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Skills & Progression

Hyperscape features a skill-based progression system where skills level independently through use. The XP formula and combat level calculation are authentic recreations of Old School RuneScape mechanics.
Skills are managed by SkillsSystem in packages/shared/src/systems/shared/character/SkillsSystem.ts.

Available Skills

Combat Skills

SkillDescriptionTraining Methods
AttackMelee accuracyCombat (Accurate style)
StrengthMelee max hitCombat (Aggressive style)
DefenseDamage reductionCombat (Defensive style)
ConstitutionMaximum HPAll combat (always granted)
RangedRanged combatBow/crossbow attacks
PrayerProtection prayers and combat buffsBurying bones, using altars

Gathering Skills

SkillDescriptionTraining Methods
WoodcuttingChop treesUsing hatchet on trees
MiningMine oreUsing pickaxe on rocks
FishingCatch fishUsing fishing rod at spots
AgilityMovement and staminaWalking/running across the world

Artisan Skills

SkillDescriptionTraining Methods
FiremakingLight firesUsing tinderbox on logs
CookingCook foodUsing raw food on fires/ranges
SmithingSmelt bars and smith equipmentSmelting ores at furnaces, smithing bars at anvils
FletchingCreate bows and arrowsUsing knife on logs, stringing bows, tipping arrows
CraftingCreate leather armor and jewelryTanning hides, crafting leather, cutting gems
RunecraftingCreate magic runesUsing essence at runecrafting altars

Support Skills

SkillDescriptionTraining Methods
AgilityStamina regenerationMoving around the world
Smithing is a two-step process: first smelt ores into bars at a furnace, then smith bars into equipment at an anvil.

Support Skills

SkillDescriptionTraining Methods
PrayerActivate prayers for combat bonusesBurying bones, using prayer at altars
AgilityStamina regenerationMoving through the world (1 XP per 2 tiles)
Agility is unique - it trains passively as you move. Every 100 tiles traveled grants 50 XP (batched to prevent visual spam).

XP Formula

The XP table uses the authentic RuneScape formula. Level 92 represents the halfway point to 99 in total XP.
// From SkillsSystem.ts
private generateXPTable(): void {
  this.xpTable = [0, 0]; // Levels 0 and 1

  for (let level = 2; level <= 99; level++) {
    const xp = Math.floor(level - 1 + 300 * Math.pow(2, (level - 1) / 7)) / 4;
    this.xpTable.push(Math.floor(this.xpTable[level - 1] + xp));
  }
}

XP Requirements by Level

LevelTotal XPXP to Next
1083
101,154229
204,470899
3013,3632,673
4037,2247,195
50101,33318,389
60273,74246,236
70737,627115,590
801,986,068287,883
905,346,332716,427
926,517,253~50% of 99 XP
9913,034,431MAX
XP Cap: Maximum XP per skill is 200,000,000 (200M). This matches OSRS.

Level Calculations

Get Level from XP

public getLevelForXP(xp: number): number {
  for (let level = 99; level >= 1; level--) {
    if (xp >= this.xpTable[level]) {
      return level;
    }
  }
  return 1;
}

XP to Next Level

public getXPToNextLevel(skill: SkillData): number {
  if (skill.level >= 99) return 0;

  const nextLevelXP = this.getXPForLevel(skill.level + 1);
  return nextLevelXP - skill.xp;
}

Progress Percentage

public getXPProgress(skill: SkillData): number {
  if (skill.level >= 99) return 100;

  const currentLevelXP = this.getXPForLevel(skill.level);
  const nextLevelXP = this.getXPForLevel(skill.level + 1);
  const progressXP = skill.xp - currentLevelXP;
  const requiredXP = nextLevelXP - currentLevelXP;

  return (progressXP / requiredXP) * 100;
}

Combat Level

Combat level is calculated from combat skills using the OSRS formula. Prayer contributes to the base calculation.
// From SkillsSystem.ts
public getCombatLevel(stats: StatsComponent): number {
  const defenseLevel = stats.defense?.level ?? 1;
  const hitpointsLevel = stats.constitution?.level ?? 10;
  const prayerLevel = stats.prayer?.level ?? 1;  // Prayer affects combat level
  const attackLevel = stats.attack?.level ?? 1;
  const strengthLevel = stats.strength?.level ?? 1;
  const rangedLevel = stats.ranged?.level ?? 1;
  const magicLevel = stats.magic?.level ?? 1;

  // Base = 0.25 × (Defense + Hitpoints + floor(Prayer / 2))
  const base = 0.25 * (defenseLevel + hitpointsLevel + Math.floor(prayerLevel / 2));

  // Melee = 0.325 × (Attack + Strength)
  const melee = 0.325 * (attackLevel + strengthLevel);

  // Ranged = 0.325 × floor(Ranged × 1.5)
  const rangedCalc = 0.325 * Math.floor(rangedLevel * 1.5);

  // Magic = 0.325 × floor(Magic × 1.5)
  const magicCalc = 0.325 * Math.floor(magicLevel * 1.5);

  // Combat Level = floor(Base + max(Melee, Ranged, Magic))
  return Math.floor(base + Math.max(melee, rangedCalc, magicCalc));
}
Prayer level contributes to combat level via the base calculation. Each Prayer level adds 0.125 to combat level (since it’s divided by 2 then multiplied by 0.25).

