ===
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Some tasks in the active tiers are not your average tasks. Therefore…
Skills are not all the same, and therefore cannot be handled equally. Some are Elite skills, some have content going up to level 120 and some are mostly passive. The variations and limitations coming with the Taskman mode result in even bigger differences between the skills. Therefore the following skills should be handled in a specific way:
 
  
==== Farming ====
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<ol style="list-style-type:lower-alpha">
The Farming skill is considered a passive skill. Nearly all methods granting experience happen over an IRL period of time. Therefore, training Farming is always allowed and can be done whenever. Some methods, however, are locked to tasks.
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<li>If an active task has a time-gate (real-life time must pass), you have to complete as much of the task as you can. If you still cannot proceed, you are allowed to mark the task complete. You must return to and finish it as soon as possible.</li>
 +
</ol>
  
The Player-owned Farm and the Ranch out of Time have tasks for the tutorial and for the creation of pens. The farms can be utilized after completing these tasks. The animals, when they cannot be purchased from Potterington, are covered through active tasks and remain locked until you roll those. The animals you have obtained from the Trapper and those bought from Potterington can be used whenever.
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=== §6 Item acquisition ===
  
==== Slayer ====
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When obtaining an item which is required for your active task, if…
The Slayer skill has a lot of tasks, covering the entire Slayer log. Some of those tasks require you to "Obtain a unique item which has its drop-rate improved on Slayer assignments". If you are assigned a monster with a unique drop you have not already obtained, you are not allowed to skip it. If you're using VIP tickets and have the choice between two monsters, both of which you're missing a unique item from, relevant to this task, the decision is yours. If the assigned monster does not drop a unique relevant to your task, and you have the Slayer points required, you must skip it.
 
  
It also happens that your active task requires you to level up your Slayer. You will inevitably be assigned Slayer assignments that can give you unique items for other tasks. You do not have to skip those tasks.
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<ol style="list-style-type:lower-alpha">
 +
<li>The task specifically states where or how to obtain an item, do that.</li>
 +
<li>It is in stock in a store you already have access to, buy it.</li>
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<li>It cannot be bought, choose a method adhering to §2, c. You may choose to level up skills, if the required item can be obtained within the softcap<sub>[[#def5|[5]]]</sub> for the skills in your tier.</li>
 +
</ol>
  
You are also allowed to do Reaper assignments when your active task requires you to level up your Slayer, as on completion of a Reaper assignment, you earn Slayer experience. However, you can only kill bosses you've already unlocked the reaper portal for.
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As a general note - if the obvious (skilling) route for an item is above the softcap of the tier, another method exists that can be used within the rules!
  
Some Slayer assignments can be completed by killing bosses, but this is only allowed if the uniques you have left from the boss have a drop-rate higher than 1/2500 (see rule 2).
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==== §6.1 Creation of beneficial consumable items and tools ====
  
==== Combat ====
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When your activities would benefit from a consumable item or tool you do not currently possess…
During tasks requiring you to fight, you’ll be obtaining a lot of drops. You can pick those all up, and thus leave a clean environment. You are allowed to process some of those items right away, as these actions usually do not take time away while in combat. This includes alching, disassembling, burying/scattering.
 
  
You are allowed to alch or disassemble items as well as bury bones or scatter ashes, as long as doing so does not take time away from your active task. This means you can alch or disassemble items on the fly. Banking takes time away from your active task, so banking bones or ashes for later use on altars or the Ectofuntus is not allowed.
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<ol style="list-style-type:lower-alpha">
 +
<li>You are allowed to create them, provided you have the raw or processed materials for them already banked.</li>
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<li>You cannot gather items unless in accordance with §1, b.</li>
 +
<li>You may create the minimum you estimate your task to require.</li>
 +
</ol>
  
==== Invention ====
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==== §6.2 Items previously obtained for task completions ====
  
Preface: Contrary to most other skills, Invention is locked less to tasks due to the passiveness of its training methods. This does not, however, mean that you can make full use of it as soon as it has been unlocked. On your Dashboard, there is a section called unlocks, with a category named "Invention". If you expand that category you will see that after completing the first task for Invention, you're allowed to disassemble items at will. This does NOT, however, include augmented, leveled up items. Going down the list, you're slowly allowed to keep stock of divine energy (essential to utilizing Invention) in both your Charge pack and in the Generator in the Invention guild.
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When an item would benefit your activities, you may, provided you have the relevant currency or materials, recreate or re-obtain items that you have previously been required to create or obtain.
  
You can use augmented, perked up gear, weapons and tools as soon as you unlock Invention - no restrictions to their use, but you can't disassemble nor siphon them, unless your active task requires Invention experience.
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==== §6.3 Minigame & D&D items ====
  
When training your Invention level on an active task requiring Invention experience, you're allowed to research blueprints, level up augmented weapons and armour, and disassemble/siphon these. You're not allowed to do "Skillvention", the act of using augmented tools and D/A or Siphoning these, for your active Invention tasks. Furthermore, normal ruling applies to doing combat for Invention experience, meaning that you must avoid monsters with drops that complete other tasks, as well as awarding experience in non-combat stats. This rules out vyres, unfortunately, as they - alongside a healthy amount of Prayer experience which is OK - give Firemaking experience. Creatures such as Abyssal demons, however, are alright if you have already obtained their more common unique (the Abyssal whip).
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When purchasing from a minigame or D&D reward shop, you may, provided you have the relevant currency, freely purchase items that have no active tasks.
  
Pay attention to your unlocks - towards the end of the Hard tier you're allowed to disassemble augmented items at will, and in the Elite tier you'll be allowed to siphon them, too.
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You may not sell purchased items to a reward shop once their respective task (if any) has been marked as completed.
  
