Knowledge Base

Wiki & Mechanics Guide

Complete reference for every system in RustHelm — political simulation, economy, social hierarchy, bounties, and more.

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26 sections

#1

Overview

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/wiki/overview
#2

Political System

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/wiki/political View Governance
#3

Noble Council

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/wiki/council View Governance
#4

Legislature

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/wiki/legislature View Legislature
#5

Royal Edicts

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/wiki/edicts View Governance
#6

Economy

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/wiki/economy View Economy
#7

Tax System

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/wiki/tax View Economy
#8

Social Ranks

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/wiki/ranks View Leaderboard
#9

Bounty System

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/wiki/bounties View Bounties
#10

Citadel & Siege

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/wiki/citadel View Governance
#11

Treasury Projects

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/wiki/projects View Economy
#12

Land Lots

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/wiki/lots
#13

Gambling

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/wiki/gambling
#14

Missions

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/wiki/missions
#15

Combat & Raids

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/wiki/combat
#16

Labor & Debt

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/wiki/labor
#17

Visual Effects & Cosmetics

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/wiki/vfx
#18

Dynasty & Legacy

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/wiki/dynasty View Dynasty
#19

Threat System

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/wiki/threat
#20

Voting & Rewards

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/wiki/voting View Voting
#21

Teams

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/wiki/teams
#22

Profiles & Achievements

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/wiki/profiles View Players
#23

Mandates

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/wiki/mandates View Legislature
#24

Account Linking

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/wiki/linking
#25

Chat & Communication

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/wiki/chat
#26

Analytics & Tracking

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/wiki/analytics View Analytics

Live Server Status

Current King
Treasury
Renown reserves
Tax Rate
Council Seats Filled

Overview Section Page

RustHelm is a Rust game server built around a comprehensive political simulation. Every system — from the economy to combat tracking — feeds into a living governance model where players compete for power, influence laws, manage public funds, and shape the server’s identity across wipes.

The server runs 39 custom plugins that interlock to create emergent gameplay. A single player’s actions ripple through tax collection, social rank scoring, threat assessment, bounty placement, and political standing.

This wiki documents every mechanic with values sourced directly from plugin configuration. Use the table of contents to jump between systems.

The Core Loop

Play & Gather
Resources, combat, building
Earn Renown
Taxes fund treasury
Climb Ranks
Gain political power
Shape Policy
Council, laws, edicts
Fund Projects
Server-wide buffs
Leave a Legacy
Cross-wipe dynasty

Political System View Governance Section Page

At the heart of RustHelm sits the King — a single player who rules the server. The King wields executive power: issuing edicts, managing the treasury, appointing projects, and shaping policy. The throne is not given — it is claimed by force.

The Command Center

The physical seat of power. A designated structure on the map with a 30-meter interaction radius. Players must be within this radius to claim the throne or interact with sovereign functions.

Interaction Radius
30m
Council Seats
6 (3 paid + 3 community)
Claim Time
90s
Coup Cooldown
5 min

Claiming the Throne

To become King, a player must stand at the Command Center and begin a 90-second claim. During this time, the claim is broadcast to the server — anyone can contest it. If uncontested, the claimant becomes the new King.

After a failed or successful claim, a 5-minute cooldown prevents immediate re-attempts, giving the server time to react.

Coups & Succession

The King can be forcibly removed through a coup. Coups are triggered at the Command Center and follow the same claim mechanic — but this time against a sitting ruler.

If the King is inactive for 36 hours, they are automatically abdicated, opening the throne to challengers. This prevents stale leadership.

When the throne changes hands, all active Treasury Projects are reset — choose when to coup wisely.

Noble Council View Governance Section Page

The Noble Council is a deliberative body of up to 6 Councilors (3 paid Noble seats + 3 Community Noble seats) who can propose, debate, and vote on binding actions. Proposals are not mere suggestions — approved proposals with auto-execute authority trigger real game changes.

Proposal Types

TypeDescriptionKing Interaction
Auto-ExecuteAutomatically enacted when passedCannot veto
VetoablePassed proposals sent to King5-minute veto window
AdvisoryNon-binding recommendationNo action required

Voting Thresholds

Quorum
50%
Nobles must be present
Passage
51%
Simple majority
Supermajority
67%
Override / special actions

Censure & Accountability

Nobles can censure each other — a formal rebuke that carries political weight. Reward tags from approved proposals are tracked, creating a public record of each Noble’s contributions.

