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 3 / 20
Player systems
Stats, recovery, storage, death, and game modes, including persistence and in-game checks.
72% 29 done · 11 building · 7 planned
Stats & XP
Skills stored and syncedDone23 trainable skills plus the native Sailing stat slot are stored and synced; Sailing is not trainable.
Melee combat XPDoneAccurate/Aggressive/Defensive/Controlled grant Attack/Strength/Defence/shared + Hitpoints on hit.
Level-up fireworks / feedbackDone
Combat level formulaDone
XP caps, fractional gains, and multi-level rewardsDoneCombat awards preserve tenths through live storage, including controlled attacks, Hitpoints, defensive magic, and spell base XP on splashes. All skill/rate caps and rescaling are tested. A TCP world test verifies a multi-level award, reward packets, the 200 million cap, and saved XP on relog.
Boost decay, drained stats, Rapid Restore, and PreservePlannedCover boosts above 99, per-stat recovery clocks, prayer modifiers, and overhealed Hitpoints.
Complete item weights and run-energy modifiersBuildingThe player tick applies inventory/equipment weight, Agility-based drain and recovery, stamina and forced walking at zero energy.
Poison, venom, disease, and protection timersBuildingCombat poison, venom (Zulrah and other venomous attacks) and disease (fever spiders) apply, deal damage on their timers, can be cured by the matching potions, and keep their remaining time through relog.
Stat boosts and restoresDoneExpanded potion formulas, boosts above 99, drained-level restoration, holy wrench and per-minute stat recovery.
Run energy and weightDone2024 drain/regen formulas; weight from ObjWeightTables; UPDATE_RUNENERGY/WEIGHT.
Hitpoints recovery and regeneration equipmentBuildingRecovery continues in combat. Rapid Heal and Hitpoints capes shorten the interval; a regen bracelet doubles healing. Overhealed Hitpoints decay once per minute regardless of recovery equipment. Rapid Heal flicks reset that decay clock. Dead players cannot regenerate.
Storage
InventoryDone
Item transfers preserve quantities at capacity limitsBuildingBank deposits preserve noted items when a stack is full. Trade receipts check the whole offer before moving anything. Shop purchases and sales validate item, coin, and stock capacity together. Grand Exchange collection checks items and change as one transfer and preserves rejected claims.
Drop whole stacks with ownership protectionBuildingInventory drops move whole stacks; untradeables stay owner-only for three minutes. Destroy-only items use the stock confirmation dialogue and reject stale or repeated confirmations. Ordinary NPC loot uses separate tradeable and untradeable lifetimes. Hidden piles are excluded from other accounts’ updates.
EquipmentDone
Bank storage, tabs, rearrangeDone
Deposit boxDone
Bank PINDone
Looting bag (Wilderness)DoneOpen/closed looting bag with Wilderness-only deposits, bank emptying, Slayer reward purchase and Wilderness drops. Contents are kept through alpha-safe deaths and saved between sessions. Ultimate Ironmen can use it but cannot empty it into a bank.
Rune pouchDoneRune pouch, divine pouch and their imbued variants open from the inventory with native storage and quantity controls, upgrade with the Thread of Elidinis, pay for spells across combat and utility casting, and support in-bank configuration and presets. Contents persist.
Seed vaultPlannedInclude Farming Guild access, accepted seeds and saplings, deposit and withdrawal, capacity, UIM gates, and persistence.
Bank PIN delays, recovery, and protected storage accessPlannedAudit setup, failed attempts, change and removal delays, relog locking, and every storage entry point.
Herb sackDoneBought from the Slayer reward shop for 750 points at Herblore 58, one per account. Holds up to 30 of each grimy herb (100 when silk-lined), with Fill, Open/Close, Check, Empty to inventory or bank, and automatic collection from ground pickups and herb patches while open. Contents are saved.
Death
Death and respawn2 / 2 done
Alpha home respawn (HP restore, no loot loss)Done
Decide keep/lose rules for alpha → productionDoneAlpha deaths keep every item, including looting-bag contents. Item retention is separate from Hardcore status: a dangerous death still costs Hardcore status. Unsafe loss stays disabled until gravestone storage and reclaim ship as one recoverable flow.
Unsafe death lootPlannedShip with durable recovery: value-based protection, skull and Protect Item rules, untradeables, fees, and Wilderness exceptions.
Safe death (instances / minigames)BuildingDeath routing handles Fight Caves exits, Zulrah departure, Chambers checkpoints and activity-owned respawn destinations before the Edgeville home fallback. Alpha item retention remains enabled.
Gravestone timer and reclaimPlannedCover grave location, online timer, fees, full inventory, repeated deaths, and recovery after relog or restart.
Death's Office and durable item reclaimPlannedMove expired graves to recoverable storage and make payment plus reclaim atomic. Never enable unsafe item removal without this recovery path.
Death resets effects and respects respawn unlocksBuildingThe shared death flow cancels combat, clears persistent combat effects and venom, removes queued hits and restores Hitpoints before activity or home recovery.
Clear death message (what you lost)DoneAlpha safe death: stock line plus "You have lost nothing."
Game modes
NormalDone
IronmanDone
Hardcore IronmanDone
Ultimate IronmanDone
Group IronmanBuildingGroundwork only: group membership, access, unranked conversion and shared Hardcore life rules are built and tested behind a disabled switch. Group modes are not offered to players.
Mode rules enforced in trade / GE / pickupDone
Loot ownership survives relog and player-slot reuseDoneVerified in a running world over TCP: another account reusing the owner’s old player slot cannot take the pile; the original owner reconnects on a different slot, receives the ownership replay, and successfully picks it up.
Ironman shop and combat-assistance restrictionsDoneIronman accounts refuse overstock purchases and understock sales in supported shops, refuse Accept Aid and incoming Vengeance Other, and receive no ordinary NPC loot when another player helped with the kill.
Hardcore status loss and UIM death recoveryBuildingHardcore status loss applies to dangerous deaths with evidenced safe-activity exceptions, persists exactly once, cancels pending mode-change requests, and freezes the Hardcore hiscore record.
Named XP rates + rescale previewDone
Ironman mode changes with waiting period and protectionDoneLeaving an Ironman mode is a scheduled request: restrictions stay until a saved 7-day deadline, requests can be cancelled, login warns about pending changes, and an irreversible 90-day protection is available after total level 1,000. A dangerous Hardcore death cancels a pending request.
Ironman tutor dialogue and armour reclaimsDoneThe Ironman tutor has Talk-to dialogue, hands out the matching mode armour, and lets players safely reclaim lost pieces.
Persistence and verification
Relog preserves resources, boosts, and timed effectsBuildingCurrent Hitpoints, Prayer, other live stats, and run energy persist through saves and both login paths. A reconnect during death resumes the death flow. Older saves retain their documented defaults.
Player saves survive reconnects, restarts, and failed writesBuildingAtomic player-file replacement preserves a complete checkpoint after write failure. Uncertain saves fence further writes. Trade escrow, ownership decisions and inventory receipts use durable recovery. Saves from a newer, unsupported format are refused before any migration or economy recovery runs, unloadable saves are refused at login without touching the file, and the game will not start an older build against already-migrated saves.
Player systems pass a complete in-game verificationPlannedUse two accounts in every supported mode to verify stats, recovery, storage, death, and reconnects through RSProx. Record results before marking the area complete.