== Definitions ==
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=== §7 Quests and experience rewards ===
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 +
You can only start a quest or miniquest when it is required for your active task. While questing…
 +
 
 +
<ol style="list-style-type:lower-alpha">
 +
<li>You are allowed to finish any quest your task has forced you to start.</li>
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<li>Post-quest lamps and other experience rewards from your tasks, can be used on any skill for which you have the appropriate level, or saved for later if possible (or desirable).</li>
 +
<li>Treat each subquest of special quests - Recipe for Disaster and Dimension of Disaster - as its own quest.</li>
 +
</ol>
 +
 
 +
=== §8 Clue scrolls ===
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 +
When your active task requires you to obtain treasure trail uniques, you are allowed to...
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 +
<ol style="list-style-type:lower-alpha">
 +
<li>Train skills up to their softcap<sub>[[#def5|[5]]]</sub> in your tier, if this allows you to complete the step.</li>
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<li>Complete quests.</li>
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<li>Gather items as required for the clue steps you roll.</li>
 +
</ol>
 +
 
 +
And may not...
 +
 
 +
<ol style="list-style-type:lower-alpha">
 +
<li>Reroll the loot of any clue if a master clue is part of that loot.</li>
 +
<li>Downgrade master clues into any other tier clue.</li>
 +
</ol>
 +
 
 +
==== §8.1 Easy clues ====
 +
 
 +
If you need flowers for Easy clues, you are allowed to complete the Waterfall Quest. If the 40 mithril seeds are insufficient for the colour of flower you need, you are out of luck until you reach the medium tier.
 +
 
 +
==== §8.2 Master clues ====
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 +
===== §8.2.1 Master clue emote steps =====
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 +
For Master clue emote steps, if…
 +
 
 +
<ol style="list-style-type:lower-alpha">
 +
<li>You are missing an item that is obtained from other-task-completing activities, you get one shot at the item each time you roll the step. You may do the other-task-completing activity, until you have received ONE unique from it. Downgrade or re-roll the clue if you do not get the item you’re looking for.</li>
 +
<li>An item would fill both a Player Owned House slot and a hidey hole but you are not in possession of a second one, you get ONE shot at a duplicate as in a.</li>
 +
</ol>
 +
 
 +
===== §8.2.2 Running out of Master clue scrolls =====
 +
 
 +
When you are out of Master clues during a Master clue unique task, you may...
 +
 
 +
<ol style="list-style-type:lower-alpha">
 +
<li>Complete the Archaeology collections Urns of the Empire OR Green Gobbo Goodies I for tetracompass pieces. These compasses may be repaired and opened for clues.</li>
 +
<li>Open other types of clue scrolls if adhering to §2, c.</li>
 +
</ol>
 +
 
 +
=== §9 Regarding specific skills ===
 +
 
 +
The following sections contain rulings on specific skills.
 +
 
 +
==== §9.1 Agility ====
 +
 
 +
You are allowed to use shortcuts and segments of Agility courses if they allow you to get to your point of interest faster.
 +
 
 +
==== §9.2 Archaeology ====
 +
 
 +
===== §9.2.1 Experience and chronotes =====
 +
 
 +
When doing an Archaeology task that requires experience or chronotes, you may…
 +
 
 +
<ol style="list-style-type:lower-alpha">
 +
<li>Excavate and restore any artefacts, as well as gather and create their secondary non-archaeology ingredients, if applicable.</li>
 +
<li>Complete mysteries.</li>
 +
<li>Hand in any collection you complete.</li>
 +
<li>Only offer relic items to the monolith on an appropriate task.</li>
 +
</ol>
 +
 
 +
===== §9.2.2 Achievements =====
 +
 
 +
When working on Archaeology tasks that do not require experience or chronotes, you should aim to reduce experience gain where possible, including prioritising excavating and restoring low level artefacts from scratch over restoring higher level items. You may…
 +
 
 +
<ol style="list-style-type:lower-alpha">
 +
<li>Excavate and restore any artefact(s) your task specifically asks for.</li>
 +
<li>Excavate and restore artefacts from the Venator remains excavation hotspot to further your Discoverer and Restorer achievements.</li>
 +
</ol>
 +
 
 +
==== §9.3 Crafting ====
 +
 
 +
When your active task requires Crafting experience, you may…
 +
 
 +
<ol style="list-style-type:lower-alpha">
 +
<li>Mine and cut gems from gem rocks despite receiving Mining experience</li>
 +
<li>Play and repair the harps in the Ithell district of Prifddinas, despite receiving Construction experience.</li>
 +
</ol>
 +
 
 +
Crystal keys may be assembled whenever.
 +
 
 +
==== §9.4 Dungeoneering ====
 +
 
 +
===== §9.4.1 Training in Daemonheim =====
 +
 
 +
When training Dungeoneering in the depths of Daemonheim, you may...
 +
 
 +
<ol style="list-style-type:lower-alpha">
 +
<li>Open as many doors as possible regardless of experience received in skills other than Dungeoneering in doing so.</li>
 +
<li>Gather and process items that would immediately speed up your Dungeoneering training or are otherwise required for completing your dungeon/task.</li>
 +
<li>Only group with Taskmen in the same tier or players whose Dungeoneering levels correspond to your own<sub>[[#def4|[4]]]</sub>. Medium tier taskmen and above may group with anyone.</li>
 +
<li>Collect any journal entry, Fremennik Saga items or Elven unreadable pages found, during your activities.</li>
 +
</ol>
 +
 
 +
===== §9.4.2 Obtaining Dungeoneering tokens =====
 +
 
 +
When you are obtaining Dungeoneering tokens, you may...
 +
 
 +
<ol style="list-style-type:lower-alpha">
 +
<li>use both the Depths of Daemonheim and the Elite Dungeons (if it can be done in accordance with §2, c).</li>
 +
<li>group for Elite Dungeons with other players in your tier, or if your gear, Herblore, Prayer and Summoning benefits are within 5 levels of each other.</li>
 +
<li>use lucky charms in Elite Dungeons, if the uniques you have left have a drop rate of 1/2000 or rarer (refer to §2, c).</li>
 +
</ol>
 +
 
