How Pest Control points add up
Every win pays the same flat amount to everyone on the boat who kept their activity bar above zero. Damage dealt does not matter, and if the bar touches 0% at any point you get nothing for that game. The figures in the tool are the base rewards for each lander. Combat Achievements add a little on top: +1 per win for the easy tier, +2 for medium and +3 for hard.
| Boat | Combat level | Base points per win | With hard CA tier |
|---|---|---|---|
| Novice | 40 | 3 | 6 |
| Intermediate | 70 | 4 | 7 |
| Veteran | 100 | 5 | 8 |
You can hold at most 4,000 points, and the squire will not let you board while you sit on the cap. If you are a few combat levels short of the next boat, the combat level calculator shows exactly which stats get you there fastest. Moving from novice to veteran cuts the Void grind by about 40%.
What Void Knight equipment costs
Every piece needs 42 Attack, Strength, Defence, Hitpoints, Ranged and Magic, plus 22 Prayer. The set effect needs the top, robe, gloves and one helm.
| Reward | Points |
|---|---|
| Void knight top | 250 |
| Void knight robe | 250 |
| Void knight gloves | 150 |
| Melee, ranger or mage helm (each) | 200 |
| Elite top or robe upgrade (each) | 200 |
| Void knight mace | 250 |
One set with a single helm is 850 points. Adding the other two helms takes it to 1,250, and the elite top and robe add another 400 on top of that, which is why most players quote 1,650 for everything that matters. The elite upgrades also need the hard Western Provinces Diary. The mace is optional and not part of the set effect, so skip it unless you want the collection log slot.
The ranger helm is the one most people buy first: the set gives +10% Ranged accuracy and damage, and it stays useful well past the midgame. Our ranged gear progression shows where Void sits against other options at each budget.
Buying combat xp with points
The xp per point formula is fixed, and it rewards patience:
xp per point = floor(level² ÷ 600) × N
N is 35 for Attack, Strength, Defence and Hitpoints, 32 for Ranged and Magic, and 18 for the Prayer skill. You need level 25 in a skill before you can buy xp in it. Spending points in bulk adds a bonus: 10 at once gives +1% and 100 at once gives +10%, so always buy in hundreds.
Because the level is squared, the same points are worth far more late on. At 70 Defence a point buys 280 xp, so 100 points give 30,800 with the bonus. At 99 the same 100 points give 61,600. If you plan to dump points into a stat, finish Void first and save the rest until that skill is high. The Prayer skill has the lowest multiplier of all, so most mains put their points into melee, Ranged or Magic, though ironmen sometimes use it.
The resource packs
Three cheap packs sit in the same shop. Each needs level 25 in its skill:
- Herb pack (30 points, Herblore 25): one to five each of six noted grimy herbs: harralander, ranarr, toadflax, irit, avantoe and kwuarm.
- Mineral pack (15 points, Mining 25): 25 noted coal and 18 noted iron ore.
- Seed pack (15 points, Farming 25): random seeds, usually low level.
On a main account the packs are poor value next to xp. On an ironman the coal and iron can help early Smithing training, so the calculator lists them for completeness.
Winning more games per hour
Points per hour is simply points per win times wins per hour, and wins per hour depends almost entirely on how fast your world fills and clears portals. The official world is 344, and a full boat starts straight away instead of waiting two minutes.
- Portal shields drop one at a time: the first at about 15 seconds, the rest every 30 seconds, all down by 1:45. The red portal is never first.
- Kill spinners at a portal before hitting it. They heal the portal and explode in poison if it dies with them alive.
- Each portal you kill heals the Void Knight by 50, so a fast portal team also protects the knight.
- Keep hitting something. The activity bar drains while you stand around, and an empty bar means no points.
Bring your best melee gear and a ranged option for when melee cannot reach. Teleporting out does not work; leave through the squire by the boats.