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 6 / 20
Skills
All 23 skills as complete player journeys. A skill is only finished when its core training routes, tools and inputs, level gates, outputs and rewards, world access, persistence, and RSProx client checks are covered.
40% 91 done · 15 building · 140 planned
All-skill release gates
Every skill works as an end-to-end player journey1/9 doneThis gate only closes after every one of the 23 skill systems below is finished and verified together.
All 23 skill levels, XP, current values, and fractional XP persist and syncDone
Skill guides show accurate level unlocks, requirements, and member or quest gatesPlanned
Required tools and inputs are obtainable, and every output has its intended usePlanned
Training locations, banks, transports, shops, NPCs, and quest routes are reachablePlanned
Movement, combat, full inventory, logout, death, and interruption cannot dupe or soft-lock actionsPlanned
XP, success, depletion, respawn, production cadence, and reward rates are reviewedPlanned
Interfaces, animations, graphics, sounds, messages, XP drops, and level-ups are client-verifiedPlanned
Every skill survives relog, reconnect, restart, and a multi-player soak without lost progressPlanned
Gathering
Woodcutting12/15 doneAll tiers, depletion, overlay, SFX, and face reset on walk-away.
Normal / dead / evergreenDone
OakDone
WillowDone
TeakDone
MapleDone
MahoganyDone
YewDone
MagicDone
RedwoodDone
JuniperDone
Axes, wield requirements, success rates, and tool progressionDoneBronze through crystal-tier axe definitions are routed through the shared chopping loop.
Bird nests from choppingDone
Sulliusceps, blisterwood, arctic pine, and special tree rulesPlanned
Woodcutting Guild, sawmill, log baskets, and skill rewardsPlanned
Forestry events / entlingsPlanned
Fishing5/13 done
Small net (shrimp, anchovies)Done
Fly fishing (trout, salmon)Done
Bait fishing, bait consumption, and complete catch tablesDoneSea bait catches sardine and herring; river bait catches pike at level 25 for 60 XP. Current-level boosts work and are rechecked each catch. Full inventories and failed rolls preserve bait.
Lobster cageDone
Harpoon (tuna, swordfish, shark)Done
Barbarian / aerial / special spotsPlanned
Big net fishing and its catch tablePlanned
KarambwanPlanned
MinnowsPlanned
Infernal eel / sacred eelPlanned
Moving spots, competition, tools, bait, and interruption rulesPlanned
Fishing Guild, Angler outfit, tackle box, and fish barrelPlanned
Tempoross permits, rewards, and boss loopPlanned
Mining11/16 doneCopper–runite, gems, depletion, overlay, SFX, and 14 pickaxes.
Copper / tinDone
IronDone
CoalDone
Gold / silverDone
MithrilDone
AdamantiteDone
RuniteDone
Pickaxes, wield requirements, success rates, and tool progressionDone
Gem rolls and gem-bearing rocksDone
AmethystPlanned
Granite / sandstonePlanned
Rune / pure essenceDone
Basalt, volcanic sulphur, salt, clay, and special depositsPlanned
Shooting Stars discovery, depletion, stardust, and rewardsPlanned
Motherlode Mine veins, sack, pay-dirt, nuggets, and upgradesDoneThe lower-floor loop is playable: timed veins yield pay-dirt, stock water and bubble locs follow the repairable wheels, hopper loads travel as pay-dirt NPCs, the persistent sack returns rewards, the bank chest/booths and deposit box open their stock interfaces, and the level-54 dark-tunnel shortcut crosses both ways.
Mining Guild minerals, gloves, and expert mining glovesPlanned
Hunter1/12 done · 2 building
Bird snaringDoneAll five classic bird snares have stock levels, fractional XP, catch rates, staged bird and trap animations, loot, ownership, expiry, world replay, and hunting-area spawns.
Box trapsPlanned
Net trapsPlanned
Falconry catches, glove state, and area accessPlanned
Tracking and pitfall trapsPlanned
Implings and butterfly netsBuildingThe four classic butterflies support wielded nets, jars, barehanded +10-level catches, stock XP, cache animations/sound, success rolls, timed NPC respawn, and solo catch/release effects.