 +
==== §9.5 Farming ====
 +
 
 +
The Farming skill is considered a passive skill. Therefore, earning Farming experience is allowed whenever. You may utilise any seeds you have the Farming level to plant, even if the seed yields experience in skills other than Farming, unless doing so would conflict with §1, a).
 +
 
 +
===== §9.5.1 The Player-owned Farm(s) =====
 +
 
 +
The tutorial for the Player-owned Farm as well as all pens for both farms have active tasks. The farms can be utilised to the extent you have completed these tasks. You may…
 +
 
 +
<ol style="list-style-type:lower-alpha">
 +
<li>Buy the deeds of any pen to unlock its associated animals.</li>
 +
<li>Consider the Player-owned Farm (and Ranch out of Time) animals a pet-item when deciding on a method for your active task (see §2, c).</li>
 +
<li>Use any animal as soon as you obtain them.</li>
 +
</ol>
 +
 
 +
==== §9.6 Fishing ====
 +
 
 +
Fish can be caught when...
 +
 
 +
<ol style="list-style-type:lower-alpha">
 +
<li>Your active task requires Cooking experience</li>
 +
<li>You are out of relevant food for PvM. Your Cooking unlock determines the amount you are allowed to fish.</li>
 +
</ol>
 +
 
 +
==== §9.7 Herblore ====
 +
 
 +
When your active task requires Herblore experience, or you are making potions according to an unlock, you may...
 +
 
 +
<ol style="list-style-type:lower-alpha">
 +
<li>Kill monsters for seeds, herbs and secondaries in accordance with §2, c.</li>
 +
<li>Obtain, craft and create secondaries</li>
 +
</ol>
 +
 
 +
==== §9.8 Magic ====
 +
 
 +
You are allowed to cast any spell whenever doing so is beneficial to your activities.
 +
 
 +
==== §9.9 Prayer ====
 +
 
 +
You are allowed to use bones and ashes for Prayer experience whenever you see fit, however you see fit. You may also freely hand in daily challenges for Prayer.
 +
 
 +
==== §9.10 Runecrafting ====
 +
 
 +
If your active task requires runes, and regular currency shops are out of stock, or do not sell the runes you need, you are allowed to Runecraft them, assuming you have the level and essence to do so.
 +
 
 +
==== §9.11 Slayer ====
 +
 
 +
===== §9.11.1 Slayer log uniques =====
 +
 
 +
When you roll a task to "Register a total of X unique item(s) in the [Area] section of your Slayer collection log", you may…
 +
 
 +
<ol style="list-style-type:lower-alpha">
 +
<li>Go for any unique item in the dropdown of the task that is not locked by quests.</li>
 +
<li>Level up Slayer high enough to access ANY unique in the dropdown.</li>
 +
<li>Attempt to obtain any unique with a Slayer skill icon next to them, by completing Slayer assignments (see §9.11.2 to determine viable assignments).</li>
 +
</ol>
 +
 
 +
You MUST complete any assignment that can complete your task, regardless of other possible uniques.
 +
 
 +
===== §9.11.2 Viable assignments =====
 +
 
 +
When you are doing Slayer assignments to level up, obtain on-assignment uniques, or working on a task requiring Slayer points, you can do any assignment...
 +
 
 +
<ol style="list-style-type:lower-alpha">
 +
<li>Awarding unique items found in the dropdown of your task. These must be done.</li>
 +
<li>That cannot award unowned unique items, lore books and pages, unless in adherence with §2, c), or forced by §9.11.2, a).</li>
 +
<li>With a boss-version if your task requires Slayer experience and one of the following is true:
 +
<ol style="list-style-type:lower-roman">
 +
<li>The boss can be killed in adherence with §2</li>
 +
<li>You have an open group PvM placeholder for it</li>
 +
</ol>
 +
</li>
 +
<li>Including special Slayer assignments, if this can be achieved in adherence with §2, c.</li>
 +
</ol>
 +
 
 +
Any assignment not in adherence with this must be skipped. This can be done using either Slayer points or skipping tasks with Turael or Spria, but it must be done.
 +
 
 +
===== §9.11.3 Toggling Slayer monsters =====
 +
 
 +
You are allowed to toggle the option to be assigned Aquanites, Glacors, Muspahs, Nihils, Tormented demons and Nightmare creatures as Slayer assignments whenever you have the points.
 +
 
 +
===== §9.11.4 Capturing souls =====
 +
 
 +
When you are hunting for a soul for a pokedex task, you are not allowed to complete slayer assignments. If you happen to have one for the creature you must obtain a soul from, it must be cancelled.
 +
 
 +
===== §9.11.5 Use of Reaper assingments =====
 +
 
 +
Reaper assignments may...
 +
 
 +
<ol style="list-style-type:lower-alpha">
 +
<li>Only be completed once you have rolled the appropriate Medium tier unlock, and only for bosses you have unlocked the boss portal in War's retreat for.</li>
 +
<li>Not be completed for bosses that require keys, unless you already own the amount of keys required to finish your reaper.</li>
 +
<li>Not be completed for assignments that award you with 0 reaper points.</li>
 +
<li>Only be completed if kills contribute to your reaper, e.g. DeathTouch Darts can not be used by you.</li>
 +
<li>Not be completed for bosses that do not appear in your current or previous tier(s), even if you have one or more kill count from a Taskman Team-approved event as defined in §3.2.4</li>
 +
</ol>
 +
 
 +
==== §9.12 Smithing ====
 +
 
 +
You are allowed to mine any ores necessary, when your active task requires you to smith an item or obtain Smithing experience. Regarding the Masterwork armour set, once you have completed the task to obtain it, you are allowed to gather and process resources for more glorious bars. These can be used to create new masterwork items, replace pieces of the set that have gone missing and as a one-off for cosmetic spikes for the Custom-fit, trimmed masterwork set.
 +
 
 +
When Smithing in the Artisans' Workshop you may not complete ceremonial sword orders unless your task is to obtain one, until full completion of the blacksmith's outfit (excluding the helmet addon), since orders have a 1/100 (1/25 for perfect) chance to award a piece (see §2, c).
 +
 
