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rust.wiki MCP Server

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rust.wiki is answering right now. Last checked 4 min ago. It exposes 57 tools.

Live data for the game Rust: skin prices and history, items, item store, loot tables, servers.

Uptime history 8 days of history
8 days agonow
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Uptime 24h
92 of 92 checks
57
Tools
read from the server
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Response time
average over 24h
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Access
streamable-http

What changed 2

Every tool that appeared, vanished or quietly changed what it asks for. Recorded since 28 October 2026. No other catalogue keeps this.

30 Oct a tool appeared get_skin_marketplace_history
27 Oct a tool changed the parameters it asks for find_skin_deals

Nothing serious here today

Today is the operative word: we check rust.wiki every 15 minutes and re-read its code on every release. Watch it and you find out the day that stops being true.

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Connect this server

Endpoint below is the one we actually reach during checks — not the one copied from a README. Last verified 4 min ago.

run in your terminal
claude mcp add rust-wiki --transport http https://rust.wiki/mcp
Settings → Connectors → Add custom connector, then paste this address
https://rust.wiki/mcp
~/.codex/config.toml
[mcp_servers.rust-wiki]
url = "https://rust.wiki/mcp"
.cursor/mcp.json
{
  "mcpServers": {
    "rust-wiki": {
      "url": "https://rust.wiki/mcp"
    }
  }
}
.vscode/mcp.json
{
  "servers": {
    "rust-wiki": {
      "type": "http",
      "url": "https://rust.wiki/mcp"
    }
  }
}

Available tools 57

Read directly from the server with tools/list, grouped by what they act on. If a tool disappears, we record the date.