Combat Level Examples

StatsCombat Level
All 1s3
40 Atk/Str, 1 everything else32
60 Atk/Str/Def, 60 HP66
99 all combat126

Total Level

Total level is the sum of all skill levels.
public getTotalLevel(stats: StatsComponent): number {
  let total = 0;

  const skills = [
    "attack", "strength", "defense", "constitution", "ranged", "prayer",
    "woodcutting", "mining", "fishing", "firemaking", "cooking", "smithing", "crafting", "agility"
  ];

  for (const skill of skills) {
    const skillData = stats[skill];
    total += skillData?.level ?? 1;
  }

  return total;
}

Maximum Total Level

With 15 skills at level 99: 1,485 total level
Total level calculation includes: Attack, Strength, Defense, Constitution, Ranged, Prayer, Woodcutting, Mining, Fishing, Firemaking, Cooking, Smithing, Agility, Fletching, and Runecrafting.

XP Sources

Combat XP

ActionXP Per Damage
Main skill (style-dependent)4.0
Constitution (always)1.33
Controlled (per skill)1.33

XP Lamps

XP lamps are consumable items that grant XP to a skill of your choice:
{
  "id": "xp_lamp_1000",
  "name": "XP Lamp (1000 XP)",
  "type": "consumable",
  "useEffect": {
    "type": "xp_lamp",
    "xpAmount": 1000
  },
  "inventoryActions": ["Rub", "Drop", "Examine"]
}
Usage:
  1. Right-click lamp in inventory → select “Rub”
  2. Skill selection modal appears showing all skills with current levels
  3. Select skill to receive XP
  4. Lamp is consumed and XP is granted
Security:
  • Server validates lamp exists at specified slot
  • Server validates XP amount matches manifest definition
  • Server validates skill ID is valid
  • Rate limited to 3 requests/sec (shared with consume limiter)
XP lamps are commonly awarded as quest rewards, allowing players to choose which skill benefits from the quest.

Gathering XP

Gathering resources is now defined in manifests/gathering/ with OSRS-accurate XP values: Woodcutting (gathering/woodcutting.json):
TreeLevelXP
Normal125
Oak1537.5
Willow3067.5
Teak3585
Maple45100
Mahogany50125
Yew60175
Magic75250
Mining (gathering/mining.json):
OreLevelXPSuccess Rate (L1 → L99)
Copper/Tin117.539.5% → 100% (at L62)
Iron153552% (at L15) → 100% (at L63)
Coal305016.4% (at L30) → 39.5% (at L99)
Mithril558011.7% (at L55) → 19.9% (at L99)
Adamantite70957.4% (at L70) → 10.2% (at L99)
Runite851256.64% (at L85) → 7.42% (at L97+)
Mining rocks always deplete after yielding one ore (OSRS-accurate). Success rate depends only on Mining level, not pickaxe tier. Pickaxe tier affects roll frequency (speed), not success chance.

Pickaxe Speed Bonuses

Dragon and Crystal pickaxes have a chance for bonus speed:
PickaxeBase SpeedBonus ChanceBonus SpeedAverage Speed
Bronze-Rune3-8 ticks--3-8 ticks
Dragon3 ticks1/6 (16.7%)2 ticks2.83 ticks
Crystal3 ticks1/4 (25%)2 ticks2.75 ticks
The bonus speed roll is server-authoritative to prevent client/server desyncs.

Agility System

Agility is a unique skill in Hyperscape that rewards exploration and movement. Unlike traditional RuneScape agility courses, it’s trained passively by traversing the game world.

Training Agility

XP Gain:
  • 1 XP per 2 tiles traveled (both walking and running)
  • XP is batched at 100 tiles = 50 XP to prevent visual spam
  • XP drops appear every ~15 seconds while running, ~30 seconds while walking
XP Rates:
Movement TypeTiles/SecondXP/MinuteTime to Level 50Time to Level 99
Walking3.33~100 XP~17 hours~2,000+ hours
Running6.67~200 XP~8.5 hours~1,000+ hours
Death Penalty:
  • Accumulated tiles toward next XP grant are lost on death (max ~50 XP lost)
  • Earned XP is never lost
  • Tile counter resets to 0 on death
Logout Behavior:
  • Tile counter is not persisted (resets to 0 on logout)
  • Earned XP is saved to database
Teleportation does not grant Agility XP - only tiles traveled by walking/running count.

Stamina System Integration

Agility directly affects stamina regeneration, while inventory weight affects stamina drain.