 +
==== §9.13 Summoning ====
 +
 
 +
When your active task requires Summoning experience, you may...
 +
 
 +
<ol style="list-style-type:lower-alpha">
 +
<li>Kill monsters for charms and tertiaries in accordance with §2, c.</li>
 +
</ol>
 +
 
 +
==== §9.14 Invention ====
 +
 
 +
When training Invention for an active task requiring Invention experience, you may...
 +
 
 +
<ol style="list-style-type:lower-alpha">
 +
<li>Research blueprints.</li>
 +
<li>Level up augmented weapons and armour, and disassemble/siphon these.</li>
 +
<li>Only use methods for Invention training that adhere to §2, c.</li>
 +
</ol>
 +
 
 +
===== §9.14.1 Use of Invention =====
 +
 
 +
Once you unlock Invention, you may…
 +
 
 +
<ol style="list-style-type:lower-alpha">
 +
<li>Use augmented, perked up gear, weapons and tools without any restrictions to their use.</li>
 +
<li>Research, create and use any Invention item you have the levels and materials for.</li>
 +
<li>Only siphon or disassemble Invention items, when your active task requires Invention experience.</li>
 +
</ol>
 +
 
 +
==== §9.15 Woodcutting ====
 +
 
 +
When your active task requires Firemaking or Fletching experience, you...
 +
 
 +
<ol style="list-style-type:lower-alpha">
 +
<li>Must use all logs you possess, excluding only teak, mahogany and elder logs. Once these supplies have been exhausted, you may cut any trees that you have the relevant Firemaking or Fletching level to process.</li>
 +
</ol>
 +
 
 +
== Footnotes ==
  
 
<div id="def1">
 
<div id="def1">
===Active Task===
+
=== 1. Supply tasks ===
The task showing on your dashboard, is your active task. Your goal is to complete this task within the limitations of Taskman mode.
+
 
 +
A supply task is a type of task requiring you to obtain a certain amount of a supply - for instance a type of fish, potion or Summoning pouch. They are tasks made specifically for Taskmen and are intended to smooth the training curve for particular skills or grant you useful consumables. While training skills for other tasks, items which are linked to supply tasks are not restricted. If, as a consequence, you already have enough of the required item(s) when you roll the supply task and the level required to make them, it must be automatically completed.
 
</div>
 
</div>
 +
 
<div id="def2">
 
<div id="def2">
===Unlock===
+
=== 2. Group PVM encounters ===
Unlocks are a way to remove the restrictions imposed by Taskman Mode to a specific piece of content. Below your active task on the Dashboard, you can find and expand the unlock-section. Clicking on the ID (four characters next to the unlock) shows you which task grants the unlock. Unlocks are tied to tasks. When you complete a task with an unlock attached, you have that unlock. An unlock can be anything from being allowed to use a D&D at your leisure, use a D&D as a training method for your active task, or a Quality of Life perk allowing you to prepare for the journey ahead. If a skilling method has an unlock, it is often because use of the method completes another task.
+
 
 +
Ultimately, the task admins decide whether an encounter classifies as group or solo. From the hard tier onwards, a boss might (but won't always) be considered a group encounter if:
 +
 
 +
The boss has no achievements saying: "Can only be completed in a solo instance".
 +
 
 +
The boss can be faced in a group, but the loot is distributed individually.
 +
 
 +
The boss has an enrage mechanic that resets with the in-game daily reset.
 
</div>
 
</div>
 +
 
<div id="def3">
 
<div id="def3">
===Consumables===
+
=== 3. Placeholders ===
Consumables are items that can be bought with a type of currency or obtained from a certain activity, have an unlimited/regenerating stock, but a limited amount of uses. An example could be the lucky charms one can buy and use in any of the Elite dungeons.
+
 
 +
A placeholder is an artificial system implemented to ensure taskmen can always work on their active task. If you roll a group boss encounter, and cannot find a team at present, you're allowed to select a “Placeholder” in the unique-list, mark the task complete, and return to it later.
 
</div>
 
</div>
 +
 
<div id="def4">
 
<div id="def4">
===Time-Gates===
+
=== 4. Unlocks ===
Time-gated tasks are activities where IRL-time-passed limits your progress. Most tasks of this kind can be found in the Passive tier, but there are a few exceptions. Handling of these is covered under rule #4.
+
 
 +
Unlocks are tied to completion of (some) tasks. They are intended to smooth your Taskman experience, allowing you to bypass the standard rules. All unlocks are in place to achieve a specific goal, and often have an expiration or limitation in the form of a period of time or a number of actions.
 
</div>
 
</div>
 +
 
<div id="def5">
 
<div id="def5">
===Raw and Processed Materials===
+
=== 5. Softcaps ===
Items useful for your task can be created under certain conditions. One such condition is having the required materials for the useful item banked. No matter if the materials are in a raw or processed state, they may be used to create the item (see rule #6). Gold ore is an example of a raw material, which can be processed into a gold bar making it a processed material.
+
 
 +
We've used a soft cap on the tiers to determine which content is destined for what tier. What it means is that a certain tier will have mostly content between levels X and levels Y. Not all skills are the same, and thus require different caps. Some tasks and rules may reference the soft caps to guide you towards certain methods and limit others. However, natural progression of skills beyond the caps is quite likely and you are NOT expected to stop using a skill entirely because it exceeds the stated level. You may also make use of any skill unlocks (better potions, food etc.) beyond the caps, provided you do so in accordance with the rest of the rules.
 +
 
 +
The softcaps can be viewed in the table below.
 +
 
 +
==== Combat Skills (not including Prayer / Summoning) ====
 +
 
 +
{| class="wikitable"
 +
!Tier!!Range
 +
|-
 +
|Beginner||1-50
 +
|-
 +
|Easy||51-70
 +
|-
 +
|Medium||71-90
 +
|-
 +
|Hard||91-99
 +
|-
 +
|Elite||100-113
 +
|-
 +
|Master||113-120
 +
|-
 +
|Legendary||120-126
 +
|-
 +
|God||126
 +
|}
 +
 
