Build checklist for testers, players, and us. Done means it works in a world; Live means it is on production for players. Nested rows show how close a family is to finished.
Systems Section 5 / 20
Combat
Melee, ranged, magic, prayer. Needs to feel fair before bosses and PvP.
73% 15 done · 15 building
Core combat
Hit / damage queueDoneOSRS-style tick order: player hits land next tick; NPC hits land on the swing tick.
Accuracy and max hitDoneMelee, ranged and magic use the OSRS accuracy and max-hit formulas with equipment bonuses, offensive prayers, and slayer helmet, salve amulet and creature-specific weapon bonuses.
Weapon speeds and delaysDoneAttack speed from pinned equipment-stats sidecar (aspeed). Ready Attack interactions now run before combat, removing the extra face-only tick while preserving weapon cooldowns.
Hitsplats, headbars, and combat soundsDoneHitsplats, health bars and combat sounds for player and monster combat. Many monsters and weapons have their own sounds, and missed player spells show the OSRS splash with no hitsplat.
Projectiles and spell gfxDoneShared attack presentation covers powered staves, manual standard spells, bows, crossbows, thrown weapon families, and NPC magic.
Poison / venomBuildingPlayers can be poisoned and envenomed by monsters, with OSRS damage ticks, immunity windows and antipoison and antivenom cures. Smoke spells and the toxic Zulrah weapons poison or envenom monsters, and crystal armour wear applies.
Special attacksDoneStock energy bar, regeneration and toggle. Supported specials: Dragon dagger, claws, longsword, mace, scimitar, battleaxe and warhammer, Abyssal dagger (including imbued), Armadyl godsword (including ornate), Bandos godsword, Elder maul, Voidwaker, Darklight and Arclight Weaken, and the Nightmare staff specials.
Prayer drain and protection prayersDoneVarp 83 drain tick; Protect from Melee/Missiles/Magic block matching NPC damage; overhead icons sync with appearance.
Single / multi combat zonesBuildingSingle and multi-way areas follow the OSRS map, including above-ground zones, the God Wars Dungeon, Kalphite Lair, Waterbirth dungeons, Stronghold of Security level 1, the Mole Hole and the main boss lairs (Corp, KBD, Scorpia, Callisto, Venenatis, Vet'ion). The multi-combat icon shows on the minimap, and monsters in multi areas can be attacked by several players.
Food and potion timingBuildingSeparate food, potion and combo clocks; ordinary potions do not delay attacks. Food extends an active attack cooldown.
Weapon and armour passive effectsBuildingSupported passives include Fang's accuracy reroll, the Inquisitor's crush bonus, Arclight's demon bonus, Scythe of Vitur multi-hits, charged crystal armour with crystal bows, slayer helmet, salve amulet and creature-specific weapons, Wilderness ether weapons, ring of recoil and Vengeance.
NPC combat
Aggression and retreat3/4 done · 1 building
In-combat chase toward playerDone
Passive aggression radiusDoneGoblins aggro within 4 tiles of spawn when player combat ≤ 2× NPC level.
Player auto-retaliateDoneAggressive NPCs now initiate combat independently. With auto-retaliate enabled, the player responds after the NPC attacks, respects the weapon-speed flinch delay, and uses the normal weapon-range approach path. The core toggle and retaliation flow have passed live client smoke.
NPC retreat / toleranceBuildingNPCs disengage outside their maximum range and walk back to their spawn. The 10-minute aggression tolerance is applied to most aggressive creatures.
NPC combat styles3/5 done · 2 buildingMelee is live; the shared world clock now supports independent NPC attack range, typed Ranged/Magic rolls, protection prayers, and NPC-locked projectile/impact timing. A Mugger, Burthorpe Archer, and two Dark Wizard tiers exercise all three styles.
Reusable NPC attack definitions and executionDoneNPC attacks now package style, range, speed, accuracy bonuses, max hit, animation, sound, and projectile presentation. One executor handles rolls, protection prayers, visuals, timing, and delayed hits for melee and magic NPCs. The resulting combat flow has passed live client smoke.
Multi-observer NPC projectilesDoneNPC projectiles enter one immutable world-tick snapshot. Every nearby connection encodes the same source NPC and attacked-player target, while distant observers receive nothing.
NPC melee (cows / goblins)Done
NPC ranged attacksBuildingNPC 4096 holds seven-tile range and fires a bronze-arrow projectile using its stock six-tick speed, Ranged level, attack bonus, and max hit.
NPC magic attacksBuildingNPC 512 uses Water Strike and NPC 510 uses Earth Strike through the same named attack-profile path, with rev-239 entity locks, casting graphics, delayed impacts, and Magic protection checks.
Minion spawnsBuildingEncounter minions are scripted per boss, for example God Wars bodyguards that respawn, Scorpia's offspring and guardians, Nightmare husks, totems and sleepwalkers, Scurrius' rats and Calvar'ion's hellhounds.
Phase transitionsBuildingPhase transitions are scripted per encounter, for example Vorkath, the Nightmare and Phosani, Alchemical Hydra, Zulrah, the Kalphite Queen and Vet'ion.
Line of sight / safespot rulesBuildingOrdinary monsters chase directly instead of pathing around obstacles, give up when a solid wall blocks sight, and keep attacking over obstacles that can be shot across. Line of sight is required for player ranged and magic and for monster aggression.
PvP combat
PvP damage rulesBuilding
Wilderness alpha player combatDone
Wilderness ditch crossingBuilding
SkullingBuildingAttacking another player first skulls you for 20 minutes and gives the target retaliation rights. Skull prevention blocks new attacks without stopping retaliation. The skull clears on death.
PJ timer / attack optionsBuildingSingle-way PvP engagements, attack options, a logout block after combat and disconnect retention use simplified alpha timings.
PvP death and lootBuildingPvP deaths in the alpha are safe: you respawn at home with all items and your account mode unchanged.
Freezes and Tele BlockDoneFreezing spells hold players and monsters with OSRS freeze timers, immunity windows and the RuneLite freeze-timer message. Tele Block stops teleports. Blighted runes work for both in the Wilderness alpha area.