Chinchompas and trap competitionPlanned
Bird houses, seeds, nests, and timed runsPlanned
Herbiboar and unique hunting rewardsPlanned
Hunter Guild rumours, masters, loot sacks, and streaksPlanned
Drift nets, deadfalls, magic boxes, and special creaturesPlanned
Trap limits, ownership, failure, despawn, and persistenceBuilding
Farming3/14 done
Edgeville AFK crop bedDoneRepeated XP-only tending beside the custom home crop bed. User smoke passed on 13 September 2026, including the revised action flow.
Catherby allotment, flower, and herb patchesDoneRaking, planting, watering, compost, wall-clock and offline growth, disease, cure, clearing, relog restoration, variable yields, and repeated harvesting are implemented at Catherby.
Catherby compost bin, Tool Leprechaun, and bottomless bucketDoneThe bin handles compost through ultracompost with persistent timers. Tool storage, produce noting, quantity selection, and bottomless-bucket charges are implemented.
HopsPlanned
Seed dibbers, spades, watering cans, tools, and seed handlingPlanned
Tree patchesPlanned
Wider herb patches and herb runsPlanned
Fruit trees and calquatPlanned
Bushes, cacti, and belladonnaPlanned
Mushrooms, seaweed, hardwood, anima, spirit trees, and special patchesPlanned
Patch coverage, gardeners, leprechauns, and transport across the worldPlanned
Protection payments, disease, and curePlanned
Farming Guild contracts and rewardsPlanned
Tithe Farm instances, points, and rewardsPlanned
Thieving1/12 done
Pickpocket NPCsDone
Steal from stallsPlanned
Bespoke pickpocket loot tables and remaining NPC ladderPlanned
Chest locksPlanned
Lockpicks, doors, and trapped chestsPlanned
Wall safes and house thievingPlanned
Blackjacking and knock-out flowPlanned
Pyramid Plunder and artefact roomsPlanned
Stealing artefacts, guards, detection, and delivery rewardsPlanned
Sorceress’s Garden routes, fruit, and squirk juicePlanned
Rogues’ Den maze, failures, and rogue equipmentPlanned
Ardougne cloak rewards and coin pouchesPlanned
Processing
Cooking5/13 done · 1 buildingTwenty-three direct fish recipes run from shrimp through manta ray. The complete direct-fish table and Cooks' Guild range are verified in client; burn equipment and specialist surfaces are tracked separately.
Starter fish on fires and rangesDone
Direct fish progression: 23 recipesDone
Shellfish preparation and Karambwan state selectionPlanned
Meat, poultry, and game cookingDoneRaw beef, rat meat, bear meat and chicken cook on supported fires and ranges at level 1 for 30 XP. Burnt attempts give no XP; cooked products are edible through the existing food system.
Dairy, dough, pastry, stews, and ingredient preparationPlanned
Bread, cakes, pies, pizzas, and potatoesPlanned
Brewing, wines, and fermented drinksPlanned
Cooking gauntlets, cape, and burn modifiersBuilding
Hosidius kitchen and diary modifiersPlanned
Combo food, raid food, and delayed healingPlanned
Cooks' Guild access requirements and doorsDone
Cook-o-matic cooking surfaceDone
Cook-o-matic quest gating and Cooking skill rewardsPlanned
Smithing5/11 done · 1 buildingStock IF 312 anvil grid and bronze-through-rune furnace smelting; chatbox furnace UI is Ritual-only.
Smelt ores at furnaceDoneUser smoke passed furnace smelting with the corrected compact smithing kit on 13 September 2026.
Silver, steel, gold, mithril, adamantite, and runite smeltingDone
Smith bars on anvilDone
Bronze / iron equipmentDone
Steel through rune bars and equipmentDone
Cannonballs, nails, darts, and boltsBuildingNails, dart tips, arrowtips, knives, javelin tips, and unfinished bolts are in IF 312; cannonballs remain pending.
