Reverberation is a fork of RS Mod, the Kotlin Old School RuneScape server emulator written by Tomm0017. RS Mod's goal is mechanical accuracy rather than breadth: it reads the real revision-233 game cache, models the game in four layers (engine, api, content, server), and gets the underlying maths, ticks and packet behaviour right before it worries about how much content sits on top. The prayer book, the core engine, the route finder and the type system all come from upstream and are used here as they were written.
Reverberation started on 20 June 2026 with a drop-table design spec and has added roughly 1,200 commits since. The aim was to build a playable server on top of that foundation without loosening its standards: a Raging Echoes league layer as the account's default mode rather than a bolt-on, instanced bosses that build you your own arena, per-item rolled equipment stats, seven permanent game modes with server-side ironman rules, seven trainable skills, and the operational work needed to run one live world that updates itself without dropping anyone onto a build that is about to be rolled back. Of the 246 Gradle subprojects in the tree, 121 were created by this fork; all twelve engine modules are inherited and extended rather than rewritten.
What you choose before you play
Two decisions are made before you can move, and both are permanent. Neither can be skipped by closing the window or reconnecting.
- Seven permanent game modes
- First login opens a purpose-built screen asking you to pick Regular, Ironman, Ultimate Ironman, Hardcore Ironman, Group Ironman, Hardcore Group Ironman or Unranked Group Ironman. Picking a card only highlights it; a review page spells out what that mode costs you, and nothing is written to your character until you press CONFIRM. The choice loads again every time you log in and shows on your public chat crown.
- Ironman rules, enforced server-sidelimited
- An ironman is refused any ground item belonging to another player - another player's monster drops or death pile - with group ironmen still able to take their own group's. Items another player drops by hand from their inventory are not covered yet, and there is no trading in the game for the ironman trade rules to apply to.
- Group Ironman and The Node
- Pick a group mode and you start pending a group. A portal beside the Lumbridge general store takes you to The Node, the Group Ironman island south of Tutorial Island, where the Regent handles invites, acceptances, naming and founding. Once founded the group is permanent, appears in the game's native Group Ironman panel with its full roster and offline members greyed out, and has its own chat channel that updates as people log in and out. Gain a single level before you found or join and the window closes for good.
- Leaving a grouplimited
- The Regent will remove you from a founded group permanently, spelling out what you give up and asking you to confirm first. A departing leader must name a successor; a leader who is the last member dissolves the group instead. Leaving turns you into a plain Ironman for good, and you can never join or found another group.
- The First Echo league tutoriallimited
- After the game mode is locked in, a two-page welcome opens and must be finished before you can carry on. Your place is saved, so closing it or logging out puts you back where you left off. Finishing it opens the Leagues tab in your journal.
Every account is a Raging Echoes league account
There is no opt-in and no separate league world. The league layer is how the game is played here, and it is the part of the server with the most built and the most still switched off.
- League tasks and pointslimited
- 115 real Leagues tasks work: first level-ups, total and combat level milestones, core skilling goals, Misthalin kills, oddities like killing a chicken bare-fisted or a duck with a fire spell, Draynor and Varrock agility laps, Scurrius, the Fight Caves and the Fire cape, and Mor Ul Rek's obsidian gear. Completing one gives a chat line, an on-screen banner and the task's real point value (Easy 10 through Elite 200), and it persists across logouts. The native task list only ticks 14 of them individually so far, so most progress shows as points rather than a checked row - and points have nothing to spend them on yet.
- Region unlockslimited
- The world is split into eleven league regions. You start with Misthalin and Karamja, choose three more at 90, 200 and 400 completed tasks, and the rest open as total level climbs from 1,500 to 2,277. Walk toward ground you have not earned and you stop at the border and are told which region you are missing. The boundary is only enforced in the parts of the map that have been built.
- Relicslimited
- All 23 Raging Echoes relics across eight point tiers are in the Relics tab: you choose one per tier, review it, and confirm it permanently once you have the points. The three free Tier-1 relics hand you an Echo pickaxe, axe or harpoon on the spot. Only the Echo axe, Echo harpoon and Production Master currently change how you play - the rest record your choice without granting their effect yet.