Legislature View Legislature Section Page

The Legislature runs a three-tier law framework plus a two-directional political pipeline. Citizens can drive proposals upward, while King-initiated decrees can move downward through review and referendum.

Live Law Creation Model

Tier 1 - Edict
King-facing decree lane. Council/public stages can still apply based on proposal type and execution flags.
Tier 2 - Policy
Citizen-proposable laws that require sponsorship, then Noble review, then public referendum before enactment.
Tier 3 - Constitutional
High-governance proposals with stronger sponsorship/pass thresholds and cooling constraints.

Law Forge is live at /laws/create and supports cost calculation, previews, proposal submission, amendments, and pack submission. External plugin law packs are also live via integration registry APIs.

What is true now: proposals are typed, validated, costed, and routed through sponsorship/review/vote gates before becoming active law. What is not true: law creation is not an instant bypass path from the website UI; governance thresholds still apply server-side.

Royal Edicts View Governance Section Page

The King can issue Edicts — executive orders that alter gameplay for the entire server. Edicts are the King’s primary tool for shaping the server experience, with costs drawn from the treasury.

EdictCategoryEffect
EmbargoTradeBlocks trading of a specific resource
Favored ResourceEconomyBoosts gathering rate for a chosen resource
Favored CrafterEconomyBonus rewards for crafting specific items
HonorSocialGrants a positive tag to a player — public recognition
ShameSocialApplies a negative tag to a player — public condemnation
TributeTreasuryCollects a special one-time tax from all players
FestivalEventServer-wide event with bonus rewards
Tax HolidayEconomyTemporarily suspends all tax collection
LevyTreasuryImposes a targeted resource levy
ProclamationSocialOfficial server-wide announcement from the King
OutlawSocialBrands a player as wanted — bounty implications
Work OrderEconomyCommissions a task with treasury-funded rewards

Edicts cost treasury funds. A wise King balances impactful edicts against maintaining healthy reserves for projects and emergencies.

Economy View Economy Section Page

RustHelm’s economy revolves around Renown — a meta-currency that represents a player’s economic contribution. Unlike traditional server currencies, Renown is burned on use, not transferred. This creates a deflationary system where spending is a commitment. Renown is gameplay-earned only and never purchased with fiat.

Currency
Renown
Burned, never transferred
Daily Earn Cap
30
Wipe Decay
15%
Carried across wipes

How Renown Is Earned

Renown accrues passively through taxable activities — gathering, farming, crafting, looting, recycling, trading, vending, fishing, and excavator use. A percentage of each activity’s value is collected as tax and converted to Renown for both the player and the treasury.

Scarcity System

Resource scarcity is dynamically scored based on server-wide availability. Scarce resources are worth more in tax value, creating natural economic incentives. The scarcity heatmap on the Market page shows real-time resource availability.

Treasury

A portion of all taxes flows into the public treasury, controlled by the King. Treasury funds are used for edicts, projects, and bounties. The treasury balance is visible to all players — fiscal transparency is enforced by design.

Tax System View Economy Section Page

Taxes are automatically collected across 9 activity types. Each activity has a configurable base rate. Revenue splits between the player’s Renown contribution and the public treasury.

Default Tax Rates by Activity
Gather
10%
Farm
8%
Craft
8%
Loot
12%
Recycle
6%
Trade
8%
Vending
10%
Fish
8%
Excavator
15%
Revenue Distribution
ActivityBase RateNotes
Gathering10%Mining, chopping, picking
Farming8%Planter boxes, crops
Crafting8%Workbench items
Looting12%Crates, barrels, airdrops
Recycling6%Recycler output
Trading8%Player-to-player trades
Vending10%Vending machine sales
Fishing8%Caught fish value
Excavator15%Highest rate — industrial

Tax Evasion & Heat

Attempts to evade taxes generate heat. Heat accumulates over a 6-tier system, with escalating consequences at each level. The system is designed to discourage evasion while allowing calculated risk.