Weight-Based Stamina Drain

Carrying heavy items increases stamina drain while running: Formula: Drain Rate = Base Drain × (1 + Weight × 0.005)
Weight (kg)Drain MultiplierDrain/SecondImpact
01.0×2.0No penalty
101.05×2.1+5% drain
201.1×2.2+10% drain
401.2×2.4+20% drain
601.3×2.6+30% drain
1001.5×3.0+50% drain
Weight is calculated server-side from your inventory and equipment, then synced to the client for stamina calculations.

Agility-Based Stamina Regeneration

Higher Agility levels increase stamina regeneration: Formula: Regen Rate = Base Regen × (1 + Agility Level × 0.01)
Agility LevelRegen MultiplierIdle Regen/SecWalking Regen/Sec
11.01×4.042.02
101.10×4.402.20
251.25×5.002.50
501.50×6.003.00
751.75×7.003.50
991.99×7.963.98
Base Stamina Rates:
  • Running: -2.0 stamina/second (modified by weight)
  • Walking: +2.0 stamina/second (modified by agility)
  • Idle: +4.0 stamina/second (modified by agility)
High Agility levels can offset the stamina drain penalty from heavy loads. A level 99 Agility player regenerates stamina nearly twice as fast as a level 1 player.

Agility Unlocks

LevelUnlockType
1Basic stamina regeneration (+1% per level)Ability
10+10% stamina regenerationAbility
25+25% stamina regenerationAbility
50+50% stamina regenerationAbility
75+75% stamina regenerationAbility
99Agility cape, +99% stamina regenerationItem

Implementation Details

Agility is implemented across multiple systems: Server-Side (packages/server/src/systems/ServerNetwork/tile-movement.ts):
  • TileMovementManager tracks tiles traveled per player
  • Batches XP grants at 100-tile threshold
  • Resets tile counter on death
Client-Side (packages/shared/src/entities/player/PlayerLocal.ts):
  • Stamina drain calculation uses totalWeight property
  • Stamina regen calculation uses skills.agility.level
  • Weight synced from server via PLAYER_WEIGHT_CHANGED event
Database (packages/server/src/database/schema.ts):
  • agilityLevel and agilityXp columns in characters table
  • Persisted on save, loaded on character selection
Mining Mechanics: Rocks always deplete after yielding one ore (100% depletion chance). Success rates are OSRS-accurate and depend only on Mining level, not pickaxe tier. Pickaxe tier affects roll frequency (speed) only. The bonus speed roll for Dragon/Crystal pickaxes is server-authoritative to prevent client/server desyncs.

Model Scale Normalization

Mining rocks (and all resources) now have normalized model scales to prevent “squished” or “stretched” appearance:
// From ModelCache.ts - normalizeScales()
// Detects and resets non-uniform scales in GLTF models
// Some 3D modeling tools export models with non-uniform scales on internal nodes
// (e.g., scale (2, 0.5, 1)) which causes distortion
scene.traverse((node) => {
  const s = node.scale;
  const isNonUniform = 
    Math.abs(s.x - s.y) > 0.001 ||
    Math.abs(s.y - s.z) > 0.001 ||
    Math.abs(s.x - s.z) > 0.001;

  if (isNonUniform) {
    node.scale.set(1, 1, 1);  // Reset to identity
    node.updateMatrix();
  }
});
This normalization runs once when a model is first loaded, before caching. All clones will have correct proportions.
Agility (movement-based): Agility is a unique skill that rewards exploration and world traversal:
Training MethodXP RateNotes
Walking~100 XP/min2 tiles/tick movement
Running~200 XP/min4 tiles/tick movement
XP Batching: XP is granted every 100 tiles (50 XP) to prevent visual spam. This creates XP drops approximately every 15 seconds while running or 30 seconds while walking. Death Penalty: Death resets your tile counter to 0, losing any accumulated progress toward the next XP grant (maximum ~50 XP lost). Benefits:
  • Stamina Regeneration Bonus: +1% regen per Agility level
    • Level 1: 1.01x regen (4.04/sec idle, 2.02/sec walking)
    • Level 50: 1.50x regen (6.00/sec idle, 3.00/sec walking)
    • Level 99: 1.99x regen (7.96/sec idle, 3.98/sec walking)
Agility does NOT affect combat level, matching OSRS design. It’s purely a utility skill for stamina management.
Fishing (gathering/fishing.json):
FishLevelXP
Shrimp110
Sardine520
Herring1030
Trout2050
Pike2560
Salmon3070
Lobster4090
Swordfish50100
Shark76110
Agility (passive movement-based):
ActivityXP RateNotes
Walking~100 XP/min1 XP per 2 tiles
Running~200 XP/min1 XP per 2 tiles
Agility XP is batched at 100 tiles (50 XP) to prevent visual spam. XP drops appear every ~15 seconds while running, ~30 seconds while walking.