- Echo toolslimited
- The Echo axe chops at crystal-axe speed without degrading, has a 50% chance not to fell the tree, banks your logs, can be toggled to burn or fletch them on the way, and never fails to light a fire. The Echo harpoon fishes a tick faster, has a 50% chance to leave the spot standing, and banks and cooks your catch. Both can be wielded, Checked, and (on the axe) Configured. The Echo pickaxe exists as an item with no effect, because Mining is not implemented.
- 5x skilling XPlimited
- Every account trains at 5x from its first login with no opt-in. The boost currently applies to Woodcutting, Firemaking, Fishing and Cooking. Higher rate tiers exist in the account profile but cannot be unlocked in game.
- Combat Masterieslimited
- A panel in the Leagues journal with three six-tier ladders - Melee, Ranged and Magic - bought with mastery points earned from real kills: felling a Giant, killing ten monsters over combat level 100, soloing Scurrius, killing something needing 55 Slayer, beating TzTok-Jad, reaching combat level 100. All eighteen tiers and six passives now have working effects in PvM. On the live world only Melee I and Ranged I can be bought, because purchases are sequential per path and the tiers above them are held closed until each has been verified against the cache. Melee I rolls damage twice and keeps the better roll a quarter of the time; Ranged I stops low rolls falling below 30% of your max; either unlocks the passive that saves 95% of charges, ammunition and runes. Masteries do not apply in PvP.
Rolled equipment
Weapons, armour and amulets are not identical copies of each other here. Every eligible piece rolls its own stats when it is created, and those are the numbers combat uses.
- No two pieces are alike
- Equipment that drops from a monster or is bought from a shop comes with its own rolled attack, defence, strength, magic damage and prayer bonuses. One rune scimitar can out-hit another, and a lucky adamant one can beat an unlucky rune. The roll is permanent, tied to that exact item, and survives banking, dropping and logging out. Buy five from a shop and you get five separately rolled items; stackables like arrows and runes are ordinary.
- The rolls count in combat
- A rolled item's own numbers are what feed every accuracy and max-hit calculation and what appears on your equipment stats screen. Any stat it did not roll keeps the item's normal value, and everything else about the item - attack speed, animations, level requirements, special attack - is unchanged.
- Examine tells you what you got
- Examine a rolled piece in your bag or worn and the usual examine text is followed by a breakdown of the stats that item personally rolled. The header is coloured by overall quality, from Crude to Perfect, and each stat is coloured by how well that stat itself rolled, so one lucky bonus on an otherwise ordinary drop still stands out.
- Hover tooltips in the Reverberation clientlimited
- Hovering a rolled item in your inventory in the Reverberation client shows its real rolled stats and the range each roll came from, instead of the generic cache values. Inventory only for now - worn gear and bank still show ordinary numbers. A stock client ignores the extra data and behaves normally.
Bosses
Every boss builds you a private copy of its arena when you enter, so nobody can crash your fight or clear the room out from under you. Scurrius also offers a shared public room at the same entrance if you would rather not fight alone.
- Scurrius, the Rat King
- The giant rat of the Varrock sewers, fully playable. Climb through his entrance to join a shared public room, open a private instance, or check how many people are already inside. He cycles through combat, a mandatory feeding phase at his cheese troughs where he heals harder the more people are in the room, and an enraged phase below 30% health, throwing melee, ranged, magic, telegraphed rockfalls and packs of summoned rats. He drops rune and adamant gear, runes, food and coins, plus the Rat boss spine (1/33) you can trade to the Biologist for a combat XP lamp, and the pet (1/3,000), who follows you around as Scurry.
- The Fight Caves and TzTok-Jad
- All 63 waves, entered from Mor Ul Rek beneath the Karamja volcano, against the real wave line-up: Tz-Kih draining Prayer, Tz-Kek reflecting melee and splitting on death, Tok-Xil and Ket-Zek switching style by distance, Yt-MejKot healing wounded allies. Wave 63 is Jad, whose melee, ranged and magic attacks each telegraph before they land and who calls four Yt-HurKot healers at half health. Kill him and you leave with the Fire cape and 8,032 Tokkul. Log out mid-run and your progress is saved at the wave you left.