Tax Heat Escalation
Watched
Suspicious
Investigated
Audited
Prosecuted
Condemned

TierHeat LevelConsequence
1WatchedNo penalty, just flagged
2SuspiciousIncreased monitoring
3InvestigatedTax rate surcharge applied
4AuditedPublic audit notification
5ProsecutedSignificant penalties
6CondemnedMaximum enforcement

Informant System

Players can act as informants, reporting suspected evaders for rewards. The confession mechanic allows evaders to come clean — reducing heat in exchange for back-payment of owed taxes.

Social Ranks View Leaderboard Section Page

Every player has a Social Rank calculated from a composite score across multiple contribution types. Your rank determines access to political features — reaching Tier 7 (Noble) qualifies you for a Council seat.

Social Rank Ladder
Outsider
Drifter
Settler
Citizen
Pillar
Elder
Noble
Emissary

Tier Benefits

Higher ranks unlock political features and provide a tax discount on all transactions:

TierTax DiscountUnlock
Outsider0%
Drifter0.5%
Settler1.0%
Citizen1.5%Vote in polls
Pillar2.0%Submit suggestions
Elder2.5%Discord link required
Noble3.0%Council seat eligible
Emissary3.5%Server ambassador
Scoring Profiles — Compare Playstyles

Click legend labels to toggle datasets

How Scoring Works

Your rank score is a weighted composite of eleven categories. Nine categories carry 10% weight each, while Combat and Trust each contribute 5%. Scores are recalculated every 5 minutes.

CategoryWeight
Tax Contribution10%
Gathering10%
Time Played10%
Polls & Voting10%
Bounties Completed10%
Discord Activity10%
Renown Earned10%
Dynasty Legacy10%
Team Contribution10%
Combat (PvP)5%
Trust (Anti-Cheat)5%

Reaching Noble rank (Tier 7) through the Community path makes you eligible for an automatic Council seat — no appointment needed.

Estimate Your Social Rank

Bounty System View Bounties Section Page

The Bounty Board is a contract-based system for player-versus-player enforcement. Bounties can be placed by players or generated automatically by the system. Hunters progress through 5 tiers as they complete contracts.

Bounty Hunter Ranks
Rookie
Scout
Tracker
Enforcer
Phantom

Contract Limits

Min Bounty
50 scrap
Max Bounty
10,000 scrap
Expiry
24 hours
Cooldown
5 min per target

Default players can hold 1 active contract. Nobles, Beta Testers, and Protectors can hold 2 contracts simultaneously.

Auto-Bounties

The system automatically places bounties on players engaged in anti-social behavior. Auto-bounties are funded by the treasury.

TriggerBounty
Roof Camping200 scrap
Door Camping150 scrap
Offline Raiding300 scrap per attacker

Detection thresholds are intentionally hidden. The system monitors kill patterns and raid timing to identify anti-social behavior automatically.

Failed Bounty Consequences

If you accept a bounty contract and fail to complete it, you receive a temporary gathering penalty as consequence. The penalty lasts 8 hours with periodic reminders.

Gather Penalty
40% reduction
Duration
8 hours
Reminder
Every 10 min

Citadel & Siege View Governance Section Page

The Citadel Zone is a fortified area around the Command Center. Structures within this zone receive significant defensive bonuses, making the King’s base a true fortress — but one that can be challenged through the siege system.

Zone Radius
75m
Structure Health
Within zone
Siege Vote
60%
Threshold to trigger
Siege Duration
2 hr
Limited window

Siege Mechanics

A siege cannot simply be declared — it requires a 60% approval vote from the server. Once triggered, defenses within the Citadel Zone are temporarily normalized for a 2-hour siege window. During this time, attackers can attempt to breach the Citadel and claim the throne.

This system ensures that leadership change is a community event, not a solitary raid.

Treasury Projects View Economy Section Page

The King can fund Treasury Projects that provide server-wide buffs. Projects are organized into 6 buff categories, each with 3 tiers of increasing power and cost. This is one of the primary ways treasury funds benefit all players.

All active projects reset when the King changes. A coup or abdication wipes project progress — creating a natural incentive to maintain stable leadership.