Artisan XP

Processing recipes are defined in manifests/recipes/ with OSRS-accurate XP values: Smelting (recipes/smelting.json):
BarLevelOres RequiredXPSuccess Rate
Bronze11 Copper + 1 Tin6.2100%
Iron151 Iron12.550%
Steel301 Iron + 2 Coal17.5100%
Mithril501 Mithril + 4 Coal30100%
Adamant701 Adamantite + 6 Coal37.5100%
Rune851 Runite + 8 Coal50100%
Iron ore has a 50% success rate when smelting - failed attempts consume the ore but grant no bar or XP.
Smithing (recipes/smithing.json): Smithing requires a hammer in inventory and access to an anvil. Recipes are organized by category: Weapons:
ItemLevelBarsXP
Bronze dagger1112.5
Bronze sword4112.5
Bronze scimitar5225
Iron sword19125
Steel sword34137.5
Mithril sword54150
Adamant sword74162.5
Rune sword89175
Armor:
ItemLevelBarsXP
Bronze platebody18562.5
Iron platebody335125
Steel platebody485187.5
Mithril platebody685250
Tools:
ItemLevelBarsXP
Bronze hatchet1112.5
Bronze pickaxe1112.5
Iron hatchet16125
Steel hatchet31137.5
Smithing recipes support “Make X” functionality - players can smith multiple items in one session. The system remembers the last custom quantity entered.
Cooking (recipes/cooking.json):
FoodLevelXPHeals
Shrimp1303 HP
Sardine1403 HP
Herring5505 HP
Trout15707 HP
Pike20808 HP
Salmon25909 HP
Lobster4012012 HP
Swordfish4514014 HP
Shark8021020 HP

Food Consumption Mechanics

Food consumption follows OSRS-accurate timing and combat integration: Eating Delay:
  • 3-tick (1.8s) cooldown between eating foods
  • Managed by EatDelayManager (per-player tracking)
  • Food consumed only after validation passes
  • Message shown even at full health: “You eat the shrimp.”
Combat Integration:
  • Eating during combat adds 3-tick delay to attack cooldown
  • OSRS rule: Only adds delay if weapon is already on cooldown
  • If weapon is ready to attack, eating does NOT add delay
  • Prevents eating from being used to delay attacks strategically
Server-Authoritative Flow:
Client → useItem packet → Server validates → INVENTORY_USE event →
InventorySystem validates item exists → ITEM_USED → PlayerSystem validates eat delay →
Consume item + heal + attack delay
Security Features:
  • Rate limiting (3 requests/sec)
  • Input validation (slot bounds, item ID mismatch detection)
  • Heal amount capped at 99 HP (prevents manifest exploits)
  • Server-side eat delay enforcement
Food is consumed even at full health (OSRS-accurate). The eat delay and attack delay still apply.
Firemaking (recipes/firemaking.json):
LogsLevelXP
Normal140
Oak1560
Willow3090
Teak35105
Maple45135
Mahogany50157.5
Yew60202.5
Magic75303.8
Fletching (recipes/fletching.json): Fletching is a three-stage process: creating arrow shafts, crafting unstrung bows, and finishing products. Arrow Shafts (Knife + Logs):
LogsLevelShaftsXP
Normal1155
Oak153010
Willow304515
Maple456020
Yew607525
Magic759030
Shortbows (Knife + Logs, then String):
BowLevelXP (Cut)XP (String)Total XP
Shortbow55510
Oak shortbow2016.516.533
Willow shortbow3533.333.366.6
Maple shortbow505050100
Yew shortbow6567.567.5135
Magic shortbow8083.383.3166.6
Longbows (Knife + Logs, then String):
BowLevelXP (Cut)XP (String)Total XP
Longbow10101020
Oak longbow25252550
Willow longbow4041.541.583
Maple longbow5558.358.3116.6
Yew longbow707575150
Magic longbow8591.591.5183
Arrows (Arrowtips + Headless Arrows):
ArrowLevelXP (per 15)
Bronze119.5
Iron1537.5
Steel3075
Mithril45112.5
Adamant60150
Rune75187.5
Crafting (recipes/crafting.json): Leather Armor (Needle + Thread):
ItemLevelLeatherXP
Leather gloves1113.8
Leather boots7116.3
Leather cowl9118.5
Leather vambraces11122
Leather body14125
Leather chaps18127
Coif38137
Dragonhide Armor (Needle + Thread):
ItemLevelDragon LeatherXP
Green d’hide vambraces57162
Green d’hide chaps602124
Green d’hide body633186
Jewelry (Gold Bar + Gem at Furnace):
ItemLevelMaterialsXP
Gold ring51 gold bar15
Amulet of accuracy81 gold bar30
Amulet of strength501 gold bar + ruby85
Amulet of power701 gold bar + diamond100
Amulet of glory801 gold bar + dragonstone150
Amulet of fury901 gold bar + onyx165
Gem Cutting (Chisel): Crafting (recipes/crafting.json): Leather Armor:
ItemLevelXP
Leather Gloves113.8
Leather Boots716.3
Leather Cowl918.5
Leather Vambraces1122
Leather Body1425
Leather Chaps1827
Coif3837
Studded Armor:
ItemLevelXP
Studded Body4140
Studded Chaps4442
Dragonhide Armor:
ItemLevelXP
Green D’hide Vambraces5762
Green D’hide Chaps60124
Green D’hide Body63186
Jewelry:
ItemLevelXP
Gold Ring515
Amulet of Accuracy830
Amulet of Strength5085
Amulet of Power70100
Amulet of Glory80150
Amulet of Fury90165
Gem Cutting:
GemLevelXP
Sapphire2050
Emerald2767.5
Ruby3485
Diamond43107.5
Dragonstone55137.5
Onyx67167.5
Runecrafting (recipes/runecrafting.json): Runecrafting creates magic runes from essence at runecrafting altars:
RuneLevelXP/EssenceEssence TypesMulti-Rune Levels
Air15.0Rune/Pure11, 22, 33, 44, 55, 66, 77, 88, 99
Mind25.5Rune/Pure14, 28, 42, 56, 70, 84, 98
Water56.0Rune/Pure19, 38, 57, 76, 95
Earth96.5Rune/Pure26, 52, 78
Fire147.0Rune/Pure35, 70, 95
Chaos358.5Pure only74
Multi-Rune Levels: At certain levels, you craft multiple runes per essence. For example, at level 11 Runecrafting, you craft 2 air runes per essence instead of 1. Chaos runes require pure essence and cannot be crafted with regular rune essence.
Agility (Movement-based):
ActivityXP RateNotes
Walking~100 XP/min2 tiles/tick × 1 XP per 2 tiles
Running~200 XP/min4 tiles/tick × 1 XP per 2 tiles
Agility XP is batched at 100 tiles = 50 XP to prevent visual spam. Death resets accumulated tiles (not earned XP).