skin
find_skin_deals
Executable buy-on-marketplace, sell-on-Steam flips. Every skin that can be bought on a third-party marketplace for less than it nets on Steam Community Market right now, as rust.wiki/skins/deals computes it. Per deal: `buy_market` and `buy_price` (the cheapest in-stock listing we poll, cents), `sell_url` (the Steam listing page), the two Steam references `bid_gross`/`bid_net` (highest buy order, and what you actually receive after Steam's 15% fee) and `ask_gross`/`ask_net` (lowest sell order, same), then for the chosen `steam_ref`: `sell_price` (the net proceeds), `sell_gross`, `spread_abs` (cents) and `spread_pct`. Only rows profitable under the chosen reference are returned. A stale buy order above a fresher ask is capped at the ask. Filters combine with AND; `search` matches the skin name case-insensitively. Marketplace links are not included. Recomputed every ~5 minutes from the marketplace poll.
get_skin
Full skin detail: price, order book, history, cross-market prices. Everything the skin's wiki page shows, as data. `skin` is the full catalogue record (creator, workshop title and dates, collection, flags, store price and availability, crafting components, glow/cutout ratios, colours). `price` is the canonical wiki price in cents and `price_source` says which side of the book it came from. `orderbook` is Steam's live book: lowest sell order, highest buy order, order counts, the `buy_orders` and `sell_orders` depth ladders (`{price, quantity}`, best first) and `fetched_at`; the headline price refreshes more often than the ladders, so they can briefly trail it. `steam_history` is the last year of Steam's own sale history (`recorded_at`, median sale `price`, `volume`; `sale_basis` false means Steam has no sale series and the points are our ask-price readings instead) - wider ranges via /skins/{itemdefid}/history. `market_stats` is the page's Community & Market Stats card: an archived SCMM snapshot (frozen September 2026) of `supply_total`/`supply_total_estimated`/`supply_total_owners_estimated`, Workshop `subscriptions_current`/ `subscriptions_lifetime`, `favourited_current`, `views`, `votes_up`/`votes_down`, `market_24hr_value`, `market_168hr_value`, `market_last_30d_sales`, `market_rank_index`, `market_liquidity_score`, the market high/low with their dates, `change_7d_percent`/`change_30d_percent`/`change_90d_percent` and `ath_percent`; null for skins SCMM never covered. `cros
get_skin_collection
One collection with all its skins. The collection's `name`, `slug`, `count`, `total_value` and `avg_value` (cents), `released` (the earliest member's store-acceptance date) and `skins`: every member as `{itemdefid, name, icon_url, rarity, category, price}` ordered by price, highest first. The collection's value-over-time series is GET /market/collection-value. Cached for 30 minutes.
get_skin_marketplace_history
Price and sales history for one skin on each marketplace. The skin's history on every marketplace rust.wiki tracks, Steam included. Per site in `sites`: `listing` is `[day, low, close, qty]` per UTC day - the lowest listing price we read that day (`low` the day's lowest reading, `close` the last) and how many listings stood behind it; `sales` maps a period to `[day, volume, avg_price]` rows - `day` and `week` are real sales buckets (DMarket's own sales graph, `day` = the bucket's first day), `r7` and `r30` a site's rolling 7- and 30-day sales figures as we read them that day (Skinport, Rust.tm, CS.Deals and TradeRust only publish those). Prices are integer USD cents. Listing history starts 2026-10-30; DMarket sales go back about a year (weekly) and two months (daily). Steam's own sale history is GET /skins/{itemdefid}/history. Updated through the day (listings every ~5 minutes).
get_skin_orderbook
Full Steam order book for one skin. Steam Community Market's current order book for the skin, straight from our scraper's latest snapshot: `lowest_sell_order` and `highest_buy_order` (cents; null when that side is empty), `sell_order_count` and `buy_order_count`, the COMPLETE `sell_orders` and `buy_orders` depth ladders as `[{price, quantity}, ...]` best price first (every level Steam publishes, not a top-N cut), and `fetched_at`, when the snapshot was taken. The headline ask is refreshed by a market-wide sweep every ~12 minutes; the depth ladders come from the per-item rotation (every few hours), so they can trail it slightly. 404 when the skin has no Steam order book (unmarketable items). Not cached: this is one indexed row.
get_skin_price
Live price, order book depth, extremes and 7d/30d change for one skin. The compact price card the rust.wiki Discord bot's /price command shows, as data. All prices are integer USD cents: `price_cents` (the canonical wiki price - Steam's lowest sell order, or the highest buy order when nothing is listed), `ask_cents` and `bid_cents` (the two sides of Steam's book), `sell_orders`/`buy_orders` (how many orders stand on each side), `sell_ladder` and `buy_ladder` (the top five price levels on each side, best first, as `{price, quantity}`), `ath_cents`/`atl_cents` (the skin's all-time high and low from Steam's sale history), `change_7d`/`change_30d` (percent move of today's price against our closest Steam price reading 7 and 30 days back; null without enough history) and `sales_30d` (units sold on Steam in the last 30 days, null when none). Plus `name`, `icon_url`, `market_hash_name` and `category`. Cached for 5 minutes.
get_skin_price_history
