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The grip of the dwarves over Rookgaard has grown darker and far less predictable. Until now, their domination meant familiar hardships: Mortgag seizing the bank and Etoll blocking the bridge with his infamous toll. Those days are gone.

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When Dwarven Domination rises again, it will no longer follow a single script. A random set of new events now unfolds each time, reshaping daily life on the island in different, brutal ways.

The temple itself may be sealed by a dwarven wall, Cipfried exiled, and a mocking Eskap left to greet trapped newcomers. Bridges may collapse, Seymour may be imprisoned in his own office, and the library may stand empty, ruled by Mendog's venomous words. Guards are replaced by drunk toll collectors like Osrak, town suffers frequent raids, and craftsmen like Obi, Dixi, Lily, and Norma may vanish after their tools are stolen. Even the streets are not spared, as lamps are torn down and darkness spreads.

Each domination brings a different nightmare. Stay alert!

Improvements

Colin Fletcher12.12.25, 10:41 am

Rookgaard: Independence has received a wide range of improvements over the past days, touching nearly every part of gameplay. 


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Hunting grounds were refined with individually tuned respawn timers, replacing the old universal queuing system. Players are encouraged to share feedback as some creatures will now appear faster while others slower. Additional fixes improved temple teleport restrictions, NPC dialogues, and boss kill counting.



Character progression now feels more transparent thanks to major expansions to the Character Log, which tracks detailed activity across farming, gathering, crafting, food consumption, combat, quests, resource use, interactions, pets, social events, and more. Many new counters were added, and categories were reorganized for clarity. Seymour’s Global Events book provides new counters such as dwarven items and spider nests destroyed, food sold to Billy and Willie, and gold donated to the well, allowing players to influence daily world events. A statue was added in honor (or dishonor) of players who were the top contributors to Dwarven Domination event the previous day. 



Crafting and profession systems continue to evolve. Rum distilling is now automated: using sugar cane on a distillery fills up to ten bottles at once, keeping the same gold and XP yield. Bone meal crafting logic was improved. Machetes can extract swamp grass. Crafting windows and logic received stability fixes. Sugar cane storage cart was added for convenience.



NPCs and world interactions saw numerous updates. Trathos’ lottery (yes, it's a direct reference) and rewards now follow intended requirements. More counters track interactions with NPCs like Tom. Stephan’s charm descriptions and dialogues were expanded. Wedding Rings are now available from Loui with a marriage system. Global chat now behaves more reliably.



Achievements received the largest overhaul so far: a complete redesign of the Achievement Book, many bug fixes, restored progress from old storages, new insights such as grades and points, significant balancing, and the addition of over 40 new achievements, including several secret ones.



Players will also notice lighter gold and potion flasks, improved respawn rates in several hunting grounds, enhancements to world events, better map integrity, smoother client performance, and the ability to enjoy 30 minutes of food regeneration instead of 20.



These updates aim to improve stability, transparency, and progression, while enriching the daily life of Rookgaard: Independence players with new achievements, better tracking, refined systems, and meaningful world influence!

Small Update

Colin Fletcher20.11.25, 1:01 am
Yesterday, Nov 19th, 2025, we released a new client with few fixes and additions. 

Please download an updated client.

Changes:
> Trade window now limits the slider to 100 items for buy / sell.
Fixed light event behavior in the Cemetery Crypt.
All players who dealt damage to a boss get a bestiary entry count.
4 new hidden charm expansions added - all 7 are implemented.
Dwarven collaborators may withdraw gold from Mortgag.
Endgame Minotaur raids are now fixed.

The words echo in my mind as I sit here in this hidden grove, watching the shadows dance across the underground harbor. I had connections in Thais, Carlin, and Venore. I had a vision to make this island the fishing capital of the region...

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"Independence was supposed to be about freedom and opportunity."