Level Requirements

Skills gate access to equipment and activities. Requirements are now centralized in tier-requirements.json and skill-unlocks.json.

Tier-Based Equipment Requirements

Equipment now uses a tier system that automatically looks up requirements: Melee Weapons & Armor (Attack/Defence):
TierLevel
Bronze/Iron1
Steel5
Black10
Mithril20
Adamant30
Rune40
Dragon60
Tools (Woodcutting/Mining):
TierAttackWoodcuttingMining
Bronze/Iron111
Steel566
Mithril202121
Adamant303131
Rune404141
Dragon606161

Gathering Resource Requirements

Defined in gathering/*.json: Woodcutting:
TreeLevel
Normal1
Oak15
Willow30
Teak35
Maple45
Mahogany50
Yew60
Magic75
Mining:
OreLevel
Copper/Tin1
Iron15
Coal30
Mithril55
Adamantite70
Runite85

Mining Success Rates (OSRS-Accurate)

Mining success rates depend only on Mining level, not pickaxe tier. Pickaxe tier affects roll frequency (speed) only. The formula uses linear interpolation between low and high values:
P(Level) = (1 + floor(low × (99 - L) / 98 + high × (L - 1) / 98 + 0.5)) / 256
OreSuccess at Min LevelSuccess at L99Notes
Copper/Tin~39.5% (L1)100% (L62+)Beginner-friendly
Iron~52% (L15)100% (L63+)Fast training
Coal~16.4% (L30)~39.5% (L99)Slow but valuable
Mithril~11.7% (L55)~19.9% (L99)Very slow
Adamantite~7.4% (L70)~10.2% (L99)Rare
Runite~6.64% (L85)~7.42% (L97+)Extremely rare
Rock Depletion: Mining rocks ALWAYS deplete after yielding one ore (100% chance). This matches OSRS behavior. The only exception would be Mining gloves (not currently implemented).

Pickaxe Speed Bonuses

Pickaxe tier determines roll frequency (ticks between attempts):
PickaxeRoll TicksSpeedSpecial Bonus
Bronze8SlowestNone
Iron7SlowNone
Steel6MediumNone
Mithril5FastNone
Adamant4FasterNone
Rune3Very fastNone
Dragon3Very fast1/6 chance for 2-tick roll (avg 2.83)
Crystal3Very fast1/4 chance for 2-tick roll (avg 2.75)
Dragon/Crystal Pickaxe Bonus: These pickaxes have a chance to trigger a faster roll. The server rolls this randomly and applies it deterministically to prevent client/server desyncs.
Fishing:
FishLevel
Shrimp1
Sardine5
Herring10
Trout20
Pike25
Salmon30
Lobster40
Swordfish50
Shark76

Processing Recipe Requirements

Defined in recipes/*.json: Smelting: Levels 1-85 (Bronze to Rune bars) Smithing: Levels 1-91 (Bronze to Rune equipment) Cooking: Levels 1-80 (Shrimp to Shark) Firemaking: Levels 1-75 (Normal to Magic logs)

Smithing Requirements

ItemSmithing LevelBars Required
Bronze Bar11 copper ore + 1 tin ore
Iron Bar151 iron ore (50% success)
Steel Bar301 iron ore + 2 coal
Mithril Bar501 mithril ore + 4 coal
Adamant Bar701 adamantite ore + 6 coal
Rune Bar851 runite ore + 8 coal
Bronze Equipment11-5 bronze bars
Iron Equipment151-5 iron bars
Steel Equipment302-5 steel bars
Mithril Equipment502-5 mithril bars
Adamant Equipment703-5 adamant bars
Rune Equipment853-5 rune bars

Agility System

Agility is a unique skill that trains passively through movement and affects stamina mechanics.