Steam sale history for one skin. Steam Community Market's own sale history for the skin, scraped from Steam's listing page: `points` of `{recorded_at, price, volume}` where `price` is Steam's median sale price for that interval in cents and `volume` the number of sales. Steam reports roughly hourly points for the recent month and daily beyond; ranges of a year or more are condensed to one point per day (median price, summed volume). Empty when Steam has no sale series for the item (unmarketable skins). History goes back to the skin's first sale, as far as 2015. Refreshed continuously; the full series is cached for an hour.
list_skin_collections
Skin collections with counts and values. Every skin collection (about 750, e.g. `Forest Raiders`, `Abyss`): `name`, `count` (members), `total_value` and `avg_value` (cents, over the priced members only; null when nothing in it is priced) and `icons`, one `{url, name}` per member skin. The collection's URL slug is its lower-cased name with non-alphanumerics collapsed to `-` (`Forest Raiders` -> `forest-raiders`), which is what GET /skins/collections/{slug} takes. Cached for 30 minutes.
inventory
get_inventory
Value a Steam account's Rust skins. Every Rust skin the account holds with `quantity`, unit `price` and `value` (cents), sorted by value, and the same attributes /skins filters on (`collection`, `creator`, `item_shortname`, `item_name`, `est_supply`, `released_year`, `colors`, and `flags`: limited_time, permanent, marketable, tradable, breakable, glows, commodity, drop), plus `total_value`, `item_count`, `distinct_skins`, a `categories` breakdown with share percentages, the owner's display name and avatar, and `value_history` (the current holdings re-priced at each of the last 365 days, in USD DOLLARS, not cents, at each day's Steam sale price - so its latest point can be below `total_value`, which is at current asking prices). `found` is false for private or empty inventories; `stale` is true when Steam was unreachable and the last stored snapshot was re-priced instead. Takes a 17-digit SteamID64 (use resolve_steam_profile for a profile URL or custom name); the inventory must be public. Served from the stored copy when the inventory was checked in the last 24 hours, otherwise read live from Steam. No key needed: keyless clients share a daily inventory cap; send your own free key (https://rust.wiki/api-keys) as X-API-Key for a private quota.
get_inventory_leaderboard
Most valuable inventories ever checked. The rust.wiki/inventory leaderboard: every inventory anyone has looked up, ranked by total value at its last check (values are re-priced each time an inventory is viewed or by the daily warmer for the top 20). Includes the network-wide totals. 20 per page. No key needed.
get_inventory_snapshot
One saved daily snapshot. The inventory exactly as it was priced on that day: items with quantity and that day's price, total value and item count. Useful for 'what was this worth last month' comparisons. No key needed.
get_inventory_valuation
What an inventory is realistically worth. The inventory valued three ways, plus what selling would actually raise. `at_asks` is the headline number (each skin at its cheapest Steam listing, falling back to the best buy order); `at_bids` is every skin at its best buy order; `at_recent_sales` is every skin at its latest Steam median sale price (the inventory chart's basis). `sell_now` walks each skin's real buy-order ladder for the quantity held: `units_sellable` of `units_held` could be sold instantly for `gross` (what buyers pay) and `net_after_fees` (after Steam's 15%). `biggest_ask_gaps` lists the skins whose cheapest listing sits furthest above their recent sales - thin order books where the headline is least reliable. All cents. Uses the stored holdings (the last lookup) and current order books: never a live Steam call; look the inventory up first if `found` is false. No key needed. Use when asked what an inventory is REALLY worth or would sell for: asks vs bids vs recent sales, and instant-sell proceeds after Steam's 15% fee.
get_inventory_value_history
Inventory value over time. The inventory's value over time: the account's current holdings re-priced at each day's Steam SALE price (median sale), `values` in USD cents, oldest first - the line on the rust.wiki inventory chart. It shows how the market moved, not when items were bought. `headline_total_value` is the total at current Steam ASKING prices (lowest sell order) as of `headline_checked_at`, the number shown at the top of the inventory page; for thinly traded skins it can sit well above the latest point here. Only inventories that have been looked up have a series. Read from stored data: never a live Steam call. No key needed. Use this for the value-over-time graph's data points (any range, daily/weekly/monthly); get_inventory only carries a thinned one-year series. Look the inventory up with get_inventory first if it returns found=false.
list_inventory_snapshots
Dates with a saved daily snapshot. Every date (newest first, up to 400) on which a daily snapshot of this inventory was stored, plus `totals`: each of those days' total value in cents (that day's holdings at that day's prices). Snapshots are written when an inventory is looked up; fetch one with /inventory/{steamid}/snapshots/{date}. No key needed. Only inventories someone has looked up have snapshots. `totals` gives each saved day's total value (that day's holdings at that day's prices).
calculate
calculate_craft_cost
Raw materials to craft a list of items. Resolves every recipe down to raw materials, per unit (items made in batches, like gunpowder, are divided by their batch size), exactly as the craft calculator page does. `raw_materials` is the total, largest first; `items` echoes each input with its direct recipe; `unknown` lists inputs that matched no item.