- The Royal Titans
- Branda the Fire Queen and Eldric the Ice King in a two-player instanced arena, both fighting at once with 600 hitpoints each. They open in melee before backing into their lava and ice lanes to hurl telegraphed walls of fire and ice and summon elementals - bring both fire and water spells, since each titan and its minions take extra damage from the opposing element. Below 35% they take thrones at opposite ends and unleash the Elemental Blast, a charged three-pulse attack with one marked safe tile you must be standing on when each pulse lands. Loot both corpses for the Twinflame crown halves, the Deadeye and Mystic Vigour prayer scrolls, and the Giantsoul amulet.
- The Dominion of Echoeslimited
- A solo gauntlet started at the Raging Echoes portal in the open field west of Varrock's south gate. Six echo bosses in fixed order - Kalphite Queen, King Black Dragon, Cerberus, Corrupted Hunllef, Dagannoth Kings, Sol Heredit - each fought alone in a private copy of that boss's real lair. Clear a chamber and a vault shows what you have won and asks one question: bank it and walk out, or descend and stake everything for two standard rewards plus one extra rare roll per chamber already cleared. Die or abandon and the echoes take back everything unbanked. Each chamber adds its boss's Raging Echoes unique to the vault's pool - the drygore blowpipe, thunder khopesh, thousand dragon ward, dogsword, crystal blessing, amulet of the monarchs, emperor ring, sunlight spear, sunlit bracers, Dizana's quiver - with a shot at that boss's pet on its own clear. The portal's position is a provisional placement and the run is solo only.
- The Echo Hunllef's sacred wall
- The fourth chamber opens with the Hunllef praying against melee, ranged and magic at once, so nothing you bring can touch it. You are handed a crystal dagger on the way in: its special shatters the wall, letting exactly one hit through before the Hunllef prays against whatever style just hit it. The trick is to poke with something weak and then swing your real weapon. The full wall goes back up at 75%, 50% and 25% health, and the dagger is taken off you when you leave.
- Zulrahlimited
- Board the sacrificial boat at Zul-Andra and the priestess rows you to a private shrine. Zulrah never walks - he dives and resurfaces at one of four spots, changing between green ranged, blue magic and crimson melee forms, and each kill runs one of four full rotations with cloud barrages, snakeling eggs that hatch onto you, tail slaps, the alternating Jad phase and the 50-damage cap. His table rolls twice at your feet, uniques and mutagens included, then a portal takes you home. The fight is finished and tested, but the boat sits in Tirannwn, a region where only Lletya has been built and no travel route exists, so getting there is the problem.
- Vorkathlimited
- Vorkath sleeps in the Ungael crater: climb the wall into your own private instance, poke him awake, and fight the whole thing - melee, ranged, magic, three dragonfire breaths including the prayer-stripping one, the woox-walk fireball, the acid phase where he takes half damage while spitting rapid fireballs, and the ice breath that freezes you while a zombified spawn walks over to detonate. Double-rolled table with Vorkath's head at 1/50 and Vorki at 1/3,000, and eight of his eleven Combat Achievements. There is no way to reach Ungael in game yet, so only staff can get to him.
- Demonic gorillas
- Twenty-eight of them in the Crash Site Cavern, each in a melee, ranged or magic form. Hurt one badly enough and it smashes its chest and switches its overhead to whatever has been hurting it most; pray correctly for long enough and it changes its own attack style instead. At range it may hurl a boulder at the tile you are standing on for a third of your current health - one sidestep and it misses. Every kill drops malicious ashes, over the full table down to the zenyte shard and ballista pieces, and they are the one monster that can currently reach the shared rare drop table.
- Tormented demonslimited
- Fourteen in the Ancient Guthixian Temple. They watch which style is hurting them and pray against it, raise a fire shield that blunts a fifth of the damage from anything that is not a demonbane or abyssal weapon, and every tenth attack lob a fire bomb across two tiles that pins you while it falls. Full drop table, infernal ashes every kill. The fight is finished and tested; there is no in-game route to the temple, so you have to be put there.