Movement XP

Agility XP is granted based on tiles traveled: typescript\n// From TileMovementManager.ts\nconst AGILITY_TILES_PER_XP_GRANT = 100; // Tiles needed before XP is granted\nconst AGILITY_XP_PER_GRANT = 50; // XP granted per threshold\n\n// Effective rate: 1 XP per 2 tiles traveled\n\n\nXP Rates:\n| Movement Type | Tiles/Tick | Tiles/Second | XP/Minute |\n|---------------|------------|--------------|------------|\n| Walking | 2 | 3.33 | ~100 XP |\n| Running | 4 | 6.67 | ~200 XP |\n\nBatching System:\n- XP is granted every 100 tiles (50 XP)\n- Prevents visual spam (XP drop every ~15s running, ~30s walking)\n- Overflow is preserved (walking 150 tiles = 50 XP + 50 tiles remaining)\n- Death resets tile counter to 0 (small penalty)\n- Logout/disconnect clears tile counter (max ~50 XP lost)\n\n
\nTeleportation does NOT grant Agility XP - only walking/running movement counts.\n
\n\n### Weight-Based Stamina Drain\n\nCarrying weight affects stamina drain while running:\n\ntypescript\n// From PlayerLocal.ts\nconst WEIGHT_DRAIN_MODIFIER = 0.005; // +0.5% drain per kg carried\n\nconst weightMultiplier = 1 + totalWeight * WEIGHT_DRAIN_MODIFIER;\nconst drainRate = BASE_STAMINA_DRAIN * weightMultiplier;\n\n\nWeight Impact Table:\n| Weight (kg) | Drain Multiplier | Drain/Second |\n|-------------|------------------|--------------|\n| 0 | 1.0x | 2.0 |\n| 10 | 1.05x | 2.1 |\n| 20 | 1.1x | 2.2 |\n| 40 | 1.2x | 2.4 |\n| 60 | 1.3x | 2.6 |\n| 100 | 1.5x | 3.0 |\n\n
\nWeight is calculated server-side from inventory items and synced to the client via PLAYER_WEIGHT_CHANGED events.\n
\n\n### Agility-Based Stamina Regeneration\n\nAgility level increases stamina regeneration:\n\ntypescript\n// From PlayerLocal.ts\nconst AGILITY_REGEN_MODIFIER = 0.01; // +1% regen per agility level\n\nconst agilityMultiplier = 1 + agilityLevel * AGILITY_REGEN_MODIFIER;\nconst regenRate = BASE_STAMINA_REGEN * agilityMultiplier;\n\n\nAgility Regen Bonus Table:\n| Agility Level | Regen Multiplier | Idle Regen/Sec | Walk Regen/Sec |\n|---------------|------------------|----------------|----------------|\n| 1 | 1.01x | 4.04 | 2.02 |\n| 10 | 1.10x | 4.40 | 2.20 |\n| 25 | 1.25x | 5.00 | 2.50 |\n| 50 | 1.50x | 6.00 | 3.00 |\n| 75 | 1.75x | 7.00 | 3.50 |\n| 99 | 1.99x | 7.96 | 3.98 |\n\nBase Stamina Rates:\n- Running: -2.0 stamina/second (affected by weight)\n- Walking: +2.0 stamina/second (affected by agility)\n- Idle: +4.0 stamina/second (affected by agility)\n\n### Agility Unlocks\n\nFrom skill-unlocks.json:\n\n| Level | Unlock |\n|-------|--------|\n| 1 | Basic stamina regeneration (+1% per level) |\n| 10 | +10% stamina regeneration |\n| 25 | +25% stamina regeneration |\n| 50 | +50% stamina regeneration |\n| 75 | +75% stamina regeneration |\n| 99 | Agility cape, +99% stamina regeneration |\n\n### Progression Example\n\nAt running speed (200 XP/min):\n- Level 2 (83 XP): ~25 seconds\n- Level 10 (1,154 XP): ~6 minutes\n- Level 50 (101,333 XP): ~8.5 hours\n- Level 99 (13M XP): ~1,000+ hours\n\n---

Anti-Exploit Protections

Resource Spam Click Prevention

The gathering system prevents duplicate harvesting when players spam-click resources:
// From ResourceSystem.ts
const existingSession = this.activeGathering.get(playerId);
if (existingSession) {
  // If already gathering this EXACT resource, silently ignore (prevents duplicate rewards)
  if (existingSession.resourceId === resource.id) {
    return;
  }
  // If switching to a DIFFERENT resource, cancel the old session first
  this.cancelGatheringForPlayer(playerId, "switch_resource");
}
Protection Features:
  • Duplicate gather requests for the same resource are silently ignored
  • Prevents timer resets and duplicate drops
  • Allows switching to different resources (cancels old session first)
  • Guard clause executes after resource resolution for accurate comparison
This fix prevents the spam-click exploit where players could reset gathering timers by rapidly clicking the same resource.

