Difference between revisions of "Rules"

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== Rules of the Taskman Challenge ==
 
== Rules of the Taskman Challenge ==
=== 1. Efficiency ===
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=== 1. Stick to your Task ===
{{RuleHeader|You must complete your task in an efficient manner.}}
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Work towards your active task<sub>[[#def1|[1]]]</sub>.
  
This does not mean you have to take the path of least resistance, but it allows you to choose between options rather than always going for the most efficient.
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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.
  
=== 2. Active Task and Training Methods ===
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=== 2. Valid Training Methods ===
{{RuleHeader|You can only actively work towards the task shown on your Dashboard (current task).}}
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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.
  
All training activities are allowed for progression on your task, but if it's easily manageable, avoid doing activities that can complete other tasks.  
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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).
  
Activities that can yield task-related items with a drop rate of 1/2500 or rarer can still be done. These include but are not limited to Big fish, Champion scrolls, Slayer creature heads.  
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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).
  
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, and therefore, burying already banked bones/ashes is not allowed.
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=== 3. Passive Tasks ===
  
Training methods also include D&Ds as long as you have the activity unlocked. Seasonal events fall within this category, too. When you haven't unlocked an activity, and would need to quest, gain levels (in other skills than one benefitting your current task) or get other requirements before you could use it, it is off-limits. Doing quests for their experience rewards is not allowed - all quests are covered by active tasks.
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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.
 
 
==== Activities with Reputation Systems ====
 
{{RuleHeader|It is allowed to use activities with reputation systems as a training method even if the reputation is not the primary goal.}}
 
 
 
This includes training Smithing in the Artisans' Workshop and Runecrafting in the Runespan. The gained reputation does not have to be discarded; however, ''rewards that can be bought with the reputation that are also tasks may not be completed as an "accident"''.
 
 
 
It is allowed to freely use the gained reputation for purchasing consumables, such as Slayer VIP tickets from Cabbage Facepunch Bonanza. If the consumable is locked behind a task, such as the ancient seed from Herby Werby or the teleport scroll and slayer contract from Shattered Worlds, it may be freely obtained after the associated task has been rolled and completed.
 
 
 
This rule applies to the following activities:
 
 
 
* Artisan's workshop
 
* RuneSpan
 
* Cabbage Facepunch Bonanza
 
* Fish Flingers - Shattered Worlds
 
* Herby Werby
 
* Heart of Gielinor reputation
 
* Player-Owned Farm
 
* Dungeoneering Tokens
 
* Slayer points
 
* Construction Credits
 
 
 
Consumables from the above activities can be bought freely from any "reputation" acquired on other tasks. For the Player-Owned farm, this is includes animals from Adam Antite (the Trapper) and animals / potions bought from Granny. For the Dungeoneering reward shop this includes the Elite dungeon Lucky Charms.
 
 
 
=== 3. Tasks in the Passive tier ===
 
{{RuleHeader|You can work on Passive tasks requiring minigames or Distractions and Diversions (D&Ds) to complete at any time, as long as they do not give experience.}}
 
 
 
The passive tier is made up of roughly 2 types of tasks: Minigames and time-gated activities (distractions and diversions).
 
 
 
You can work on Passive tasks requiring minigames to complete at anytime, as long as they do not give experience. If a minigame gives experience, and is the only way to complete a passive task (e.g. Herby Werby uniques), it can only be done when your current task would directly benefit from the experience gained. Combat experience is not restricted, however, in this regard, which means you're allowed to murder pests and penances, or AFKing mains in Soul- and Castle Wars.
 
  
 
==== Tier Progression ====
 
==== Tier Progression ====
{{RuleHeader|To progress between the active tiers, a set number of passive tasks must be completed during the tier.}}
 
 
 
Number of passive tasks needed for progression between tiers:
 
Number of passive tasks needed for progression between tiers:
  
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* Legendary to God: 500 tasks in total
 
* Legendary to God: 500 tasks in total
  
=== 4. Time-Gated Tasks ===
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==== Minigames ====
{{RuleHeader|If you run into a time-gated task (cider brewing, tree-growing, cat-growth), you are allowed to mark your task complete, when all other steps required for completion are done.}}
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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.
  
When your time-gate is opened and you officially complete your task, post a picture in #pictureproof on Discord.
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==== Time-Gated Tasks ====
  
A work-in-progress list of all time-gates within a tier can be found [[Time-Gates|here]]. If you have the prerequisites to start the time-gate in advance, you may find it helpful to start them as early as possible. If you encounter a time-gate not on the list, feel free to add it to the list as a courtesy to future taskmen.
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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.
  