- Kill counts, personal bests and the collection loglimited
- Every boss kill is recorded once and kept. On a kill you are told your total for that boss, how long the fight took, and your personal best for that exact team size, and it is all still there when you log back in. Scurrius also drives the game's own kill-count value and is the only boss with a collection log page so far; the log tracks and counts his three uniques but does not yet light up the item squares.
- Combat Achievementslimited
- Scurrius has six - Sewer Cleaner, Rat Race, Solo Sewer, Perfect Positioning, No Cheese and Break the Rat Pack - which complete on the kill that earns them, announce in chat, add to your Combat Achievement total and save permanently. Eight more are written for Vorkath but he cannot be reached. The panel opens from the journal's summary tab and shows points and tier thresholds, but does not list individual tasks, and completing them unlocks no tier rewards.
- Petslimited
- Scurrius drops his pet, and using the item releases Scurry, who scampers behind you, keeps up around corners and catches up when you teleport. Use the item again and he returns to it. He has no abilities and does not stay out across a logout.
How combat actually resolves
Accuracy and max hits come out of the same equations the community DPS calculators use, whether you are hitting an NPC, being hit by one, or fighting another player.
- Melee, Ranged and Magic on real OSRS formulas
- Your attack roll is weighed against the target's defence roll for every swing, shot and cast. Gear bonuses, attack styles, void, and every accuracy or damage prayer from Burst of Strength up to Piety, Rigour and Augury - including the Deadeye and Mystic Vigour unlocks - count for exactly what they count for in the live game.
- Nineteen melee special attacks
- All four godswords and their ornament kits, the dragon warhammer, claws, dagger, mace and halberd, the granite maul, abyssal dagger, bludgeon and tentacle, elder maul, Osmumten's fang, Voidwaker, Barrelchest anchor and both Saradomin swords, with corrupted and bounty-hunter versions covered. Each plays its own animation, costs the energy the game defines, applies its real effect - the warhammer and elder maul defence drains, the Zamorak godsword freeze, the tentacle's bind and poison, the dagger's double hit, the claws' four-hit split - and respects your selected attack stance.
- Freezes and binds that hold monsters
- The Zamorak godsword's Ice Cleave and the abyssal tentacle special hold the target where it stands, monsters included, for 20 and 5 seconds, and only on a hit that lands damage. Anything already frozen, or that broke free in the last three seconds, shrugs it off, so nothing can be chain-held.
- Charged and powered weaponslimited
- Tridents, the Sanguinesti staff, toxic staff of the dead, toxic blowpipe, Bow of Faerdhinen and all six revenant weapons hold real charges: feed them runes, coins, Zulrah's scales, crystal shards or revenant ether and they spend those charges as you fight, reverting to their uncharged form when empty, with a right-click telling you what is left. The blowpipe tracks its own darts and scales, adds the loaded dart's strength to your damage, saves a scale on roughly one shot in three, and envenoms about one landed hit in four. Tridents and the Sanguinesti staff work on monsters only, and most of these weapons have no in-game source yet.
- Scythe of Viturlimited
- A charged scythe sweeps the three tiles in front of you: in multiway a normal-sized target takes a full hit while up to two neighbours are caught for half and quarter damage, and a large monster instead takes two or three separate rolls. Charge it with a vial of blood and 200 blood runes per 100 charges up to 20,000; a swing only costs a charge if it draws blood, and uncharging destroys the materials. There is no drop or shop source for it.
- Poison and venomlimited
- Poisoned daggers, spears, darts, arrows and bolts at p, p+ and p++ rates, karambwan-poisoned spears, the abyssal tentacle, toxic blowpipe, trident of the swamp and toxic staff of the dead all inflict poison or venom, driven through the client's own poison orb and timer rather than a custom interface. Venom climbs from 6 to a cap of 20 and burns on through fights and bank screens; monsters the cache marks venom-immune shrug it off or take ordinary poison instead, and Vorkath ignores both. Monsters cannot yet poison you back, and antipoison potions do not cure.