Project System

Each project tier is progressively more expensive and provides proportionally stronger effects. Active projects also have maintenance costs — ongoing treasury drain that must be sustained. If the treasury runs dry, projects deactivate.

The King must balance funding new projects against maintaining existing ones, creating meaningful fiscal decisions.

Buff Categories & Costs

There are 6 buff categories the King can invest in. Each has 3 tiers of increasing cost and power.

CategoryT1 CostT1 EffectT2 CostT2 EffectT3 CostT3 Effect
Recycler500+25% yield1,500+50% yield5,000+100% yield
Workbench500+10% speed1,500+20% speed3,000+35% speed
Furnace400-20% fuel1,200-35% fuel2,500-50% fuel
Gathering300+5% yield900+10% yield2,000+15% yield
Loot600+10% loot1,800+20% loot4,000+30% loot
Repair400-10% cost1,200-20% cost2,500-35% cost

All costs are in scrap, drawn from the treasury. Maximum 10 active projects at once.

Maintenance

Every active buff tier drains 50 scrap per hour from the treasury. A King running Recycler T3 + Gathering T2 would pay 250 scrap/hour (5 tiers total). If the treasury runs dry, all buffs suspend until funded again.

Investment Milestones

Cumulative treasury spending unlocks permanent server-wide bonuses that stack on top of active project buffs:

MilestoneSpentBonus
Community Foundations5,000 scrap+2% gathering
Industrial Growth15,000 scrap+3% crafting
Golden Age30,000 scrap+5% recycler
Imperial Prosperity50,000 scrap+5% loot

Land Lots Section Page

The Land Lot system divides the map into claimable 100m×100m grid cells. Owning a lot gives you recognized territory with rent income, vaults, and eventually player-run shops.

Lot Tiers by Location
Outskirts
District
Prime
Citadel

Max Lots
5 per player
Grid Size
100m × 100m
Sale Tax
10%
Monument Buffer
150m

Rent System

Lot owners can lease their land to tenants. Rent is paid in Renown with a minimum of 50 Renown/day. Tenants have a 48-hour grace period to pay before automatic eviction.

ParameterValue
Minimum Rent50 Renown/day
Grace Period48 hours
Collection CheckEvery hour
EvictionAutomatic after grace period

Vaults

Each lot can have a virtual vault for secure storage. Vaults upgrade through 4 levels with increasing capacity:

LevelSlotsUpgrade Cost
110 slots1,000 Renown
225 slots3,000 Renown
350 slots7,500 Renown
4100 slots20,000 Renown

Vaults preserve full item data including weapon attachments and container contents. Access levels can be set to owner-only, tenant, or whitelisted players.

Shops

Lot owners can open player-run shops with item listings and bundled kits. Shop sales have a 5% tax. Each shop supports up to 50 listings and 20 kits.

Gambling Section Page

The Gambling Den offers four scrap-based mini-games. Half of the house edge goes to the treasury, making gambling a significant economic sink. Access via /gamble.

Games

GameHow It WorksHouse Edge
Coin Flip50/50 win or lose your bet5%
Dice DuelPvP: both bet the same, loser pays8%
RouletteBet on color (2×) or number (10×) across 13 slots10%
LotteryBuy tickets into a pool; drawn every 60 min15%

Bet Limits

ParameterStandardNoble
Min Bet5 scrap5 scrap
Max Bet150 scrap500 scrap
Daily Cap1,500 scrap7,500 scrap
Cooldown10 seconds5 seconds

Lottery

Tickets cost 25 scrap each (max 5 per player). A draw happens every 60 minutes if at least 3 players have tickets. Winners collect the entire pot minus the 15% house edge. Offline winners receive their payout on next login.

Ticket Price
25 scrap
Max Tickets
5 per player
Draw Interval
60 min
Min Players
3

Economy Impact

House edge is split: 50% to treasury, 50% removed as sink. Players earn 1 Renown per "big win" (3×+ payout), capped at 3 Renown/day from gambling.

Missions Section Page

The Mission System provides guided objectives that chain together into progression paths. New players receive starter missions automatically. Access your missions with /missions.