 +
==== Regular Skills ====
 +
 
 +
{| class="wikitable"
 +
!Tier!!Range
 +
|-
 +
|Beginner||1-30
 +
|-
 +
|Easy||31-50
 +
|-
 +
|Medium||51-70
 +
|-
 +
|Hard||71-80
 +
|-
 +
|Elite||81-90
 +
|-
 +
|Master||91-99
 +
|-
 +
|Legendary||100-113
 +
|-
 +
|God||114-126
 +
|}
 +
 
 +
==== 120 Skills ====
 +
 
 +
{| class="wikitable"
 +
!Tier!!Range
 +
|-
 +
|Beginner||1-30
 +
|-
 +
|Easy||31-60
 +
|-
 +
|Medium||61-80
 +
|-
 +
|Hard||81-95
 +
|-
 +
|Elite||96-105
 +
|-
 +
|Master||106-120
 +
|-
 +
|Legendary||120-126
 +
|-
 +
|God||126
 +
|}
 +
 
 +
==== Elite Skills ====
 +
 
 +
{| class="wikitable"
 +
!Tier!!Range
 +
|-
 +
|Beginner||N/A
 +
|-
 +
|Easy||N/A
 +
|-
 +
|Medium||N/A
 +
|-
 +
|Hard||1-95
 +
|-
 +
|Elite||96-120
 +
|-
 +
|Master||120
 +
|-
 +
|Legendary||121-150
 +
|-
 +
|God||150
 +
|}
 
</div>
 
</div>
  
Line 154: Line 555:
 
== History ==
 
== History ==
 
{{UH|
 
{{UH|
 +
{{UE|17th May 2023|* Re-aligned rules with the Taskman site (again).}}
 
{{UE|25th January 2021|* Added section on Invention specific rulings.}}
 
{{UE|25th January 2021|* Added section on Invention specific rulings.}}
 
{{UE|1st January 2021|* Once again re-synchronised rules from the Taskman website.}}
 
{{UE|1st January 2021|* Once again re-synchronised rules from the Taskman website.}}

Revision as of 06:04, 17 May 2023

Note: These rules may not be up to date. If in doubt, please visit the official rules page.

Contents

Rules

Welcome to the Taskman ruleset.

This page is relevant for you if you intend to play a Taskman. A Taskman is a freshly created ironman account whose progression is dictated entirely by the task on their dashboard. You can select your account type (Taskman vs. TaskMAIN) by expanding the menu in the top right of this page and selecting “settings”.

This page is intended as an encyclopedia, not a novel. You are not expected to immediately memorise it all, but please refer back to it and use your browser's search to find specific key words!

The Taskman Admins reserve the right to revoke the Taskman status after fair warning, if a Taskman does not follow the rules, or plays against the intended spirit of the mode by exploiting potential loopholes.

§0 Have Fun

Any attempt to encourage lack of fun, or suggest that fun is in some way inferior to efficiency, will be met by somewhat deadly force.

Enjoy the game within these rules, and allow others to do the same.

§1 Active Tasks

When working on your active task and other activities…

  1. You are not allowed to work towards uncompleted (active) tasks, if it can be avoided.
  2. Avoid gaining experience in skills unless it’s necessary to progress your task.
  3. Do not go out of your way to obtain items other than those that benefit your active task.
  4. You are allowed to (re)complete previously fully completed tiers at will, when new tasks are added.
  5. You are allowed to buy skill mastery capes (and mark their tasks as complete) as soon as you achieve level 99 or 120 in a skill.
  6. Utilizing boosting services through any means is strictly prohibited.

§2 Valid training methods

When choosing a method or activity for your active task…

  1. You must use methods that you already have access to, or that do not require you to level skills above the softcaps of your current tier. Softcaps, and a proper definition of them, can be found at the bottom of the page.[5]
  2. You are allowed to use any method granting only experience in your task-related skill(s), unless a specific method(s) is stated in the tasks description.
  3. Methods/activities which have tasks requiring you to obtain uniques from them must be avoided, unless the uniques you have left from the activity are pet items, items on the General section of the Slayer collection log or have a base drop-rate of 1/2000 or rarer.
  4. Items that are required for supply tasks[1] may be created, and the relevant tasks marked complete, if creating the item benefits your active task.
  5. Activities which may incidentally complete an active task or an achievement can be used.
  6. Activities rewarding you with currencies/reputation, which can be spent in a reward shop or award consumables only, can be utilised. You may keep the currency for later tasks. If you use it off-task, it must be spent on non-task items or items previously obtained.
  7. Items that significantly increase your experience gain (50% or more) without any other benefit than experience (Brawling gloves, for instance) on a task that does not require you to level up, cannot be used. This does NOT apply to Farming or Prayer experience. You are still allowed to allocate consumable bonus experience (such as prismatic stars and Fort Forinthry rested XP) to any skill you want.
  8. You may not use Nastroth to block experience in skills or make use of minor or major skill resets.

§2.1 Combat

Combat skills in the Taskman mode refers only to the Attack, Strength, Ranged, Magic, Constitution and Defence Skills.

During activities, in which you are required to engage in combat, you may...

  1. Utilise any "Combat skill" including ones that are already past the softcap of your tier.
  2. Train personally preferred "Combat skills" up to level 30, if you fail to kill relevant monsters or quest bosses for your active task.
  3. Utilise combat assisting tools including, but not limited to, the (Attuned) ectoplasmator, bonecrusher, seedicide, herbicide, charming imp, spring cleaner and the sunspear.