Noted Items Tool Validation

Noted items (bank notes) cannot be used as skilling tools:
// From ToolUtils.ts
export function itemMatchesToolCategory(
  itemId: string,
  category: string,
): boolean {
  // Noted items are bank notes - cannot be used as tools
  if (isNotedItemId(itemId)) {
    return false;
  }
  // ... rest of validation
}
Affected Tools:
  • Pickaxes (mining)
  • Hatchets/axes (woodcutting)
  • Fishing rods, nets, harpoons (fishing)
Noted items must be un-noted at a bank before they can be equipped or used for skilling.

Skill Guide Panel

The Skill Guide Panel is an OSRS-style interface that shows what you unlock at each level for any skill.

Opening the Guide

Click any skill in the Skills Panel to open its guide. The panel displays:
  • All unlocks with level requirements
  • Visual indicators for unlocked (green checkmark) vs locked (lock icon) items
  • Next unlock highlighted with gold accent and “NEXT” badge
  • Progress tracking: “X of Y unlocks achieved”
  • Type badges: Item vs ability unlocks with color coding

Features

  • Scrollable list for skills with many unlocks (Prayer has 29!)
  • Keyboard support: ESC key or click outside to close
  • Loading states: Spinner during data fetch
  • Server-authoritative: Unlock data fetched from /api/data/skill-unlocks
The guide helps you plan your progression by showing exactly what you’ll unlock at each level milestone.

Skill Events

The system emits events for UI updates and logging:
EventDataDescription
SKILLS_XP_GAINEDplayerId, skill, amountXP added to skill
SKILLS_LEVEL_UPentityId, skill, oldLevel, newLevelLevel increased
SKILLS_UPDATEDplayerId, skillsSkills state changed
SKILLS_MILESTONEentityId, skill, milestoneMilestone reached
COMBAT_LEVEL_CHANGEDentityId, oldLevel, newLevelCombat level changed
TOTAL_LEVEL_CHANGEDentityId, oldLevel, newLevelTotal level changed

Milestones

Special milestones trigger events and messages:
const commonMilestones = [
  { level: 50, name: "Halfway", message: "Halfway to mastery!" },
  { level: 92, name: "Half XP", message: "Halfway to 99 in XP!" },
  { level: 99, name: "Mastery", message: "Skill mastered!" },
];

// Attack-specific milestones
const attackMilestones = [
  { level: 40, name: "Rune Weapons", message: "You can now wield rune weapons!" },
  { level: 60, name: "Dragon Weapons", message: "You can now wield dragon weapons!" },
];

API Reference

Grant XP

// Grant XP via event system (recommended)
skillsSystem.grantXP(entityId, "woodcutting", 25);

// Direct internal grant (used by external handlers)
skillsSystem.addXPInternal(entityId, skill, amount);

Check Requirements

// Check if entity meets skill requirements
const canEquip = skillsSystem.meetsRequirements(entity, {
  attack: 40,
  defense: 40,
});

Set Level (Admin)

// Directly set skill level (for admin commands)
skillsSystem.setSkillLevel(entityId, "attack", 99);

Reset Skill

// Reset skill to level 1
skillsSystem.resetSkill(entityId, "attack");

Skill Unlocks & Guide Panel

The skill-unlocks.json manifest documents what players unlock at each level. This data powers the in-game Skill Guide Panel.

Skill Guide Panel (OSRS-Style)

Players can click any skill in the Skills Panel to open an OSRS-style guide showing all unlocks: Features:
  • Click any skill icon to open guide
  • Shows all unlocks with level requirements
  • Visual distinction between unlocked (green ✓) and locked (🔒) items
  • Next unlock highlighted with progress indicator
  • Scrollable list for skills with many unlocks
  • Type badges (item/ability) with color coding
  • ESC key or click outside to close
Implementation:
// packages/client/src/game/panels/SkillGuidePanel.tsx
interface SkillGuidePanelProps {
  visible: boolean;
  skillLabel: string;
  skillIcon: string;
  playerLevel: number;
  unlocks: readonly SkillUnlock[];
  isLoading: boolean;
  onClose: () => void;
}
Data source:
  • Fetched from server API: GET /api/data/skill-unlocks
  • Returns all skill unlocks from skill-unlocks.json manifest
  • Cached in client state after initial fetch
Example unlocks:
  • Attack 1: Bronze weapons, Iron weapons
  • Attack 5: Steel weapons
  • Attack 40: Rune weapons
  • Attack 60: Dragon weapons
  • Woodcutting 15: Oak trees
  • Mining 30: Coal
  • Cooking 40: Lobster
  • Smithing 50: Mithril bar
  • Prayer 1-77: 29 different prayers
The guide panel handles British/American spelling differences automatically (defence → defense) for consistent display.