Max Active
3 missions
Auto-Assign
On first join
Team Progress
Shared

Mission Categories

CategoryFocusExamples
OnboardingFirst steps on the serverArrival Report, Frontier Builder, Citizen Papers
CivicCommunity participationCivic Duty, Civic Voice, Realm Scout
CombatPvP and bountiesFrontier Skirmish, Bounty Apprentice
TeamGroup activitiesWarband Drill
ProfilePlaytime milestonesRealm Resident (300 min)

Objective Types

Missions track a wide range of in-game actions: resource gathering, building, combat kills, monument captures, bounty completions, vote rewards, account linking, playtime milestones, tax reports, and more. Some objectives are shared across your team.

Progression Chains

Missions link into chains — completing one unlocks the next. Some missions require flags from earlier completions as prerequisites. The starter chain guides players from arrival through citizenship and into combat, bounty hunting, and civic engagement.

Arrival Report
Join the server
Frontier Builder
Build your first base
Citizen Papers
Link accounts
Civic Duty
Participate in governance
Frontier Skirmish
Win a PvP fight
Bounty Apprentice
Complete a bounty

Mission completions are announced server-wide and contribute to your Social Rank score.

Combat & Raids Section Page

Two dedicated tracking systems monitor PvP combat and base raids across the server. This data feeds into threat levels, auto-bounties, analytics, and the live map.

Combat Tracking

Every PvP kill is logged with context: weapon type, distance, headshot status, and situational tags. The system detects patterns like roof camping and door camping using configurable heuristics.

Roof Camper
Repeated kills from elevated positions near a base
Door Camper
Repeated kills near a victim’s base entrance
Kill Streaks
Consecutive kills tracked; announced at 5+
Context Tags
RAID / ROAM / MONUMENT / BASE_DEFENSE

Players detected as campers receive a temporary tag visible to other players. Tagged campers generate threat points and may trigger auto-bounties.

Raid Tracking

Base raids are tracked from first explosive impact through completion. The system measures total sulfur equivalent spent, tracks attackers and defenders, and classifies raid outcomes.

Detected
First explosive damage on a structure
Confirmed
Continued explosive damage verified
Active
Significant investment confirmed
Ended
No raid damage for 5 minutes

Raid Economy

Each explosive has a sulfur equivalent cost tracked by the system to assess raid investment:

WeaponSulfur Cost
Timed Explosive (C4)2,200
Rocket1,400
Incendiary Rocket610
Satchel Charge480
HV Rocket200
Explosive Ammo25 per round

Raid Outcomes

Completed raids are classified as success, failure, or partial based on loot analysis. Offline raids (owner disconnected) are flagged separately and can trigger auto-bounties on the attackers.

Labor & Debt Section Page

The Labor Capture system creates a debt economy around player combat. When you handcuff a downed player, you can assign them a resource debt they must gather to earn their freedom.

How Capture Works

Stand within 5m of a downed player and use /labor capture or apply handcuffs. Choose a resource type and amount. The prisoner then gathers that resource to pay off their debt, tracked automatically.

Down Player
Win a fight, target is downed
Set Debt
Choose resource + amount via UI
Prisoner Gathers
Progress tracked automatically
Debt Paid
Prisoner freed, captor collects

Resource Caps

The maximum debt amount varies by resource rarity:

ResourceMax Amount
Wood / Stone10,000
Metal Ore / Sulfur Ore5,000
Cloth2,000
Leather / Bone Fragments1,000
Animal Fat / HQ Metal Ore500

Interest & Grace Period

Unpaid debts accrue interest over time, growing the balance. Prisoners have a 48-hour grace period before their debt defaults. Defaulting results in a Debtor shame tag and a Social Rank penalty.

Grace Period
48 hours
Default Penalty
Debtor tag
Rank Impact
-25 score
Partial Pay
Allowed

Ally Buyout

Teammates can pay on a prisoner’s behalf using /labor buyout <name>. Payment uses whatever matching resources the ally has in inventory. Team members are notified when a teammate is captured.

Authority Powers

The Overseer and King can intervene in debt disputes:

ActionEffect
PardonForgive entire debt — prisoner freed
EnforceDouble remaining debt as punishment

Captor Vault

Resources paid by prisoners collect in a private vault for the captor. Use /labor vault to view and /labor collect to withdraw. Vaults persist across logins.