Gold, silver, and jewellery materialsPlanned
Lovakite, blurite, elemental, crystal, and special metalworkPlanned
Equipment repair, whetstones, anvils, and quest smithingPlanned
Blast Furnace, coffer, and pump loopPlanned
Giants’ Foundry swords and rewardsPlanned
Crafting0/10 done · 1 building
Tanning, soft leather, and hard leather armourPlanned
Dragonhide, snakeskin, and battlestavesPlanned
Spinning wheels, looms, wool, flax, and textilesPlanned
Gem cutting, jewellery, and amulet stringsBuilding
Molten glass, lenses, orbs, and lanternsPlanned
Clay, pottery wheels, kilns, and urnsPlanned
Orb charging and elemental battlestavesPlanned
Furnace jewellery, moulds, silver items, and high-level jewelleryPlanned
Jewellery enchantment, charges, and wearable rewardsPlanned
Crafting Guild, glassblowing, and skill rewardsPlanned
Fletching4/9 doneClassic bows, shafts, shields, stocks, and crossbows are complete.
Logs to arrow and javelin shaftsDone
Shortbows and longbows, unstrung through stringingDone
Stocks, limbs, and classic crossbowsDone
Arrows, bolts, darts, javelins, throwing knives, and broad ammoBuilding
High-level specialist ammunition and redwood productsPlanned
Wooden shields, toxic blowpipe supplies, and specialist productsPlanned
Tipping, gem bolts, enchanting integration, poison, and ammo compatibilityPlanned
Ranged Guild, fletching interfaces, and skill rewardsPlanned
Herblore4/12 done · 2 building
Clean the rev-239 herb tableDoneAll 15 herbs clean in place, including full inventories. Temporary boosts are supported and rechecked before each repeat.
Grind and cut potion ingredientsDoneAll 12 processing recipes preserve tools and produce their outputs. Dust stacks correctly; full inventories and stack limits preserve ingredients.
Standard and special-base unfinished potionsDoneAll 19 unfinished recipes complete in batches with no XP, current-level checks, and safe ingredient consumption.
Secondaries and standard combat, restore, and utility potionsDoneAll 32 single-secondary recipes complete in batches with exact XP and ingredient consumption. Expired boosts stop the next potion.
Potion doses, combining, decanting, noted service, and vial rulesPlanned
Every producible potion has its matching boost, cure, timer, and messagePlanned
Super, extreme, antifire, anti-venom, and divine potionsBuildingCore single-secondary boost potions, including super combat ingredients, antifire, ranging, magic, bastion, and battlemage potions, are producible. Extreme, anti-venom, and divine chains remain.
Weapon poisons, antipoisons, and venom curesBuildingAntipoison, superantipoison, antidote+, antidote++, and weapon poison through weapon poison++ are producible. Venom cures and weapon application remain.
Weapon poison application, poison severity, venom, and immunity timersPlanned
Tars, oils, mix potions, and barbarian variantsPlanned
Herblore Habitat, Chambers recipes, and skillcape perksPlanned
Mastering Mixology orders, rewards, and potion storagePlanned
Runecraft12/20 done
Craft air runes at the Air AltarDone
Essence pouchesDone
Craft mind runes at the Mind AltarDone
Craft water runes at the Water AltarDone
Craft earth runes at the Earth AltarDone
Craft fire runes at the Fire AltarDone
Craft body runes at the Body AltarDone
Craft cosmic runes at the Cosmic AltarDone
Craft chaos runes at the Chaos AltarDone
Craft astral runes at the Astral AltarDone
Craft nature runes at the Nature AltarDone
Craft law runes at the Law AltarDone
Death, Blood, Soul, and Wrath altarsPlanned
Complete rune multipliers, XP precision, and achievement modifiersPlanned
Talismans, tiaras, ruins, Abyss, and altar accessPlanned
Combination runes and binding necklacesPlanned
Abyss traversal, pouches, and repairsPlanned
Essence mine access, daeyalt essence, extracts, and dense essence blocksPlanned
Scar essence mine extracts and bulk rune craftingPlanned
Guardians of the Rift, rewards, and catalytic altarsPlanned
Construction0/8 done · 4 building
House purchase, rooms, and build-mode placementBuildingStarter purchase, stock room interface 212, every rev-239 room template and stock row variant, current room and house-location gates/costs, isolated entry/exit, and authoritative copied collision/loc mapping are implemented.