Skill Guide Panel

New in v1.0: Players can click any skill in the Skills Panel to open an OSRS-style guide showing all unlocks. Features:
  • Click any skill icon to open its guide
  • Shows all unlocks with level requirements
  • Visual distinction between unlocked (green ✓) and locked (🔒) items
  • Highlights next unlock with progress indicator
  • Scrollable list for skills with many unlocks
  • Type badges (item vs ability)
  • Matches OSRS UI theme
Implementation:
  • Component: packages/client/src/game/panels/SkillGuidePanel.tsx
  • Data source: /api/data/skill-unlocks endpoint
  • Fetched once at Skills Panel mount
  • Cached in component state
API Endpoint:
GET /api/data/skill-unlocks

Response:
{
  "attack": [
    { "level": 1, "description": "Bronze weapons", "type": "item" },
    { "level": 40, "description": "Rune weapons", "type": "item" },
    { "level": 60, "description": "Dragon weapons", "type": "item" }
  ],
  "woodcutting": [
    { "level": 1, "description": "Normal trees", "type": "item" },
    { "level": 15, "description": "Oak trees", "type": "item" }
  ]
}
User Experience:
  1. Open Skills Panel (default keybind)
  2. Click any skill icon (e.g., Attack ⚔️)
  3. Skill Guide Panel opens showing all unlocks
  4. Green checkmarks indicate achieved unlocks
  5. Lock icons indicate future unlocks
  6. Next unlock is highlighted with ”➤ X more levels to unlock…”
  7. Close with X button, ESC key, or click outside
Unlock Types:
  • item - Equipment, resources, or craftable items (blue badge)
  • ability - Passive bonuses, prayers, or unlocked actions (purple badge)
  • area - Accessible locations or zones
  • quest - Quest requirements
  • activity - Minigames or special activities

Manifest-Driven Design

All skill-related data is now defined in JSON manifests:
  • tier-requirements.json - Equipment level requirements by tier
  • skill-unlocks.json - What unlocks at each level
  • gathering/*.json - Resource nodes, yields, and XP
  • recipes/*.json - Processing recipes and XP
This allows easy content updates without code changes and enables community modding.

Agility Skill System

The Agility skill is unique - it trains passively through movement and affects stamina mechanics.

Training Agility

XP Gain: 1 XP per 2 tiles traveled (batched at 100 tiles = 50 XP)
Movement TypeTiles/TickXP/MinuteTime to 99
Walking2~100 XP~2,000 hours
Running4~200 XP~1,000 hours
XP Batching: To prevent visual spam, XP is granted in batches of 50 XP every 100 tiles. This creates XP drops every ~15 seconds while running or ~30 seconds while walking. Death Penalty: On death, accumulated tiles toward the next XP grant are lost (max 50 XP lost). Earned XP is never lost. Teleportation: Does not grant Agility XP (no tiles traversed).

Weight-Based Stamina Drain

Carrying heavy items increases stamina drain while running: Formula: Drain Rate = Base Drain × (1 + Weight × 0.005)
Weight (kg)Drain MultiplierDrain/Second
01.0x2.0
101.05x2.1
201.1x2.2
401.2x2.4
601.3x2.6
1001.5x3.0
Weight Calculation: Total weight is calculated server-side from inventory items and equipment, then synced to the client for stamina calculations.

Agility-Based Stamina Regeneration

Higher Agility levels increase stamina regeneration: Formula: Regen Rate = Base Regen × (1 + Agility Level × 0.01)
Agility LevelRegen MultiplierIdle Regen/SecWalk Regen/Sec
11.01x4.042.02
101.10x4.402.20
251.25x5.002.50
501.50x6.003.00
751.75x7.003.50
991.99x7.963.98
Base Rates:
  • Running: 2 stamina/second drain (no regen)
  • Walking: 2 stamina/second regen
  • Idle: 4 stamina/second regen

Agility Unlocks

LevelUnlock
1Basic stamina regeneration (+1% per level)
10+10% stamina regeneration
25+25% stamina regeneration
50+50% stamina regeneration
75+75% stamina regeneration
99Agility cape, +99% stamina regeneration

Skill Guide Panel

Players can click any skill in the Skills Panel to view a detailed guide showing all unlocks for that skill. Features:
  • Shows all unlocks with level requirements
  • Visual distinction between unlocked (green checkmark) and locked (lock icon) items
  • Highlights the next unlock the player is working toward
  • Scrollable list for skills with many unlocks (Prayer has 29!)
  • Type indicators (item vs ability)
Implementation: The panel fetches unlock data from /api/data/skill-unlocks endpoint, which serves the skill-unlocks.json manifest.