Visual Effects & Cosmetics Section Page

The VFX Engine provides atmospheric and cosmetic effects — particles, sounds, lights, and screen cues that fire during achievements, political events, and as equippable cosmetics. Effects are designed to feel Rust-native: warm firelight, faint embers, subtle cues.

Player Preferences

Control what effects you see with /os vfx [mode]:

ModeWhat You See
FullAll effect categories (default)
QuietOnly triumph and civic effects (rank-ups, elections)
OffNo incoming effects at all
Own OffHides your cosmetics; others still see theirs
Nearby OffSuppresses other players’ cosmetic effects

Cosmetic Effects

Cosmetic effects are purchased with Renown and persist across logins. Equip with /os vfx equip <name>.

Eye Glows
Ember, blue, crimson, emerald, violet, ice, polar, void, gold variants
Body Effects
Forge Hands, Bloodbound Heart, Shadow Step, Hearth Aura
Staff Exclusive
Halo, Devil Horns, Beacon — staff only
Base Cost
500 Renown
Premium
up to 1,500 Renown
Staff
Free

Event Effects

Effects fire automatically for key events: rank promotions, bounty claims, mission completions, election results, and donation milestones. These use 6 tone categories (ambient, solemn, triumph, tension, civic, festive) with built-in rate limiting to prevent spam.

Performance

To prevent visual clutter: max 3 attachments per player, max 2 looping effects, and area density limits ensure effects stay immersive. Cosmetics pause automatically during server strain.

Dynasty & Legacy View Dynasty Section Page

The Legacy System is the one thing that survives wipes. Your dynasty carries forward across every server reset — recording eras of rule, accumulated titles, and historical achievements. Legacy data is never wiped.

How Legacy Works

Each wipe cycle is recorded as an era. Your actions during an era — how long you ruled, what you built, who you defeated — are preserved in your dynasty record.

There are 20 title types that can be earned through various accomplishments. These titles display on your profile and carry prestige across wipes, creating a long-term metagame beyond any single server cycle.

Check the Dynasty page to view historical eras and player legacies.

Threat System Section Page

The Threat Level system tracks aggression at both the player and server level. It creates a dynamic reputation system where combat-heavy gameplay has visible consequences and rewards.

Player Threat Tiers
Peaceful
Cautious
Dangerous
Hostile
Menace

How Threat Accumulates

Threat points are earned through combat actions. Kills, raids, monument captures, and headshots all generate threat. Being tagged as a camper generates significant additional threat. Points decay over time, so threat naturally drops if you stop fighting.

Kills
Each player kill increases your threat
Raids
Initiating a raid is a large threat spike
Camp Tags
Roof/door camping generates heavy threat
Monuments
Capturing monuments adds moderate threat
Headshots
Precision kills add a small bonus
Decay
Threat naturally reduces over time when idle

Exact point values and decay rates are hidden to prevent gaming. Threat is recalculated every 5 minutes.

Server Threat States

The server’s overall state is determined by aggregate raid activity across all players:

StateCondition
CalmLow aggregate threat activity
TenseElevated conflict levels
VolatileHigh combat activity across the map
WarzoneExtreme server-wide conflict

Server state is calculated from aggregate player threat. Hotspot detection identifies areas with concentrated combat activity, displayed on the live map.

Voting & Rewards View Voting Section Page

Players earn rewards for voting on server listing sites. The system tracks vote streaks, awards milestones, and sets dynamic daily goals for the community.

Base Reward
50 Scrap
Bonus Reward
1,000 Wood
Streak Bonus
Scaling
Consecutive daily votes

Streaks & Milestones

Maintaining a daily vote streak increases your rewards with scaling bonuses. Hitting milestones (specific streak counts) unlocks additional one-time rewards. Dynamic daily goals — community-wide vote targets — provide bonus rewards when the server collectively meets them.

Teams Section Page

Teams on RustHelm are persistent — your team identity, roster, and warfare statistics carry across wipes. Unlike vanilla Rust teams that dissolve each wipe, RustHelm teams maintain cross-wipe continuity with a permanent GUID-based identity.