When Rookgaard gained its independence, I thought it meant the beginning of something beautiful. I had grand plans for fishing and food production. I was going to create jobs, feed the growing population, build something that would last. But the mayor... that treacherous leader had other ideas.

"They couldn't have me opposing their precious dwarves."

Mining. That's all he cared about. Digging holes in the ground while people starved. He promised me a role in the new government, then stabbed me in the back. They banished me, claiming I was plotting against the newfound government.

"Every smuggled crate is a nail in Rookgaard's coffin."

The goblins saved my plans. They offered me to lead their smuggling operations. I took it. What began as simple revenge has become something far more complex. The dwarves, once an opportunity in our independence, have become lawless expansionists. They break every deal, seize territory with impunity. Their mining operations have awakened ancient horrors. They even trade slaves with the minotaurs to get trolls to move their heavy chests around.

"The minotaurs have been expanding their prison operations."

They're getting dangerously close to our hideouts. We had to move deeper into the caves to avoid them. But that's when we discovered the bog - an underground nightmare where a joke of a ruler, King Spector, colors skeletons different colors and makes them fight for his amusement. The goblins built seven watchtowers, but the undead were too strong to fend off.

"We've been forced deeper and deeper into the caves."

First the minotaurs took our territory, then the dwarves seized our second base, then the undead in the bog drove us away. But we found this underground grove, and it's perfect for our operations. We're surrounded by enemies, but that's what makes this place perfect. Nobody would expect us to be here.

"This hidden grove is our final sanctuary."

From here, we oversee our smuggling harbor. Resources flow through underground waterways to our port, then onto ships bound for Thais, Carlin, and Venore. Rookgaard has no navy to stop us. Jeronimo's discount prices put local vendors out of business, and we capture most of the trade. The loyalty program is just a cover for our operations.

"The truth will set you free... but not me."

Now I'm the leader of the biggest smuggling operation the island has ever seen. The mayor thought he could silence me, but he has no idea what I've become. I'm going to show them what real independence looks like, even if it means bringing down everything they built.

Who is this mysterious figure? What secrets lie hidden in Rookgaard's underground? And what price will the island pay for the truth that's about to surface?

The quest awaits those brave enough to seek answers in the shadows...


An Awakening

Colin Fletcher12.10.25, 9:36 pm


Rookgaard: Independence is an expanded, reimagined version of the classic Rookgaard. A self-sustaining, politically and economically independent island, completely separated from the mainland Tibia. It transforms the humble tutorial island into a self-contained MMORPG world.


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After gaining independence from Thais, Rookgaard evolves from a beginner's zone into a living, growing ecosystem; a society rebuilding itself through player-driven progress, exploration, and economy. With no access to the mainland, all development, trade, and discovery happen locally. Hunting, farming, fishing, crafting, and exploration now define survival and social status, while citizens shape politics, economy, and territory through both cooperation and conflict. Independence brings growth, but also greed, corruption, and moral decay.




Familiar NPCs gain new depth, weaving interconnected storylines that drive the island's transformation from a Thais colony into a truly independent world. Newly uncovered mines, crypts, swamps, and PvP areas invite players to delve deeper into Rookgaard's evolving mysteries!



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TOP 10 Players

1. Phoenixlvl 120
2. Guntriplvl 118
3. Arlen Baleslvl 109
4. Odkrywcalvl 107
5. Darker Gregorlvl 104
6. Bury Zeneklvl 93
7. Nobodylvl 89
8. Ivythelvl 84
9. Yumeczeklvl 79
10. Adrian Walecznylvl 78

Monsters Killed

1. Phoenix 617312 kills
2. Odkrywca 581883 kills
3. Arlen Bales 499624 kills
4. Guntrip 494847 kills
5. Darker Gregor 407825 kills
6. Ivythe 384342 kills
7. Bury Zenek 369233 kills
8. Adrian Waleczny 299568 kills
9. Nobody 295443 kills
10. Legion 224774 kills