- Serpentine helm
- Charge it with Zulrah's scales and wear it: while it holds charges nothing can poison or envenom you, for exactly as long as it is on your head. Your own hits envenom what you are fighting - always with a toxic weapon, on a chance with anything else - and it burns scales as you fight, reverting to an inert uncharged helm when they run out.
- Armour and jewellery that acts on the hitlimited
- A full Guthan's heals you for the damage on roughly one melee hit in four; a full Ahrim's drains 5 Strength from what you hit on one magic hit in four; an amulet of blood fury spends a charge every melee hit and heals 30% of the damage one time in five before reverting to a plain fury. Every effect reads the gear you were wearing when the attack was thrown, so a mid-flight switch neither wins nor loses a proc. These apply to monsters only, and most of the gear involved has no in-game source yet.
- The prayer book
- Every standard prayer from Thick Skin to Piety, Rigour and Augury, with its real level and Defence requirements, drain rate and overhead icon. Conflicting prayers switch each other off, and drain scales with the prayer bonus on your gear, recalculated whenever you change equipment. This is inherited from upstream RS Mod rather than built here.
- Protection prayers on both sideslimited
- Overheads stop all damage from monsters and 40% of it from other players, and typeless damage ignores them. The engine can give monsters their own overheads that cut incoming damage by style, complete with head icon, and a Tier VI mastery punches 60% through them - but no monster in the current world wears one.
- Standard spellbook attack spells
- All twenty elemental attack spells - wind, water, earth and fire in strike, bolt, blast, wave and surge - cast against monsters and players, drawing from your inventory or rune pouch and honouring combo runes, elemental staves and unlimited-rune sources. They award Magic XP, can be set to autocast from a staff, and a splash shows as a splash rather than a zero hitsplat.
- Standard spellbook teleportslimited
- Varrock, Lumbridge, Falador, Camelot, Kourend Castle, Ardougne, Civitas illa Fortis, Watchtower, Trollheim and Ape Atoll (which still wants a banana), with the Grand Exchange, Seers' Village and Yanille alternatives once unlocked. Each drops you somewhere inside a proper landing area rather than one fixed tile, and takes your runes only once the cast is accepted - a teleblock, a locked region or being above level 20 Wilderness stops you with a message. Home Teleport, house teleports and the quest requirements on the further destinations are not in.
- Raging Echoes weaponslimited
- The dogsword's special lands all five godsword effects on one swing plus a delayed strike eight ticks later. The Sunlight spear stacks charges as you attack, they decay if you stop, and seven of them buy a Sol Slam hitting everything within three tiles, harder the higher your Prayer bonus. The Thunder khopesh calls down a dodgeable lightning bolt at half your max hit on roughly one hit in five, a full-power one on its special, and hurts the Corporeal Beast on any style. The drygore blowpipe loads unpoisoned darts only, takes two accuracy rolls per shot and does not degrade. Gloves of the Damned, the Devil's element and the Crystal blessing feed real melee and magic damage. Nature's reprisal, the Thousand-dragon ward, Sunlit bracers, Amulet of the monarchs and Emperor ring currently drop as items with no effect.
- Spellcasting monsterslimited
- The dark wizards at the stone circle south-west of Varrock attack on sight and cast from up to seven tiles, with the spell visibly leaving their hands and arcing to you. A cast that lands shows its impact graphic and a hitsplat; one that fails splashes with no damage number.
- Player versus playerlimited
- Melee, ranged and magic each use the game's PvP accuracy and damage formulas, weapon attack speeds and special attacks apply, and protection prayers cut incoming damage by 40%. There is no Wilderness or PvP area to fight in, no skulling, and dying to another player drops nothing.
- Death and respawnlimited
- The death animation, the music cutting to the death jingle, "Oh dear, you are dead!", then a teleport to Lumbridge with prayers off, stats restored and skull cleared. Nothing is dropped or lost. Content can decide where you wake up instead - die in the Fight Caves and you respawn outside the cave.