calculate_raid_cost
Explosives needed to destroy a set of building pieces. For every explosive that can destroy all the given pieces: total units and sulfur, cheapest sulfur first; `cheapest` is the best single option. Single-explosive totals - damage adds up across explosives, so a mix can be cheaper (use /calculators/raid's damage_per_unit for that). Doors and deployables aren't covered yet.
calculate_recycle_yield
What recycling a list of items yields. Expected outputs (quantity x per-unit yield x chance) per input and in total, for the chosen recycler.
calculate_upkeep
Daily upkeep for a base. The upkeep calculator page's math: the block count walks Rust's default upkeep brackets to a blended daily rate, and each resource's daily upkeep is what was spent building times that rate (`per_week` = 7 days).
item
get_item
Full item detail bundle. Everything the item page shows, in one response: `item` (name, description, category, icon, stack size, despawn seconds, craftable flag), `recipe` (components with quantities), `blueprint_costs` (unlock source, scrap cost, workbench tier), `recycle` (yields per recycler type with chance), `repair`, `loot_sources` (every crate/NPC/barrel that drops it, with `chance_pct` and `amount`, highest chance first), `used_in` (items this one is an ingredient of), `skins` (the first 24 skins by price, each with `price` and `store_price` in USD cents, `subscriptions` and `released`), `skins_total` and `similar` (six items from the same category). Page through all skins with `/items/{shortname}/skins`. Cached for 15 minutes.
get_item_skins
All skins for an item, priced. Every skin for one base item, most expensive first (unpriced skins last, then by name) - the same list and order as the Skins tab on the item page. Each skin carries `itemdefid`, `name`, `icon_url`, `market_hash_name`, `item_collection`, `workshopid`, `price` (canonical wiki price, USD cents, null when nothing is listed), `store_price` (its original Rust item-store price, USD cents), `store_change_pct`, `subscriptions` (Workshop subscriber count), `released` and the tradable/marketable/banned flags. Prices refresh about every 12 minutes; this list is cached for 15.
get_item_store
The current Rust item store. What is purchasable in Rust's item store right now, in the three sections the wiki shows: `limited_time` (this week's rotation, most Workshop subscribers first), `general` (the permanent catalogue) and `dlc_packs` (bundles, by name). Each item carries `itemdefid`, `name`, `icon_url`, `category`, `store_price` (cents), `market_price` (its Steam Community Market price in cents, null when unlisted), `rarity`, `item_collection`, `creator_name`/`creator_avatar_url`, `subscriptions`, `est_supply` with `est_supply_source` (`workshop` subscribers for brand-new items, the market estimate otherwise), `base_item_name` and the usual flags. Also `recent_rotations` (the last six, newest first, `is_current` marks the open one), `active_rotation_id` and `next_rotation_at` (the open rotation's start + 7 days; rotations land on Thursdays). Steam's own purchase URL for any item is `https://store.steampowered.com/buyitem/252490/{itemdefid}/{quantity}`. Cached 30 minutes.
get_item_store_history
Past item-store rotations. Every weekly rotation, newest first (the open one included): `id` (the rotation slug, `YYYY-MM-DD-HHMM`, or `General` for the permanent catalogue), `name` (Facepunch's label when it had one, usually null), `start`, `end` (null while current), `itemdefid_count` and `icons` - every skin in it as `{url, name}`, DLC packs excluded. With `search`, only the rotations that sold a matching skin are returned (same shape, newest first), which answers "when was X in the store?". Full item lists via GET /store/rotations/{rotation_id}. Cached for an hour; searches are computed live.
market
get_market_cap
Market cap of the Rust skin market. The rust.wiki Market Cap page as data: `total_value` (cents), `skin_count`, `unit_count`, `by_category` (`{category, value}`) and `top`, every skin ranked by value with `{itemdefid, name, icon_url, price, amount, value}`. Supply is not something Steam exposes, so `amount` is the skin's Steam Workshop subscriber count - a stated approximation (subscribing is not owning) - and `value` is price x amount. Only marketable skins with a live Steam price and a linked Workshop submission are included. Cached for 15 minutes.
get_market_index
Skin market index series. The rust.wiki Market Index: a basket of skins rebased to 100 at the start of the window, like a stock index, built from Steam's daily price history (one point per day; weekly beyond two years). Returns `dates` (ISO dates), `values` (index level, 100 = the window's first day), `constituent_count` (skins that had a price at the baseline; baskets are capped at 300 constituents) and `label`. A skin whose history starts inside the window joins from its first price. Cached for 24 hours per parameter combination (history only gains a point every 6 hours); the full catalogue, every category and every collection are kept warm server-side.
get_market_movers
Stonking, crashing and most-anticipated skins. The rust.wiki Insights page: `stonking` - the 10 skins trading closest to (or above) their all-time high, `crashing` - the 10 closest to their all-time low (each `{itemdefid, name, icon_url, price, reference_price}`, cents; the reference is that skin's own all-time high or low from Steam's multi-year history, skins with under 30 history points excluded), and `anticipated` - the 50 marketable skins with the most Steam Workshop subscribers (`{itemdefid, name, icon_url, subscriptions}`). Refreshed with each price-history run, about every 6 hours.