§3 Progression between tiers

To progress from one tier (difficulty) of tasks to another…

  1. You must first complete all tasks within your current tier.
  2. A number of passive tasks must also be completed…
    • 25 passive tasks in total are required to progress from Beginner to Easy.
    • 70 passive tasks in total are required to progress from Easy to Medium.
    • 130 passive tasks in total are required to progress from Medium to Hard.
    • 245 passive tasks in total are required to progress from Hard to Elite.
    • 400 passive tasks in total are required to progress from Elite to Master.
    • 565 passive tasks in total are required to progress from Master to Legendary.
    • 670 passive tasks in total are required to progress from Legendary to God.
  3. A number of group PvM unique tasks must be completed, starting from the Hard tier…
    • 10/12 Hard tier group PvM tasks are required to progress from Hard to Elite.
    • 30/35 Elite tier group PvM tasks and all Hard tier tasks are required to progress from Elite to Master.
    • 45/53 Master tier group PvM tasks and all Elite tier tasks are required to progress from Master to Legendary.

§3.1 Passive tasks

When working on passive tasks…

  1. Minigames and D&Ds awarding no experience, or solely experience in combat, can be participated in whenever.
  2. Minigames or D&Ds awarding experience in skills other than combat can be participated in if you need the experience for your active task, or if you can avoid gaining the experience.
  3. You are allowed to assemble any item you have obtained the necessary skill levels, components and materials for throughout your Taskman journey.

§3.2 Group PvM requirements

Newly added group PvM bosses will have a month-long grace period during which uniques from the new boss are not required to progress. Uniques obtained from a new boss during this period will still count towards your total.

§3.2.1 Group encounters

Taskman mode considers some tasks in the following to be group encounters[2]: Liberation of Mazcab, Elite Dungeons 1-4, Nex, Kerapac, Kalphite King, Barrows: Rise of the Six, Nex - Angel of Death, Raksha - the Shadow Colossus, Vorago, Solak, Croesus and Araxxi. Tasks considered to be group encounters are stated as being so in the task description. Group encounters…

  1. Can be attempted as soon as you enter a new tier, and as long as you have tasks remaining (unique drops or achievements) from the encounter in your tier or lower tiers.
  2. Must be abandoned on expiry of an instance if you finish your last task for that encounter in your active tier and all lower tiers.
  3. Have no gear, Herblore, Prayer or Summoning restrictions regardless of who you are in a group with.
  4. Are subject to the Placeholder system[3].
  5. Attempted solo must be abandoned as soon as you have no tasks remaining for the encounter in your tier and lower tiers.
§3.2.2 Arch-Glacor

While Arch-Glacor is subject to the placeholder system in the Master tier due to components for its uniques having Group PvM requirements, it is not itself a group boss. The only group encounter rule the Arch-Glacor adheres to, is §5.1 d, meaning it may only be fought for the purposes of obtaining uniques when required to by your active task.

§3.2.3 Araxxi

While Araxxi is generally considered a solo-encounter, the time-gated nature of its enrage mechanic entitles it to be subject to §3.2.1, sections a-d.

§3.2.4 Admin-approved group encounter events

You are allowed to participate in admin-approved group PvM encounters whenever they take place if...

  1. The boss is available in your highest unlocked tier and either
  2. You have uniques left for the boss in your tier or
  3. You are at at least 90% completion of your current tier, regardless of whether you have tasks left in your tier.

§4 Non-group encounters with other players

Taskman mode considers all PVM encounters not listed in §3.2.1 to be non-group encounters. Lootshare is allowed. In order to attempt non-group encounters, you must have the encounter for your active task or otherwise be allowed to kill the boss. If you are grouping, you may…

  1. No longer continue the grouping upon completion of your task.
  2. Group without gear restrictions, if your partner(s) is a Taskman in the same tier as yourself.
  3. Only do so with a non-Taskman account or a Taskman in a different tier than yourself, if weapon and armour tier, as well as any Herblore, Prayer or Summoning benefits are within 5 levels of the participating Taskman with the lowest levels.

§5 Special tasks in the active tiers

Some tasks in the active tiers are not your average tasks. Therefore…

  1. If an active task has a time-gate (real-life time must pass), you have to complete as much of the task as you can. If you still cannot proceed, you are allowed to mark the task complete. You must return to and finish it as soon as possible.

§6 Item acquisition

When obtaining an item which is required for your active task, if…

  1. The task specifically states where or how to obtain an item, do that.
  2. It is in stock in a store you already have access to, buy it.
  3. It cannot be bought, choose a method adhering to §2, c. You may choose to level up skills, if the required item can be obtained within the softcap[5] for the skills in your tier.

As a general note - if the obvious (skilling) route for an item is above the softcap of the tier, another method exists that can be used within the rules!

§6.1 Creation of beneficial consumable items and tools

When your activities would benefit from a consumable item or tool you do not currently possess…

  1. You are allowed to create them, provided you have the raw or processed materials for them already banked.
  2. You cannot gather items unless in accordance with §1, b.
  3. You may create the minimum you estimate your task to require.

§6.2 Items previously obtained for task completions

When an item would benefit your activities, you may, provided you have the relevant currency or materials, recreate or re-obtain items that you have previously been required to create or obtain.

§6.3 Minigame & D&D items

When purchasing from a minigame or D&D reward shop, you may, provided you have the relevant currency, freely purchase items that have no active tasks.

You may not sell purchased items to a reward shop once their respective task (if any) has been marked as completed.

§7 Quests and experience rewards

You can only start a quest or miniquest when it is required for your active task. While questing…

  1. You are allowed to finish any quest your task has forced you to start.
  2. Post-quest lamps and other experience rewards from your tasks, can be used on any skill for which you have the appropriate level, or saved for later if possible (or desirable).
  3. Treat each subquest of special quests - Recipe for Disaster and Dimension of Disaster - as its own quest.

§8 Clue scrolls

When your active task requires you to obtain treasure trail uniques, you are allowed to...

  1. Train skills up to their softcap[5] in your tier, if this allows you to complete the step.
  2. Complete quests.
  3. Gather items as required for the clue steps you roll.

And may not...