- Drop tableslimited
- Around 76 kinds of NPC drop real per-monster loot tables - goblins, the low-level Lumbridge bestiary, Varrock's guards, knights, wizards and thieves, demonic gorillas and tormented demons - with guaranteed items, a weighted main roll and separate rare rolls. Credit is decided once from who actually dealt the damage, so the loot, your kill count and anything else tracking the kill can never disagree. Anything without a table still drops bones. The classic rare drop table, cascading into the gem and mega-rare tables, is reachable from demonic gorillas only, and ring of wealth does not yet improve the odds.
Skills
Seven skills are trainable end to end, two more are in with real limits, and the rest are not implemented. All of them run on one shared skilling substrate, so a batch either commits fully or not at all and a process-all attempt reports its per-unit outcomes in one place.
- Woodcutting
- 76 different trees, from ordinary and dead trees up through oak, willow, teak, juniper, maple, hollow, mahogany, arctic pine, yew, blisterwood, sulliuscep, magic and redwood, with every axe from bronze to dragon, 3rd age, infernal and crystal at its own speed and animation. Trees deplete and regrow on their own timers, popular ones fall faster when several people work them, bird nests and beginner clue nests turn up, the Lumberjack and Forestry outfits boost XP, and the infernal axe burns roughly a third of your logs for bonus Firemaking XP.
- Fishing
- 22 kinds of fishing spot from level 1 to 99: shrimp and sardines up through lobsters, sharks, anglerfish, dark crabs and sacred eels, including barbarian-rod leaping fish that also train Agility and Strength, and barehand tuna, swordfish and shark. Dragon, crystal and infernal harpoons fish faster, the anglers' outfit boosts experience, and spots drift between real water tiles as you fish. Clue bottles and the Heron pet are rare finds.
- Cooking
- 78 recipes from shrimp to dark crab, plus meats, bread, cakes, pizza, stews and twelve pies, cooked on nine kinds of range, oven, stove or fire - or a fire you light yourself. Burn chances follow real per-food thresholds that differ between fires and ranges, drop with cooking gauntlets or the Iznot clay range, and stop entirely once you wear the Cooking cape.
- Firemaking
- A tinderbox - or a bow, barbarian-style - on any of 16 kinds of logs, from ordinary at level 1 through oak, willow, teak, maple, yew and magic to redwood at 90, including the five coloured trail logs. You light it with an animation, step aside onto a free tile, and it burns for roughly two to six minutes depending on the log, working as a cooking fire the whole time. It will not light indoors, on solid ground, or on an occupied tile.
- Herblore
- Clean all 14 grimy herbs, mix unfinished potions with a vial of water, and finish over sixty potions from attack potions through super combat, saradomin brew, stamina and the divines, alongside barbarian mixes, salamander tars and pestle-and-mortar grinding. An amulet of chemistry gives a chance at an extra dose until it crumbles, an alchemist's hat can save secondaries, and a Make-X prompt batches the whole inventory.
- Craftinglimited
- 136 recipes from leather gloves at level 1 to zenyte amulets at 98: tan hides at four tanners, cut gems and blow glass, throw and fire pottery, spin at a wheel, mould rings, necklaces, bracelets and amulets at fifteen furnaces, string amulets, and fit orbs to battlestaves. The two Slayer rings are locked, and opal, jade and topaz amulets can be moulded but not strung.
- Fletchinglimited
- 117 recipes from 1 to 99: knife on logs for arrow shafts, shortbows, longbows and crossbow stocks, stringing bows and crossbows, feathering and tipping arrows, bolts and darts, chiselling gems into bolt tips, and cutting celastrus bark into battlestaves. You fletch by using one item on another and picking a quantity (1, 5, 10, typed, or all), with stackable ammunition made 15 arrows or 10 bolts and darts at a time. Broad arrows and bolts are in the recipe list but cannot be made, because the Slayer unlock gating them does not exist; ballistae, javelins and ogre bows are not implemented.
- Thievinglimited
- 18 pickpocket targets from citizens at level 1 to elves at 85, each with its own coin pouch, stun and reaction, plus tea and silk stalls that empty and respawn and a Pirate Hut door you can pick with a lockpick at 39. A successful theft does not yet publish a completion event, so nothing you steal counts toward League tasks or masteries.