server
get_server
One server in full. Everything the server's page shows except the live player names: the full public record (see `/servers`) read fresh, plus `votes`, `rating` (1-5 average) and `rating_count`, the last ten detected `wipes` (newest first, with the seed/size before and after), `last_wipe_at`, `avg_wipe_cycle_hours` across those wipes, `next_wipe_estimate_at` (last wipe + average cycle; a guess, not a schedule), `next_force_wipe_at` (Rust's monthly forced wipe) and `map_preview` - null until a RustMaps render exists for the server's seed/size, otherwise `image_url`, `thumbnail_url`, `total_monuments`, `monuments` (`{type, x, y}`), `monument_types`, `land_percentage` and the five `biome_*` percentages. Offline servers still resolve; unknown ids are 404. Player-count history is at `/servers/{id}/history`. Aggregates are cached for five minutes.
get_server_player_history
Player-count history for one server. The per-poll `player_count`/`queued_count` readings behind the server page's 24-hour chart, oldest first, as `points` of `{t, players, queued}`. One reading lands per poll cycle (roughly hourly); when the window holds more than 500 readings they are averaged into equal time buckets (`resolution_seconds`, null when the points are raw) so a response never exceeds 500 points. Also `peak_players`, `avg_players` and `point_count`. A server that has never answered a poll has an empty series. Cached for five minutes.
get_server_stats
Site-wide totals and data freshness. The headline numbers from the servers.rustprofit.com homepage: `online_servers`, `total_players` and `queued_players` summed across every online server, `tracked_servers` (every row ever discovered, offline included), `steam_global_players` (Rust's concurrent player count from Steam, null if Steam did not answer), `next_force_wipe_at` (the first Thursday of the month at 2 PM US Eastern: 18:00 UTC during US daylight saving time, 19:00 UTC otherwise), the poller's configuration (`poll_interval_seconds` between cycles, `offline_after_seconds` before an unanswering server is marked offline, `snapshot_retention_days` of per-server history kept) and `workers` - the live heartbeat status of the discovery, polling and map-generation jobs, so you can tell how fresh the data is. Includes next_force_wipe_at (Rust's monthly forced wipe).
browse
browse_items
Browse or search the item catalogue. One page of live items (seasonal, obsolete and unreleased items are excluded from browsing but still resolve by shortname). Each result carries `shortname`, `display_name`, `category`, `icon_url` and `is_craftable`; fetch `/items/{shortname}` for everything else. Same ordering and cache as the /items page on the site (15 minutes).
browse_skins
Browse skins with the site's filters and sorts. One page of skin cards exactly as the /skins browser shows them: `itemdefid`, `name`, icons, `category`, `item_collection`, `market_hash_name`, flags (`is_twitch_drop`, `is_limited_time`, `marketable`, `tradable`, `is_permanent`...), `price` (canonical wiki price in cents, null when Steam has no listing), `subscriptions` (Workshop subscribers, the site's supply proxy), `store_price` (the original item-store price in cents), `store_change_pct` (market price vs store price) and `released` (date accepted into the store). Filters combine with AND. `total` is the filtered count; results are cached for 120 seconds per filter combination.
genetics
genetics_best_layout
Best crossbreeding layout from a pool of plant clones. The gene calculator's beam search, ported exactly: which clones to plant around the centre, how many of each, and what the centre will most likely become (with every outcome's chance). Uses the game's gene weights (red W/X 1.0, green G/Y/H 0.6).
genetics_predict
What a plant will grow into from its neighbours. Every possible result for the centre plant with its probability, most likely first.
loot
get_loot_table
One loot table with every drop. The loot source's `id` and `name` plus `drops`, highest chance first: for each item `shortname`, `display_name`, `icon_url`, `chance_pct` (0-100), `amount_min`/`amount_max` and, for items that spawn damaged, `condition_min_pct`/`condition_max_pct`. Scraped from wiki.facepunch.com; cached for 30 minutes.
list_loot_sources
Every loot source (crates, NPCs, barrels). One page of loot sources, alphabetical. Each carries `id`, `name` (Facepunch's own loot-table name, e.g. `Elite Tier Crate`), `drop_count` (how many distinct items it can drop) and `icons` (the icons of its four likeliest drops). Fetch the full drop table with `/loot-tables/{id}`. Cached for 30 minutes.
world
get_world_entity
One world entity with its loot. The entity's `slug`, `display_name`, `is_npc`, `npc_hp`, `icon_url` and `loot_source_id` (null when it drops nothing), plus `drops` - its five likeliest drops (`shortname`, `display_name`, `icon_url`, `chance_pct`, `amount_min`, `amount_max`) - and `drop_count`, the full number of distinct drops. The complete table is `/loot-tables/{loot_source_id}`. Cached for one hour.
search_world_entities
World entities: animals, NPCs, resource nodes. One page of world entities (anything not tied to one monument), alphabetical. Each carries `slug`, `display_name`, `is_npc`, `npc_hp` (null for resources) and `icon_url`. Cached for one hour.
building
get_building_piece
