Leagues and Seasons
RuneTale, the seasonal mode: a separate ruleset that inherits the main game and then changes the rules under you.
RuneTale is CraftScape's seasonal mode, running on its own server beside the main game with a fresh character, ironman rules, a level ceiling of 200 and a board of tasks worth rune points. A season lasts about three months. Season I finished in July 2023 and paid cosmetics to the players at the top, and Season II is in development.
A season beside the main game
RuneTale has its own selector in the network lobby and its own server. You arrive on a new character. Skills, bank, quests and rune points earned there are kept apart from your main account, so nothing you own on the main game travels with you and nothing you earn in the season leaks back into it. Both stay live at once. Log out of one, play the other, and come back to exactly what you left.
The season world is the same map under different rules. Ironman rules apply by default, so there is no trading and no Grand Exchange. Adam the Ironman Tutor explains the standard, hardcore and ultimate restrictions and will hand you a free ironman armour set. The skill ceiling rises from 120 to 200, experience is multiplied server wide, drops land more often than on the main game, and clue scrolls far more often again. A season runs about three months.
Tasks, tiers and rune points
The board opens with /runetale, and /league, /leagues, /lge and /rt all do the same thing. Java players can also reach it from the skills menu, Bedrock players from the ease of access menu. It holds six tiers: Beginner, Easy, Medium, Hard, Elite and Master. Beginner is open the moment you arrive. Every other tier is gated on rune points, and the only way to earn rune points is by finishing tasks. Each tier pays a flat rate per task, ten at Beginner rising to five hundred at Master.
Tasks cover the whole game. Gathering and production quotas, clue casket counts, slayer and boss kills, quest counts, agility courses and shortcuts, jobs, beacons and construction island building. From Easy upwards each tier also carries a category for a minimum level across all your skills, twenty at Easy, then fifty, seventy five, ninety nine and 120 at Master. Related tasks are grouped, so one board entry can hold several sub-tasks that each pay separately. Master keeps the outliers, among them a fire cape, a godsword blade and level 200 in a skill, which pays triple.
Progress on a locked tier still counts. The counter ticks while you sit below the threshold, it simply does not pay. The moment you cross into that tier, every task you had already finished inside it is paid out at once, which often carries you a good way towards the next gate. There is no shop for rune points. They are a key and a score, nothing else.
Tier rewards
Each tier holds two reward slots at the foot of its page, and both are unlocked by completion rather than by points. Clear sixty per cent of a tier's tasks and you pick one of two boosters, either a permanent addition to your experience multiplier or a permanent addition to your luck. Clear eighty per cent and you pick one of three gameplay perks. Both choices lock in the instant you take them, so read every option before you click.
The perks are built to be chosen, not collected. Beginner splits doubled gathering between mining and farming, woodcutting and implings, or herblore and fishing. Easy hands rare drop table rolls to mining and fishing, woodcutting and farming, or firemaking and thieving. Medium reworks impling loot three ways, a rare onyx chance, noted loot, or double loot. Hard sends mined ore, cut logs or caught fish straight to the bank. Elite is master clue scrolls, an extra casket roll or scrolls from kills or from gathering. Master is combat, one branch each for magic, ranged and melee.
The twelve weekly unlocks
A season ticks forward one week at a time and never rolls back. The tab list carries the current week and the countdown to the next, and /week lists all twelve with the live ones marked. Each week the server experience multiplier steps up, from five times in weeks one and two through seven, nine, twelve, fifteen and eighteen to twenty from week twelve, and the server luck multiplier climbs its own ladder alongside it.
Every week also switches on a permanent convenience, and it stays on for the rest of the season. Week one cuts the beacon cooldown to an hour. Week two stops running from draining your run energy. Week three doubles coin drops. Week four adds a chance of a second item when you craft or brew. Week five doubles thieving loot. Week six knocks a step off medium and harder clue scrolls. Week seven stretches potion timers by half again.
The back half is heavier. Week eight lets you choose your slayer monster from the masters' list rather than take what you are given. Week nine imbues bones and ashes as you pick them up, toggled with /autoimbue. Week ten makes teleport spells cost no runes. Week eleven doubles slayer points and triples boss slayer points, on top of the doubled slayer points and agility tickets a season already gives. Week twelve turns your construction island chest into a full bank.
House rules inside a season
Loot on the floor is reserved. You can only pick up what was dropped for you, so nothing gets sniped while you eat. Rare drop broadcasts are off, and so are the party room, vote parties, boss pets, and the experience potion and candy shops, since the season already runs on its own multipliers. Shop stock is tracked for you individually and restocks every half hour, so you are never queuing behind anybody else's buying.
The Cave of Ordeals is open to everyone in a season rather than closed to ironmen, with the usual warning that a hardcore ironman who dies inside is downgraded to a standard one. Party boss fights are permitted for anyone not playing as an ironman. Chat carries a trophy marker beside your ironman badge and combat level, the scoreboard shows your live experience multiplier and rune point total, and the tab list repeats that total next to the week counter.
How a season ends
Two weeks out the game starts warning you, on login and once an hour, that points are about to lock. From week twelve the tab list drops its next week timer and counts down to the lock instead. On the closing date the board freezes. Tasks finished afterwards no longer pay, the tab list shows a locked notice, and the standings are final. Season I's points locked at the end of July 2023.
The payout then lands on your main account, not the season one. Everyone on the reward list took the Runetale S1 title, the top fifty a Snowman skin, and the top ten a Frozen Spade transmog. The top seven added a Frozen Fishing Rod, the top five a Frozen Axe, and the top three a Frozen Pickaxe plus orbs, 2,500 for first, 1,750 for second and 1,000 for third. The top two took a Frozen Sword, and the winner a Frozen Bow.
Your season character stays where it is. It is never merged into the main game and it overwrites nothing, so the main account carries on untouched from the first day of a season to the last. That separation is the whole point of running the two side by side. Season II is in development, and there is nothing to say about its contents yet.
The parts of a season
Small quotas to get you moving: fifty sardines, fifty oak logs, twenty five bronze arrows, twenty five monster kills, fifteen slayer tasks, five quests, fifty buried bones, ten beacons, and three easy plus ten beginner caskets. Ten rune points a task.
Level 20 across every skill, fifteen quests, fifty slayer tasks, 250 monster kills, five bosses, one hundred beacons, and fifteen easy plus thirty beginner caskets. Twenty five rune points a task.
Level 50 across every skill, one hundred slayer tasks, a thousand monster kills, fifty bosses, 250 beacons, four different agility courses, and twenty five medium plus thirty easy and fifty beginner caskets. Fifty rune points a task.
Level 75 across every skill, thirty five quests, 150 slayer tasks, five thousand monster kills, one hundred bosses, fifty Barrows chests, and fifty hard, seventy five medium, one hundred easy and fifty beginner caskets. One hundred rune points a task.
Level 99 across every skill, forty quests, eight different agility courses, 250 Barrows chests, five hundred bosses, every unique drop from the Kalphite Queen, and seventy five elite caskets on top of the lower difficulties. Two hundred rune points a task.
Level 120 across every skill, forty seven quests, a thousand slayer tasks, a thousand boss kills, fifty thousand monster kills, fourteen different agility courses, a fire cape, a godsword blade, a thousand beacons and 150 caskets at every difficulty. Five hundred a task, and level 200 in a skill pays triple.