- Prayerlimited
- Bury bones or scatter ashes across three dozen types, from plain bones up through wyrm, drake, hydra, dagannoth king and superior dragon bones, and pray at any altar to recharge. Offer bones at the Wilderness Chaos Altar for triple-and-a-half experience with a chance the Dark Lord spares them, or run the whole Ectofuntus loop at Port Phasmatys - grind bonemeal, fill buckets at the pool of slime, worship for quadruple experience, and collect ecto-tokens from the Ghost Disciple.
- Rooftop Agilitylimited
- Draynor from level 1, seven obstacles, 120 xp a lap; Varrock from level 30, nine obstacles, 238 xp a lap. Each animates you across the roofs obstacle by obstacle, and finishing a lap gives a chance at a Mark of Grace dropping on the course for you to collect. There is nothing to spend marks on, and these are the only two courses built.
The world
62 areas across eight regions, with over 4,200 NPCs standing where they belong. Most of it is scenery you can walk and fight through; a handful of places are finished to the point where every shopkeeper trades and every monster carries a real table.
- 62 areas, eight regionslimited
- Asgarnia, the Desert, Kandarin, Karamja, Kourend, Misthalin, Morytania and Tirannwn - Falador and Varrock out to Sophanem, Shilo Village, Darkmeyer and Lletya. Each area declares the tier it is meant to reach (Traversable, Inhabited, Rewarding) and a test fails the build if it does not, which is why 59 of the 62 honestly sit at the first tier: populated and walkable, not yet finished.
- Varrock
- 177 townspeople, guards, palace staff and museum workers, and every one who offers Talk-to says something. Eight shops trade with stock that restocks over time - the general store, sword shop, Zaff's staffs, Lowe's archery, Horvik's armour, Baraek's furs, Thessalia's clothes and Aubury's runes - and the bank booths bank, the doors and ladders work, and the manhole outside the city drops you into the sewers. The dark wizards at the stone circle attack on sight.
- Scenery that answerslimited
- Around Misthalin, things that used to say "Nothing interesting happens" now work: the Duke of Lumbridge's landing door, Father Urhney's shack door, Varrock's spiral staircases, several ladders, ordinary bank counters, household drawers you can open and search, and the Lumbridge farm stile. Training dummies give 5 Attack experience a hit until Attack reaches 8. Every dead staircase in this repository's history was found by a player trying one, not by a test.
- Fairy rings
- With a dramen or lunar staff equipped, right-click a ring to jump to Zanaris or your last destination, or Configure to spin the three wheels to any code and confirm. Destinations are read from the game cache, and every code you arrive at is remembered in the travel log, which you can click to set the wheels next time.
- Karamja ferries
- Pay Captain Tobias or the seamen at Port Sarim 30 coins for Musa Point, or Captain Barnaby at Ardougne 30 coins for Brimhaven, with return trips both ways. You get the ship journey screen, then step off the gangplank onto the dock, and the customs officer on the way back to Port Sarim searches you and confiscates any Karamjan rum. If you have not unlocked the region, the crew tells you so by name instead of taking your coins.
- STASH unitslimited
- All 116 hidey-holes are read from the cache and live in the world, with Build and Search on them, each remembering its contents against your character. Building one needs Construction, which is not implemented, so the units are in place rather than usable.
- Mor Ul Reklimited
- Show your Fire cape to the TzHaar guard at the inner gate and the inner city is permanently unlocked for that character - you keep the cape, and the gate opens for you from then on, including across logouts. It is the only permanent unlock in the game so far.
Getting in, and staying in
One live world, one client, and an update process built so that nobody's progress lands on a build that is about to be rolled back.
- World 1
- One live world, hosted in Roubaix, France, reached by downloading the Reverberation client and picking it from the in-client world list. Open and authenticated since 15 August 2026, behind a firewall that permits nothing but the game port.
- The self-updating launcher
- You download one file, Reverberation.jar. Every launch it checks for an update, confirms the update is genuinely ours before trusting a byte of it, and downloads the new client only if the signature matches. If that check cannot be made - you are offline, or something on the network is interfering - it starts the client you already have.