One building piece: costs, durability, siblings. The piece's `slug`, `display_name`, `grade`, `health` and `decay_hours`, plus `costs` (`build`, `repair` and `upkeep` lists of `item_name`, `amount` or `min_amount`/`max_amount`, with `shortname`/`icon_url` when the material maps to a catalogue item), `durability` (up to ten entries each for `explosive`, `melee` and `bullet` damage: `item_name`, `seconds_taken` to destroy, `required_items` = how many of that weapon/explosive) and `siblings` - the same piece at every other grade, Twig to Armored. Cached for one hour.
cctv
get_cctv_codes
CCTV camera codes by monument. The 12 monuments with working CCTV cameras and their Computer Station identifiers (60 codes). `codes` are the literal in-game console codes; when `randomized` is true the trailing `****` is a per-wipe random 4-digit suffix posted near the camera in-game, not a fixed code. `slug` links to `/monuments/{slug}` (null for Cargo Ship, which is a moving monument). Fixed reference data.
commands
search_commands
Console and server commands. One page of Rust console/server commands, alphabetical. Each carries `command`, `syntax`, `description`, `category` (Rust's own ConVar namespace, e.g. `server`, `gather`), `command_type` (`command` or `variable`), `default_value` (variables only) and `permission_required` (null when any player can run it). Cached for 30 minutes.
compare
compare_market
Overlay skins, baskets and indices on one date axis. The data behind rust.wiki/skins/compare: one shared `dates` axis and a `series` entry per token with `key`, `name`, `icon_url`, `is_basket`, `is_index` and `prices` aligned to the axis (null where that entry has no data yet). Skin and basket entries are prices in cents (a basket is the plain average of its members' prices); index entries are index levels rebased to 100. Spans over two years are downsampled to weekly points. Cached for 24 hours per parameter combination.
data
get_data_freshness
When each dataset last changed and how often it refreshes. The quota-saver: for every dataset the API serves, `updated_at` (the newest timestamp actually in the table, UTC) and `refresh_seconds` (how often it can change), with the endpoints it feeds. Poll this cheap endpoint and only re-fetch a heavy payload such as /market/prices or /servers when its dataset's `updated_at` has moved; cache reference data (items, monuments, ...) locally since it only changes with Facepunch's monthly patch. Timestamps are read live from the database and cached for 60 seconds.
guides
search_guides
Search the RustProfit blog's Rust guides. Published guides from blog.rustprofit.com (monuments, recyclers, farming, base building, raiding, gear, NPCs, wipes, update explainers), best match first: every word must appear somewhere in the guide, and title matches rank above summary and tag matches, which rank above body-text matches. Link the `url` when citing one. Rust how-to guides from blog.rustprofit.com; cite and link the url.
items
search_items
Item name / shortname typeahead. Up to 25 live items matching `q`, best match first: a case-insensitive substring match on the display name OR the shortname, plus trigram similarity on the display name so typos still resolve (`asault` finds the Assault Rifle) - the same ILIKE + similarity search the site's item pickers use. Each result is `{shortname, display_name, category, icon_url}`; use the shortname with `/items/{shortname}`. For filtered, paginated results use `/items?search=` instead. Cached for 5 minutes per query.
monument
get_monument
One monument with its loot sources. The same fields as `/monuments` for one monument plus `loot_sources`: every crate/NPC loot table that spawns at it (`id`, `name`, `drop_count`), alphabetical - fetch each with `/loot-tables/{id}`. Cached for one hour.
monuments
list_monuments
All 60 fixed monuments. Every fixed-location monument, alphabetical, in one response (no pagination - the set is 60 and static). Each carries `slug`, `name`, `tier` (1-3, null for safe zones and minor monuments), `is_safezone`, `has_radiation` and `radiation_level`, `recyclers` (count on site), `has_tunnel_entrance` (underground rail), `has_chinook_drop_zone`, `allows_patrol_heli_crash`, `no_build_area_sqm` and `icon_url`. Moving monuments (Cargo Ship) are not included. Cached for one hour.
player
get_player_stats
Player profile, Rust stats and achievements. Profile summary (name, avatar, country, Steam level, account age), VAC/game bans, Rust playtime, every Rust stat Steam exposes grouped into Combat / Animals & NPCs / How you died / Gathering & loot / Building / Travel / Life on the island / Fishing / Music / Everything else, six headline figures (kills, deaths, K/D, headshots, bullet and arrow accuracy), and all 116 achievements with unlock dates. `stats_private` is true when the profile hides game details, in which case `groups` and `achievements` are empty.
raid
get_raid_costs
Raid cost table: explosives and sulfur per building piece. The dataset behind the raid calculator. `explosives` lists every explosive the building durability data covers: `shortname`, `name`, `icon_url`, `group` (`staples`, `other` or `siege`), `staple` (true for rockets, C4, satchel charges, explosive 5.56 ammo and beancans - the page's default set), `sulfur_per_unit` and `raw_cost_per_unit` (the crafting recipe resolved down to raw resources such as sulfur, charcoal, metal fragments and low grade fuel, per single unit; both null for loot-only explosives like MLRS rockets), `batch` (units one craft makes: explosive ammo 2, mortar shells 2) and `recipe_source` (`wiki` = the wiki's own crafting data, `fallback` = Rust's standard recipe where that data has none yet, e.g. rockets). `targets` is every building piece with explosive data (`slug`, `name`, `grade`, `health`), each with `costs` - for every explosive that can damage it, `required` (how many destroy one piece), `damage_per_unit` and `sulfur` (null for loot-only) - and `cheapest_staple`, the single staple explosive that destroys it for the least sulfur. Damage from different explosives adds up, so a cheaper mix can be computed from `damage_per_unit`. Doors and deployables are not covered yet. Cached for 24 hours.
