Account modes: Difference between revisions
Refresh first-day route, starter supplies and account-mode guidance |
Add detailed Gridmaster mode, task, relic, mastery, rates and rewards guides; connect navigation and search shortcuts. |
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* Choose your [[XP rates|XP rate]] with its change consequences in mind. | * Choose your [[XP rates|XP rate]] with its change consequences in mind. | ||
* Continue to [[First day#onboarding|first-session setup]] for the optional PIN, group island and free perk. | * Continue to [[First day#onboarding|first-session setup]] for the optional PIN, group island and free perk. | ||
== Operating your mode == | |||
* [[Group Ironman]] explains group creation, invitations, shared storage, shared hardcore lives and membership changes. | |||
* [[Lucklocked]] explains its Hub, permanent restrictions, Fates, reward containers and private Fortune encounters. | |||
* [[Fortune Hunts]] explains weekly goals and claiming completed rewards. | |||
== Gridmaster seasonal characters == | |||
[[Gridmaster]] runs separately on World 2 during an enabled season. Its fresh character starts as an Ironman with level 1 skills and 10 Hitpoints. It has a fixed task board, seasonal relics, shared combat masteries and an XP multiplier that rises from 5× to 15×. | |||
Use your account login to play the seasonal character. Main-character skills, items and progression are separate. Earned Grid points buy cosmetics on your main character through the League Tutor at home. See [[Gridmaster]] for setup and [[Gridmaster rewards]] for the point balance and shop. | |||
[[Category:Guides]] | [[Category:Guides]] | ||
[[Category:Getting started]] | [[Category:Getting started]] | ||
Latest revision as of 09:18, 4 October 2026
Sarim RSPS offers seven account modes. The choice changes who you can trade with, how you store items and whether deaths affect a hardcore status. Your XP rate is a separate choice.
| Mode | Trading and storage | What defines the mode |
|---|---|---|
| Regular | Player trading and a personal bank. | Build through your own drops, skilling and the player economy. |
| Ironman | No trading with other players; personal bank. | Earn your own equipment and supplies. |
| Hardcore Ironman | Ironman restrictions and a personal bank. | One hardcore life; an unsafe death removes hardcore status. |
| Ultimate Ironman | No player trading or personal bank. | Plan progression around inventory and equipment space. |
| Group Ironman | Trade within your group; personal banks and group storage. | A self-sufficient team of up to five players. |
| Hardcore Group Ironman | Group Ironman trading and storage. | Five shared lives; losing them removes the group’s hardcore status. |
| Lucklocked | Ironman restrictions and a personal bank. | Extra reward-box and clue chances from monster kills, with some activity rewards given as containers. The mode is permanent. |
Start with the restriction you want
If you want to participate in the player economy, choose Regular. If obtaining each upgrade yourself is the appeal, choose Ironman. Add hardcore or Ultimate restrictions because you want that challenge. Choose a group mode when cooperating with a team is part of the plan. Choose Lucklocked if you want Ironman restrictions with extra reward-box and clue chances.
Regular: access to the player economy
The creation screen calls this Regular Account. It has no Ironman restrictions. You can earn an item yourself or trade with another player for it. This is a useful starting point if you want to explore Sarim’s systems before committing to a self-sufficient route.
Ironman: your own supply chain
The creation screen calls this Standard IM. You cannot trade with other players, but you can bank. Before pursuing an upgrade, check both its drop source and any materials you will need to use or improve it. The Sarim Ironman guide turns that approach into a starting route.
Hardcore Ironman: protect your status
Hardcore Ironman adds a survival condition to Ironman. An unsafe death changes the account to ordinary Ironman. Safe-death exceptions exist, so check the activity’s rules before treating a death as safe.
Choose it for the survival challenge. Learning an unfamiliar boss or entering the Wilderness has a different consequence when your hardcore status is at stake.
Ultimate Ironman: work within your inventory
Ultimate Ironman cannot trade with players or use a personal bank. Supplies, equipment changes and crafting ingredients compete for inventory space. Read an activity’s item requirements and death rules before taking your setup there.
Group Ironman: progress together
Group Ironman supports up to five players, trading within that group and shared storage. Agree who will gather supplies, pursue equipment and hold shared items before the group starts spending resources.
New group accounts must join or form a group on the island before leaving. Coordinate the account type with your teammates; selecting Group IM is only the first part of setup.
Hardcore Group Ironman: five shared lives
Hardcore Group IM combines group progression with five lives shared by the team. Unsafe deaths use those lives. When none remain, the group loses hardcore status. Review encounter risks as a group rather than assuming one member’s equipment protects everyone’s progress.
Lucklocked: extra reward containers
Lucklocked is selected directly during account creation. It follows Ironman restrictions, with a personal bank and no trading with other players. Ordinary monster drops remain available, with extra chances of reward boxes and clues. Some activity rewards are given as source-specific containers, such as the Echo orb mystery box from The Forsaken Trials.
The starter package includes 500,000 coins, basic equipment, runes, arrows, 300 noted lobsters, three low tier mystery boxes and one Slayer mystery box. See First day for the first equipment and supply steps.
Lucklocked is permanent. You cannot change a Lucklocked account to another account mode after creation. Read the selection's restrictions before confirming it.
Account type and XP difficulty are different decisions
The difficulty selection offers Normal 25×, Hard 10× and Extreme 3×. “Normal” here names an XP difficulty; it does not mean the account is Regular.
Changing XP difficulty resets your skills. Party Pete allows up to three difficulty changes. A change resets skills to level 1, with Hitpoints at 10. Read the full change procedure before confirming.
Do not choose an Ironman account on the assumption that you can freely switch to another type later. For an account-status removal request, ask Sarim support about your specific account before relying on a change. Buying a bond does not remove mode restrictions; check the purchase details separately.
Before you confirm
- Check the selected account name, especially Regular versus Normal XP difficulty.
- If playing with friends, agree on the group type and first meeting point.
- Choose your XP rate with its change consequences in mind.
- Continue to first-session setup for the optional PIN, group island and free perk.
Operating your mode
- Group Ironman explains group creation, invitations, shared storage, shared hardcore lives and membership changes.
- Lucklocked explains its Hub, permanent restrictions, Fates, reward containers and private Fortune encounters.
- Fortune Hunts explains weekly goals and claiming completed rewards.
Gridmaster seasonal characters
Gridmaster runs separately on World 2 during an enabled season. Its fresh character starts as an Ironman with level 1 skills and 10 Hitpoints. It has a fixed task board, seasonal relics, shared combat masteries and an XP multiplier that rises from 5× to 15×.
Use your account login to play the seasonal character. Main-character skills, items and progression are separate. Earned Grid points buy cosmetics on your main character through the League Tutor at home. See Gridmaster for setup and Gridmaster rewards for the point balance and shop.