  1. Reroll the loot of any clue if a master clue is part of that loot.
  2. Downgrade master clues into any other tier clue.

§8.1 Easy clues

If you need flowers for Easy clues, you are allowed to complete the Waterfall Quest. If the 40 mithril seeds are insufficient for the colour of flower you need, you are out of luck until you reach the medium tier.

§8.2 Master clues

§8.2.1 Master clue emote steps

For Master clue emote steps, if…

  1. You are missing an item that is obtained from other-task-completing activities, you get one shot at the item each time you roll the step. You may do the other-task-completing activity, until you have received ONE unique from it. Downgrade or re-roll the clue if you do not get the item you’re looking for.
  2. An item would fill both a Player Owned House slot and a hidey hole but you are not in possession of a second one, you get ONE shot at a duplicate as in a.
§8.2.2 Running out of Master clue scrolls

When you are out of Master clues during a Master clue unique task, you may...

  1. Complete the Archaeology collections Urns of the Empire OR Green Gobbo Goodies I for tetracompass pieces. These compasses may be repaired and opened for clues.
  2. Open other types of clue scrolls if adhering to §2, c.

§9 Regarding specific skills

The following sections contain rulings on specific skills.

§9.1 Agility

You are allowed to use shortcuts and segments of Agility courses if they allow you to get to your point of interest faster.

§9.2 Archaeology

§9.2.1 Experience and chronotes

When doing an Archaeology task that requires experience or chronotes, you may…

  1. Excavate and restore any artefacts, as well as gather and create their secondary non-archaeology ingredients, if applicable.
  2. Complete mysteries.
  3. Hand in any collection you complete.
  4. Only offer relic items to the monolith on an appropriate task.
§9.2.2 Achievements

When working on Archaeology tasks that do not require experience or chronotes, you should aim to reduce experience gain where possible, including prioritising excavating and restoring low level artefacts from scratch over restoring higher level items. You may…

  1. Excavate and restore any artefact(s) your task specifically asks for.
  2. Excavate and restore artefacts from the Venator remains excavation hotspot to further your Discoverer and Restorer achievements.

§9.3 Crafting

When your active task requires Crafting experience, you may…

  1. Mine and cut gems from gem rocks despite receiving Mining experience
  2. Play and repair the harps in the Ithell district of Prifddinas, despite receiving Construction experience.

Crystal keys may be assembled whenever.

§9.4 Dungeoneering

§9.4.1 Training in Daemonheim

When training Dungeoneering in the depths of Daemonheim, you may...

  1. Open as many doors as possible regardless of experience received in skills other than Dungeoneering in doing so.
  2. Gather and process items that would immediately speed up your Dungeoneering training or are otherwise required for completing your dungeon/task.
  3. Only group with Taskmen in the same tier or players whose Dungeoneering levels correspond to your own[4]. Medium tier taskmen and above may group with anyone.
  4. Collect any journal entry, Fremennik Saga items or Elven unreadable pages found, during your activities.
§9.4.2 Obtaining Dungeoneering tokens

When you are obtaining Dungeoneering tokens, you may...

  1. use both the Depths of Daemonheim and the Elite Dungeons (if it can be done in accordance with §2, c).
  2. group for Elite Dungeons with other players in your tier, or if your gear, Herblore, Prayer and Summoning benefits are within 5 levels of each other.
  3. use lucky charms in Elite Dungeons, if the uniques you have left have a drop rate of 1/2000 or rarer (refer to §2, c).

§9.5 Farming

The Farming skill is considered a passive skill. Therefore, earning Farming experience is allowed whenever. You may utilise any seeds you have the Farming level to plant, even if the seed yields experience in skills other than Farming, unless doing so would conflict with §1, a).

§9.5.1 The Player-owned Farm(s)

The tutorial for the Player-owned Farm as well as all pens for both farms have active tasks. The farms can be utilised to the extent you have completed these tasks. You may…

  1. Buy the deeds of any pen to unlock its associated animals.
  2. Consider the Player-owned Farm (and Ranch out of Time) animals a pet-item when deciding on a method for your active task (see §2, c).
  3. Use any animal as soon as you obtain them.

§9.6 Fishing

Fish can be caught when...

  1. Your active task requires Cooking experience
  2. You are out of relevant food for PvM. Your Cooking unlock determines the amount you are allowed to fish.

§9.7 Herblore

When your active task requires Herblore experience, or you are making potions according to an unlock, you may...

  1. Kill monsters for seeds, herbs and secondaries in accordance with §2, c.
  2. Obtain, craft and create secondaries

§9.8 Magic

You are allowed to cast any spell whenever doing so is beneficial to your activities.

§9.9 Prayer

You are allowed to use bones and ashes for Prayer experience whenever you see fit, however you see fit. You may also freely hand in daily challenges for Prayer.

§9.10 Runecrafting

If your active task requires runes, and regular currency shops are out of stock, or do not sell the runes you need, you are allowed to Runecraft them, assuming you have the level and essence to do so.

§9.11 Slayer

§9.11.1 Slayer log uniques

When you roll a task to "Register a total of X unique item(s) in the [Area] section of your Slayer collection log", you may…

  1. Go for any unique item in the dropdown of the task that is not locked by quests.
  2. Level up Slayer high enough to access ANY unique in the dropdown.
  3. Attempt to obtain any unique with a Slayer skill icon next to them, by completing Slayer assignments (see §9.11.2 to determine viable assignments).

You MUST complete any assignment that can complete your task, regardless of other possible uniques.

§9.11.2 Viable assignments

When you are doing Slayer assignments to level up, obtain on-assignment uniques, or working on a task requiring Slayer points, you can do any assignment...

  1. Awarding unique items found in the dropdown of your task. These must be done.
  2. That cannot award unowned unique items, lore books and pages, unless in adherence with §2, c), or forced by §9.11.2, a).
  3. With a boss-version if your task requires Slayer experience and one of the following is true:
    1. The boss can be killed in adherence with §2
    2. You have an open group PvM placeholder for it
  4. Including special Slayer assignments, if this can be achieved in adherence with §2, c.