recent
get_recent_wipes
Recently wiped servers. Wipes detected across every online server in the window, newest first - the feed behind servers.rustprofit.com/wipes. A wipe is detected when a server's `world_seed` or `world_size` changes between two polls, or when the last-wipe time it advertises moves past our previous poll (for servers with A2S rules disabled). Each entry has `detected_at`, the old and new seed/size, and the full server record. Expect thousands of entries in the 24 hours after Rust's monthly forced wipe (first Thursday). Cached for five minutes.
resolve
resolve_steam_profile
Resolve a profile URL or vanity name to a SteamID64. Turns any of the accepted identifier forms into a 17-digit SteamID64. Does not fetch the profile. Turn a steamcommunity.com/id/... or /profiles/... link, or a custom URL name, into the SteamID64 the inventory and player tools need.
rust
get_rust_updates
Facepunch's Rust updates and devblogs. Every post from rust.facepunch.com/news, newest first. Each carries `slug`, `title`, `summary`, `category` (`devblog`, `news`, `update`, ...), `published_date` (UTC date), `thumbnail_url`, `url` (the official post, or this network's own write-up when `has_blog_post` is true) and `has_blog_post`. Polled every few minutes; the first page is refreshed the moment a new post is found.
servers
search_servers
Browse, filter and search the server list. One page of servers with the same filters, ordering and five-minute cache as the servers.rustprofit.com list and its hub pages (/country/de, /vanilla, /solo, /gather/2x ...). Each result is the full public server record: identity and connect details (`ip`, `game_port`, `query_port`, `connect` as a `steam://` URI), `map`, `world_seed`, `world_size`, `country`/`country_name`, live `current_players`/`max_players`/`queued_players`, the `kind` (official/modded/vanilla) and `is_*` flags, `password_protected`, `vac_enabled`, `gather_rate` with its `gather_bucket`, `group_limit` with its `group` label, `tags`, owner-supplied `description` (first 500 characters), `banner_url`, `website_url`, `discord_url`, `first_seen_at`/`last_seen_at`/`last_polled_at`, the aggregates `votes`, `rating` (1-5 average, null when unrated) and `last_wipe_at`, and the server's page `url` plus embeddable `widget_url`/`badge_url`. Ties in every sort are broken by `id` so pages never overlap.
skins
search_skins
Skin name typeahead. Up to 10 skins whose name matches `q`, best match first (the same ILIKE + trigram search the site's search boxes use). Each result is `{itemdefid, name, icon_url}`; use the `itemdefid` with the other skin endpoints. For filtered, paginated results use GET /skins with `search=` instead.
store
get_store_rotation
One rotation's full item list. One rotation as the wiki's /store/rotation page shows it: `rotation` (`id`, `name`, `start`, `end`, `itemdefid_count` - the number of items that still resolve in the catalogue) and its items split into `limited_time`, `general` and `dlc_packs`, each item in the same shape as GET /store, including today's `market_price` and `is_available_on_store` (a past rotation can still contain evergreen catalogue items). Cached for an hour.
top
get_top_servers
Most populated servers right now. The online servers with the most players right now - the same query behind the rust.wiki Discord bot's `/servers` command - as a compact list: `id`, `name`, `players`, `max_players`, `country` and the server's page `url`. Use `/servers?sort=players` for the full records. Cached for 60 seconds.
twitch
get_twitch_drops
Current Rust Twitch and Kick drops. The live drops campaigns (Twitch and Kick: round, dates, general and streamer drops with the skin each one gives), the most valuable drop skins ever by Steam price, and past rounds - the data behind rust.wiki/drops.
upkeep
get_upkeep_rules
Upkeep decay brackets and decay times. Rust's dedicated-server upkeep defaults (the `decay.bracket_*` and `decay.duration_*` ConVars, as most servers run them). `brackets` are applied in order to a base's block count: the first 15 blocks cost 10% of their build cost per day, the next 35 cost 15%, the next 75 cost 20%, and every block beyond 125 costs 33.3% (`blocks` null = unbounded); a base's blended daily rate is the block-weighted average of the brackets it fills, paid in the resources each piece was built from. `decay_hours` is how long an unmaintained piece of each grade takes to decay completely. Fixed constants, no computation happens server-side.
workshop
search_workshop
Browse or search Workshop submissions. One page of submissions. Each carries `workshopid` (the Steam published-file id), `title`, `author_steamid64`, `preview_image_url`, `submitted_at` (UTC ISO-8601, may be null), `accepted` and `accepted_itemdefid` (the in-game item definition id when Facepunch accepted it - use it with `/skins/{itemdefid}`), `target_item_tag`, `subscriptions` and `vote_score` (Steam's 0-1 score; both null when Steam has not reported them). Same filters, ordering and cache as the /workshop page.