Team Identity

Name Length
2–24 chars
ID Format
12-char GUID
Uniqueness
Enforced
Persistence
Cross-Wipe

Team names must be unique (case-insensitive). Each team receives a permanent 12-character GUID that persists indefinitely. Disbanded teams are retained for 90 days before automatic purge.

Roles & Management

RolePermissionsNotes
LeaderFull control — rename, invite, disbandTeam creator
MemberView stats, team chat, shared benefitsInvited by leader

If the leader leaves and no members remain, the team is automatically disbanded. Complete roster history is tracked — join dates, leave dates, and leave reasons.

Wipe Statistics Tracked

Combat
Kills, deaths, K/D ratio
Raids
Initiated, defended, third-partied
Resources
Sulfur-equivalent spend
Loot
Total loot gained value
Monuments
Monuments captured
Activity
Total online minutes

Stats are aggregated from CombatTracker, RaidTracker, and MonumentTracker. Use /team stats or /team top to view the leaderboard of top 10 teams this wipe.

Profiles & Achievements View Players Section Page

Every player has a public profile tracking their social rank, tax history, political involvement, combat stats, and earned achievements. Profiles are viewable on the Players page and linked to both in-game identity and Discord account.

Profile Data

Playtime
Total lifetime + per-wipe minutes, session count
Social Rank
Current rank, points, tax discount
Political Role
King, Noble, Protector status
Combat Stats
Kills, deaths, threat level
Economy
Tax contributions, donation tier (separate from Renown)
Legacy
Dynasty rank, cross-wipe reputation

Achievement System

There are 20 permanent badges that persist across wipes — once earned, they’re on your profile forever. Achievements are organized into categories:

CategoryBadgeRequirement
PlaytimeVeteran IPlay 60 minutes in a single wipe
PlaytimeVeteran IIPlay 300 minutes in a single wipe
PlaytimeVeteran IIIAccumulate 1,000 total lifetime minutes
PlaytimeSession GrinderLog 20+ lifetime sessions
CivicTaxpayer IContribute 1,000 resources in tax this wipe
CivicTaxpayer IIContribute 10,000 resources in tax this wipe
CivicCivic VoiceParticipate in 5+ governance activities
CivicTrue CitizenEarn Permanent Citizen status
HunterFirst BloodComplete 1 bounty
HunterMarksman75%+ hit rate with 5+ completions
HunterBounty HunterComplete 10 bounties
HunterHeadhunterComplete 25 bounties
DynastyHeir ApparentBe designated as current Heir
DynastyOnce KingServe as King at least once
DynastyDynasty LegacyReach top 10 dynasty rank
DynastySiege SurvivorSurvive at least one citadel siege
DynastyCoup MasterConduct 2+ successful coups

Achievements are scanned periodically (every 10 minutes). You’ll receive a chat notification when a new badge unlocks.

Leaderboards

Profiles power 12 leaderboard categories, each ranking the top 25 players:

Playtime
Wipe minutes played
Tax
Total tax paid this wipe
Hunters
Bounty completions
Voters
Total vote count
Donors
Donation tier rank (non-Renown)
Score
Social rank points
Dynasty
Dynasty rank position
Killers
Combat kills
Threats
Threat level score
Raiders
Raid count
Monuments
Monument captures
Supply
Supply crate captures

Mandates View Legislature Section Page

Mandates hold the King accountable to measurable goals. They are performance-tracked obligations with accountability reporting visible to all players.

Mandates

Mandates are performance-tracked obligations assigned to the King. They set measurable goals with accountability reporting visible to all players. The King’s authority depends on meeting these benchmarks.

Throne Claim
Stand at the Command Center and survive a 90-second timed claim. Broadcast server-wide — anyone can contest.
Coup d’État
Kill the King within 1.5× Command Center radius (~45m). Instant succession.
Heir Succession
King designates an heir. On death or abdication, heir inherits automatically.
Inactivity Removal
36 hours away from Command Center triggers auto-abdication.

When the King changes hands, all active Treasury Projects are reset. Timing your coup wisely matters.

Account Linking Section Page

To access the full RustHelm experience — Discord rank sync, website profile, cross-platform features — you need to link your Steam and Discord accounts.