- Register on the website, log in with the same password
- Sign up, confirm your email, claim your name and type your password once more; a minute or so later your character is waiting in game and the client accepts that same password. The password is sealed on the way across so nothing between the website and the world server can read it, and it is carried over once, at registration.
- Announced updates
- When an update goes out you get the familiar system-update timer five minutes ahead, and at zero you are logged out cleanly with your account saved. There is no download wait at the end because the new build was fetched and unpacked while you were still playing, and the world only reopens to logins once it has proved it is genuinely running again. A cancelled update clears the timer in your client without anyone taking the world down by hand.
- Live status and Hiscores
- The website shows World 1's real state straight from the game server - Online or Offline, how many players are on, which release is running - refreshing about once a minute on its own. The Hiscores board comes from the same feed and ranks every player across all 23 skills.
What is not here yet
Said plainly, because you would find it out in ten minutes anyway.
- Seven skills are not implemented at all: Mining, Smithing (a coal bag and recipes exist, with no production loop), Runecrafting, Construction, Farming, Hunter and Slayer. Slayer's absence also means slayer helm bonuses, broad ammunition and the two Slayer rings are written but inert.
- There are no quests, no Achievement Diaries, no minigames outside the Fight Caves and the Dominion, and no party system.
- There is no trading, no Grand Exchange and no player-to-player item exchange of any kind. The ironman trade rules are written and have nothing to apply to.
- There is no Wilderness or PvP area. PvP combat resolves correctly if two players fight, but there is nowhere to do it, no skulling, and death to a player drops nothing.
- Death costs you nothing. No items are dropped or lost on death anywhere in the game.
- The Inferno exists only as an arena definition and the geometry of Zuk's shield. TzKal-Zuk is not fightable.
- Treasure Trails cannot be completed. The clue framework - steps, caskets, hot/cold, rewards, persistence - is built, but no clue steps are declared anywhere in the game, so there are no trails to run.
- Vorkath and the tormented demons are finished fights with no route to them: Ungael and the Ancient Guthixian Temple cannot be reached in game. Zulrah is finished and his boat is at Zul-Andra, but Zul-Andra is in Tirannwn, where only Lletya has been built and there is no travel route.
- Only Melee I and Ranged I can be bought on the live world. Every mastery tier now has a working effect, but purchases are sequential per path and the tiers between are held closed until each is verified, which blocks the ladder above them. Masteries do not apply in PvP.
- Most relics record your choice without granting an effect. Only the Echo axe, Echo harpoon and Production Master change how you play; the Echo pickaxe is an item with nothing to mine.
- The 5x XP rate applies to Woodcutting, Firemaking, Fishing and Cooking only.
- League points have nothing to spend them on, and 101 of the 115 working tasks do not tick their own row in the native task list - your progress shows as points instead.
- Region borders are only enforced where the map has been built, and 59 of the 62 areas are populated scenery rather than finished places: not every shopkeeper trades and not every monster has a drop table. Around 76 NPC types have real tables; everything else drops bones.
- Ancient, Lunar and Arceuus spellbooks are absent, as is Home Teleport and the rest of the Standard book beyond the twenty attack spells and ten teleports. The quest requirements on the further teleport destinations are not enforced.
- Only two rooftop Agility courses exist (Draynor and Varrock), and Marks of Grace cannot be spent on anything.
- Nothing in the game can poison you, and antipoison potions do not cure. The poison and venom system currently only runs outward, from you to what you hit.
- Most of the charged weapons, the Scythe of Vitur, the Barrows and blood fury equipment effects, and several Raging Echoes accessories have no drop or shop source and have to be handed to you.
- Scurrius is the only boss with a collection log page, and it counts drops without lighting up the item squares. He and Vorkath are the only bosses with Combat Achievement tasks, and completing them unlocks no tier rewards.
- STASH units are placed and remember their contents but cannot be built, because Construction does not exist. Pets do not stay out across a logout. Rolled-stat tooltips in the client work on inventory items only.
- Thieving does not publish a completion event yet, so nothing you steal counts toward League tasks or masteries.
- The repository's own README and LICENSE are still upstream RS Mod's and have not been rewritten.