Endpoints

URLTransportStateLatencyChecked
https://rust.wiki/mcp streamable-http answering 147 ms 4 min ago

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rust.wiki — questions

Answers built from our own checks of this server.

What can rust.wiki do?
It exposes 57 tools, read directly from the server on our last check. Among them: browse_items, browse_skins, calculate_craft_cost, calculate_raid_cost, calculate_recycle_yield, calculate_upkeep and 51 more. The full list with descriptions is on this page — we take it from the server itself via tools/list, not from a README. How MCP servers expose tools in the first place →
What is rust.wiki mostly used for?
Its tools cluster around skin, inventory and calculate. That is what this server is built to work with — the grouping comes from the actual tool names, not from a category we assigned.
Is rust.wiki working right now?
We send a real MCP handshake every 15 minutes. Over the last 24 hours 92 of 92 checks got a reply (100.0%), average response time 188 ms. The bar chart above shows every period we have measured.
How do I connect rust.wiki?
Copy the ready config from this page. We generate it for Claude Code, Claude Desktop, Codex, Cursor and VS Code, each in the form that client actually reads. It is a remote server, so there is nothing to install — the client connects to the address.
Does rust.wiki need an API key?
No. rust.wiki completed a full MCP handshake with us as an anonymous client and listed its tools without asking for anything. All 57 of them are readable on this page. This is what we observed, not what the docs claim.
How fast is rust.wiki?
It answers our handshake in 188 ms on average, which is faster than 74% of all working MCP servers we measure. The comparison comes from our own checks across the whole registry, every 15 minutes.