=== 5. Group PvM Activities ===
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==== Assembly ====
{{RuleHeader|You are allowed to do PVM content with other Taskmen, if they also have the same task.}}
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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.
  
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 to non-taskmen.
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=== 4. Time-Gated Tasks in the Active Tiers ===
  
You are furthermore allowed to help fellow Taskmen obtain uniques from the following group content under certain conditions. Group content includes:  
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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.
  
* Elite Dungeons 1-3
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=== 5. Group PvM Activities ===
* Kalphite King
 
* Nex (both versions)
 
* Barrows: Rise of the Six
 
* Solak
 
* Vorago.  
 
  
To be allowed to help other Taskmen do group content without having an active task yourself, you must have:
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You are allowed to do PVM content with other Taskmen, if they also have the same task.
  
# Unlocked the reaper portal of the relevant boss through tasks.
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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.
# Have at least 1 task for a unique from the relevant boss left in your current tier.
 
  
Note that if your group at any point no longer meets the above requirements for grouping via finishing an active task or reaper, your group must immediately disband. From Elite tier onwards, if doing group-bosses with players outside the taskman gamemode, 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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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.
  
=== 6. Quests ===
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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.
{{RuleHeader|If a task requires you to start a quest, you are allowed to finish that quest.}}
 
  
For the quests '''Recipe for Disaster''' and '''Dimension of Disaster''', this ruling applies to the individual subquests, rather than the quest as a whole.
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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.
  
Experience lamps from quests and achievement diaries are fair game, but they must be used instantly upon completion of the quest or diary; you cannot train a skill to get the level required to use the lamp.
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=== 6. Effectivising your Active Task ===
  
If you are unable to use a lamp instantly when you acquire it, you must either destroy it, or hold onto it and continue to complete tasks normally until one of your skills reaches the level required to use it.
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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.
  
=== 7. Shop or Drop ===
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=== 7. Item Acquisition ===
{{RuleHeader|If an item featured in a drop-log can be obtained from both shops and drops, it must always be gotten as a drop to complete your task, as buying it does not register it in its drop-log.}}
 
  
You can buy and use the item, but it doesn't count towards your task.
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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.
  
=== 8. Farming ===
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==== Buyable Items ====
{{RuleHeader|Training Farming in any variation is regarded as a passive activity due to the timegated nature of the skill. Therefore, training it is always allowed.}}
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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.
  
This means that tree and herb runs can be completed at will, as well as any minigames or D&Ds that provide Farming experience.
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==== Dropped Items ====
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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.
  
==== Player-owned Farms and the Ranch out of Time ====
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==== Crafted Items ====
{{RuleHeader|After completion of the Player-owned Farm tutorial task, you may use the breeding pens at the Farm and at the Ranch out of Time for any animal.}}
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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.
  
You may not use any of the other pens until you have completed their individual tasks. Animals obtained through your active tasks, the Trapper and those bought from Potterington can be used when you meet the Farming level-requirement. You may not grind off-task to get animals for use on the Farm or Ranch.
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=== 8. Quests ===
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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.
  
=== 9. Slayer Grinds ===
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=== 9. Clues ===
{{RuleHeader|When your active task requires you to level up Slayer, rule #2 "Only actively work towards your active task [...]", is negated.}}
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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.
  
You are allowed to do any assignment from any Slayer master available to you, even if that means you’ll be killing monsters you have not yet obtained the uniques from.
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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:
  
Some Slayer-related 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 relevant to your task from, the decision is yours. Lastly, if the assigned monster does not drop a unique relevant to the task, you must skip it, if you have the Slayer points available.
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* Demon Slayer gloves (Kal’gerion demons)
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* Saradomin’s Murmur (Commander Zilyana)
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* Any Boater (Medium or Master clues)
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* Any Dragon mask (Hard, Elite or Master clues)
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* Any Cavalier (Medium or Master clues)
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* Berserker ring (Dagannoth Rex)
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* Dagon’hai hat (Dagon’Hai Monks - if you have made the necromancer hat)
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* Fire cape (Fight Caves - if you have sacrificed it for the Kiln)
  
Doing Reaper assignments for their Slayer experience reward is allowed when you need the experience for your active task. However, you are not allowed to kill boss-versions of your Slayer assignment.
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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.
  