In-Game Link (Code Method)

1. /link in Discord
Generate a unique link code via the bot
2. Get Code
Receive an OVER-XXXXXXXX code
3. Enter In-Game
Type the code in game chat
Code Format
OVER-XXXXXXXX
Code Length
8 characters
Expiry
5 minutes
Cooldown
60 seconds

Codes use a 32-character set (A–Z excluding I/O/S, digits 2–9) to avoid ambiguous characters. One code per player at a time.

Website OAuth

Alternatively, authenticate via Steam OpenID on the website. If your Steam account matches a game server player, the link is created automatically — no code needed.

What Linking Enables

Discord Rank Sync
Your in-game social rank reflects as Discord roles automatically
Website Profile
Full profile page with stats, achievements, and history
Cross-Platform Chat
Chat bridge shows your identity across Discord and game
Social Rank Weight
Discord activity counts 10% toward your Social Rank score

Managing Your Link

CommandDescription
/linkGenerate a new link code
/unlinkRemove your account link (self-service)
/linkstatusCheck your current link status

Each Steam ID can only be linked to one Discord account. Unlinking is self-service — you can re-link at any time.

Chat & Communication Section Page

The Chat Bridge connects the in-game chat, Discord channels, and website in real time. Messages flow bidirectionally — what’s said in-game appears in Discord and vice versa, with full identity preservation.

How It Works

Game Chat
Players type in-game
Chat Bridge
Routes, formats, and relays
Discord / Web
Appears with player identity

Messages are queued (up to 100) and flushed every 2 seconds for efficiency. Failed sends are retried up to 3 times over 30-second intervals.

Platform Tags & Roles

TagColorMeaning
[Discord]BlurpleMessage from Discord
[Web]GreenMessage from the website
No tagDefaultMessage from in-game

Role tags are appended for political ranks: King (red), Noble (gold), Protector (blue). All formatting goes through OverseerChat.

Event Forwarding

Nine plugins automatically forward gameplay events to the chat bridge:

BountyBoard
Bounty created, completed, wanted
OverseerDonate
Donations, tier achievements (non-Renown)
LaborCapture
Labor point changes
WipeStats
Wipe milestones
OverseerVote
Votes cast, streak milestones
NobleCouncil
Noble seat changes
SocialRanks
Rank advancements
CitadelZone
Siege events
OverseerChat
System announcements

Moderation

Rate Limit
5 msg / 10s
Cooldown
15 seconds
Filter Actions
Censor / Block / Warn
Late-Join Catch-Up
Last 10 msgs

Analytics & Tracking View Analytics Section Page

RustHelm tracks extensive gameplay data through several dedicated systems, feeding the Analytics page and informing threat levels, bounty auto-generation, and scarcity scoring.

Data Sources Feeding Analytics

Server Health Index

A composite 0–100 score combining population and retention metrics, recalculated every 15 minutes. Server health determines vote goals, event thresholds, and trend classifications.

Score Range
0–100
Recalc Interval
15 min
Snapshot Rate
Every 5 min
Trend Debounce
2 checks
TrendCondition
GrowingIncreasing population over rolling window
StableConsistent player counts
DecliningDrops below recent average
CriticalSevere population loss

Tracking Systems

OverseerAnalytics
Population, retention, sessions, Server Health Index
CombatTracker
PvP engagement, K/D ratios, weapon preferences
RaidTracker
Raid attempts, success rates, offline vs online
MonumentTracker
Monument visit patterns and loot runs
SupplyTracker
Airdrop and supply crate tracking
MapBridge
Real-time heatmaps, nodes, and landmarks for the live map

Retention Tracking

Player retention is measured from wipe day (day 0 cohort). The system checks how many wipe-day players return at specific milestones:

Retention Milestones
Day 3
Early return
Day 7
Week 1
Day 14
Mid-wipe
Day 21
Late wipe
Day 28
Full month

Data Retention

Hourly Data
30 days
Daily Data
90 days
Wipe Archive
Last 10 wipes
All-Time Players
Permanent

Weekly analytics reports are generated every Sunday at midnight UTC and pushed to Discord for staff review.

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