Any assignment not in adherence with this must be skipped. This can be done using either Slayer points or skipping tasks with Turael or Spria, but it must be done.

§9.11.3 Toggling Slayer monsters

You are allowed to toggle the option to be assigned Aquanites, Glacors, Muspahs, Nihils, Tormented demons and Nightmare creatures as Slayer assignments whenever you have the points.

§9.11.4 Capturing souls

When you are hunting for a soul for a pokedex task, you are not allowed to complete slayer assignments. If you happen to have one for the creature you must obtain a soul from, it must be cancelled.

§9.11.5 Use of Reaper assingments

Reaper assignments may...

  1. Only be completed once you have rolled the appropriate Medium tier unlock, and only for bosses you have unlocked the boss portal in War's retreat for.
  2. Not be completed for bosses that require keys, unless you already own the amount of keys required to finish your reaper.
  3. Not be completed for assignments that award you with 0 reaper points.
  4. Only be completed if kills contribute to your reaper, e.g. DeathTouch Darts can not be used by you.
  5. Not be completed for bosses that do not appear in your current or previous tier(s), even if you have one or more kill count from a Taskman Team-approved event as defined in §3.2.4

§9.12 Smithing

You are allowed to mine any ores necessary, when your active task requires you to smith an item or obtain Smithing experience. Regarding the Masterwork armour set, once you have completed the task to obtain it, you are allowed to gather and process resources for more glorious bars. These can be used to create new masterwork items, replace pieces of the set that have gone missing and as a one-off for cosmetic spikes for the Custom-fit, trimmed masterwork set.

When Smithing in the Artisans' Workshop you may not complete ceremonial sword orders unless your task is to obtain one, until full completion of the blacksmith's outfit (excluding the helmet addon), since orders have a 1/100 (1/25 for perfect) chance to award a piece (see §2, c).

§9.13 Summoning

When your active task requires Summoning experience, you may...

  1. Kill monsters for charms and tertiaries in accordance with §2, c.

§9.14 Invention

When training Invention for an active task requiring Invention experience, you may...

  1. Research blueprints.
  2. Level up augmented weapons and armour, and disassemble/siphon these.
  3. Only use methods for Invention training that adhere to §2, c.
§9.14.1 Use of Invention

Once you unlock Invention, you may…

  1. Use augmented, perked up gear, weapons and tools without any restrictions to their use.
  2. Research, create and use any Invention item you have the levels and materials for.
  3. Only siphon or disassemble Invention items, when your active task requires Invention experience.

§9.15 Woodcutting

When your active task requires Firemaking or Fletching experience, you...

  1. Must use all logs you possess, excluding only teak, mahogany and elder logs. Once these supplies have been exhausted, you may cut any trees that you have the relevant Firemaking or Fletching level to process.

Footnotes

1. Supply tasks

A supply task is a type of task requiring you to obtain a certain amount of a supply - for instance a type of fish, potion or Summoning pouch. They are tasks made specifically for Taskmen and are intended to smooth the training curve for particular skills or grant you useful consumables. While training skills for other tasks, items which are linked to supply tasks are not restricted. If, as a consequence, you already have enough of the required item(s) when you roll the supply task and the level required to make them, it must be automatically completed.

2. Group PVM encounters

Ultimately, the task admins decide whether an encounter classifies as group or solo. From the hard tier onwards, a boss might (but won't always) be considered a group encounter if:

The boss has no achievements saying: "Can only be completed in a solo instance".

The boss can be faced in a group, but the loot is distributed individually.

The boss has an enrage mechanic that resets with the in-game daily reset.

3. Placeholders

A placeholder is an artificial system implemented to ensure taskmen can always work on their active task. If you roll a group boss encounter, and cannot find a team at present, you're allowed to select a “Placeholder” in the unique-list, mark the task complete, and return to it later.

4. Unlocks

Unlocks are tied to completion of (some) tasks. They are intended to smooth your Taskman experience, allowing you to bypass the standard rules. All unlocks are in place to achieve a specific goal, and often have an expiration or limitation in the form of a period of time or a number of actions.

5. Softcaps

We've used a soft cap on the tiers to determine which content is destined for what tier. What it means is that a certain tier will have mostly content between levels X and levels Y. Not all skills are the same, and thus require different caps. Some tasks and rules may reference the soft caps to guide you towards certain methods and limit others. However, natural progression of skills beyond the caps is quite likely and you are NOT expected to stop using a skill entirely because it exceeds the stated level. You may also make use of any skill unlocks (better potions, food etc.) beyond the caps, provided you do so in accordance with the rest of the rules.

The softcaps can be viewed in the table below.

Combat Skills (not including Prayer / Summoning)

Tier Range
Beginner 1-50
Easy 51-70
Medium 71-90
Hard 91-99
Elite 100-113
Master 113-120
Legendary 120-126
God 126

Regular Skills

Tier Range
Beginner 1-30
Easy 31-50
Medium 51-70
Hard 71-80
Elite 81-90
Master 91-99
Legendary 100-113
God 114-126

120 Skills

Tier Range
Beginner 1-30
Easy 31-60
Medium 61-80
Hard 81-95
Elite 96-105
Master 106-120
Legendary 120-126
God 126

Elite Skills

Tier Range
Beginner N/A
Easy N/A
Medium N/A
Hard 1-95
Elite 96-120
Master 120
Legendary 121-150
God 150

Notes

In some cases, the wording of these rules may differ from the website for reasons of readability. The website's word is final if there is any material differences between the two.

History

  • 17th May 2023
    • Re-aligned rules with the Taskman site (again).
  • 25th January 2021
    • Added section on Invention specific rulings.
  • 1st January 2021
    • Once again re-synchronised rules from the Taskman website.
  • 16th November 2020
    • Re-synchronised with rule changes from the Taskman site.
  • 24th June 2020
    • Rules page brought back into alignment with the Taskman site.