=== 10. Creating Items to Benefit Your Task ===
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=== 10. Regarding Specific Skills ===
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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:
  
{{RuleHeader|Any type of item (including, but not limited to, potions, pouches, food, and teleport jewellery) you have the level and the materials banked for, can be made when their use would benefit your active task.}}
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==== Farming ====
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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.
  
Examples range from creating antifire potions on a QBD task, Lava titans on a Mining related task, or food for combat-related tasks. You may only make as many as you expect to need during your active task.
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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.
  
Additionally, once you have completed a task for a particular item from the Dungeoneering shop, you are allowed to restock (to the quantity required for the original task) those which you have lost or consumed. Tokens for this may only be gained from ED1 token farming. '''LUCKY CHARMS CANNOT BE USED!'''
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==== Slayer ====
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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.
  
=== 11. Invention and Invention Supply Tasks ===
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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.
{{RuleHeader|After the completion of the last Invention task in the Hard tier, which is building an auto-disassembler, you are allowed to train Invention freely, but only with the means unlocked.}}
 
  
Invention tasks in later tiers require the discovery of blueprints and unlocking certain devices. These are off-limits until the task has been completed. Any blueprints/devices NOT covered by tasks, are good to go when you meet the level requirement.
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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.
  
=== 12. Special Rules for Master Clue Steps requiring task-related Items ===
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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).
  
{{RuleHeader|Some master clues require items that are covered by other tasks. If you roll one of these steps without having the required item, you have ONE chance to get that item by performing the related activity.}}
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==== Combat ====
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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.
  
These clues include (but are not limited to) the following:
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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.
  
* Demon Slayer gloves (Kal’gerion demons)
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== Definitions ==
* Saradomin’s Murmur (Commander Zilyana)
 
* Any Boater (Medium or Master clues)
 
* Any Dragon mask (Hard, Elite or Master clues)
 
* Any Cavalier (Medium or Master clues)
 
* 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, skip the step or downgrade the clue. You have one shot at the unique per time you roll the step.
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<div id="def1">
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===Active Task===
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The task showing on your dashboard, is your active task. Your goal is to complete this task within the limitations of Taskman mode.
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</div>
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<div id="def2">
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===Unlock===
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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.
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</div>
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<div id="def3">
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===Consumables===
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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.
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</div>
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<div id="def4">
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===Time-Gates===
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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.
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</div>
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<div id="def5">
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===Raw and Processed Materials===
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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.
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</div>
  
 
== Notes ==
 
== Notes ==
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== History ==
 
== History ==
 
{{UH|
 
{{UH|
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{{UE|1st January 2021|* Once again re-synchronised rules from the Taskman website.}}
 
{{UE|16th November 2020|* Re-synchronised with rule changes from the Taskman site.}}
 
{{UE|16th November 2020|* Re-synchronised with rule changes from the Taskman site.}}
 
{{UE|24th June 2020|* Rules page brought back into alignment with the Taskman site.}}
 
{{UE|24th June 2020|* Rules page brought back into alignment with the Taskman site.}}
 
}}
 
}}

Revision as of 18:21, 1 January 2021

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

Rules of the Taskman Challenge

1. Stick to your Task

Work towards your active task[1].

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.

2. Valid Training Methods

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[2], 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[2], 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).

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[3] or non-task items).

3. Passive Tasks

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.

Tier Progression

Number of passive tasks needed for progression between tiers:

  • Beginner to Easy: 5 tasks in total
  • Easy to Medium: 20 tasks in total
  • 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

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.

Time-Gated Tasks

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.

Assembly

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.

4. Time-Gated Tasks in the Active Tiers

Most tasks with inherent time-gates[4] 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 #picture-proof on our Discord showing the time gate and the task when completed.

5. Group PvM Activities

You are allowed to do PVM content with other Taskmen, if they also have the same task.

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.

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.

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.

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.

6. Effectivising your Active Task

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)[5] 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.

7. Item Acquisition

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.

Buyable Items

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

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

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

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.

9. Clues

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:

  • Demon Slayer gloves (Kal’gerion demons)
  • Saradomin’s Murmur (Commander Zilyana)
  • Any Boater (Medium or Master clues)
  • Any Dragon mask (Hard, Elite or Master clues)
  • Any Cavalier (Medium or Master clues)
  • 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.

10. Regarding Specific Skills

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

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.

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.

Slayer

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.

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.

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).

Combat

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.

Definitions

Active Task

The task showing on your dashboard, is your active task. Your goal is to complete this task within the limitations of Taskman mode.

Unlock

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.

Consumables

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.

Time-Gates

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.

Raw and Processed Materials

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.

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

  • 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.