Room hotspots, material costs, level gates, removal, and XPBuildingStarter-parlour chairs, rugs, bookcases, fireplaces, and curtains use the stock menu with tool, level, material, XP, persistence, and rebuilt-loc handling.
Furniture, storage, and flatpack constructionPlanned
Portals, jewellery box, nexus, and house travelPlanned
Altars, spellbook swap, restoration pool, and costume roomBuildingMembership island has a basic rejuvenation pool restoring Prayer, run and special attack energy.
Visitors, house parties, and servant servicesPlanned
House layout, furniture, storage, and access persist across relogBuildingSnapshot v17 persists location, rooms, rotation, stock room-template variant, build mode, and furniture keys; purchase and relocation save immediately.
Mahogany Homes contracts, supplies, points, and rewardsPlanned
Firemaking2/6 done · 1 buildingTinderbox lighting from normal through redwood, staged lighting animation, temporary fires, and ashes.
Normal / oak / willow firesDone
Maple+ firemaking tiersDone
Achey, arctic pine, blisterwood, coloured, and special logsPlanned
Pyre logs, sacred oil, funeral pyres, and shade rewardsPlanned
Lanterns, candles, oil lamps, and light-source failurePlanned
Wintertodt encounter, warmth, points, and reward cartBuilding
Support & combat skills
Agility2/11 done · 1 building
Edgeville AFK log balanceDoneRepeated bank-to-bank log crossings over the custom home pond, with XP after completed cycles.
Tree Gnome Stronghold basic courseDone
Draynor Village Rooftop CourseBuilding
Other rooftop and obstacle courses with lap rewardsPlanned
Ground courses, one-way obstacles, traps, and failure damagePlanned
World shortcuts, level gates, and failure handlingPlanned
Agility level affects run restoration with graceful and stamina modifiersPlanned
Marks of grace, graceful, and Sepulchre rewardsPlanned
Agility Pyramid and ticket/reward loopPlanned
Brimhaven arena obstacles, tickets, and rewardsPlanned
Hallowed Sepulchre traps, coffins, and floorsPlanned
Slayer2/9 done · 1 building
Slayer masters and starter assignmentsDoneStarter assignments respect master requirements and active tasks. A completed assignment can be followed by another through the same master dialogue.
Starter-task kill tracking, XP, streaks, and completionDoneMatching kills update the task and award XP through the player session. Completion clears the task once; later kills cannot repeat its reward.
Blocks, extensions, unlocks, and reward shopBuilding
Complete assignment tables, weights, counts, requirements, and regionsPlanned
Slayer monster ladder, level gates, equipment checks, and combat mechanicsPlanned
Slayer equipment, helmets, bracelets, gems, rings, and task bonusesPlanned
Task storage, partner tasks, shared credit, and persistencePlanned
Boss tasks, superior monsters, and special dropsPlanned
Slayer dungeons, keys, and task-only areasPlanned
Prayer5/11 done
Bury bones for XPDone
Altar offeringDoneOffer bones on altar locs 409 / 2146 (+ modern church altar variants).
Prayer tab activation, conflicts, overheads, and level gatesDone
Drain rates, equipment bonus, zero-point shutdown, and altar restorationDone
Every prayer modifies accuracy, damage, defence, drain, and combat correctlyPlanned
Chivalry, Piety, Preserve, Rigour, Augury, Deadeye, and Vigour unlocksPlanned
Big bones, ensouled heads, and ash scatteringPlanned
Gilded altar, burners, and multiplayer offeringsPlanned
Ectofuntus, bonemeal, and slime bucketsBuildingThe complete manual bone-to-bonemeal, slime-bucket, worship, and token-claim loop plus all cavern/tower routes passed live alpha smoke.
Arceuus reanimation and ensouled creature rewardsPlanned
Magic3/9 done
Standard elemental combat spells, rune costs, damage, and XPDone
Ancient and Lunar spellbook foundationsDone
Staff-gated autocast selection, defensive casting, persistence, and cancellationPlanned
God spells, Iban Blast, Magic Dart, Crumble Undead, and target restrictionsPlanned
Alchemy, enchanting, bones-to-food, telegrab, orb charging, and item spellsBuilding
All spellbook teleports, animations, unlocks, destination toggles, and warningsPlanned
Elemental staves, combination runes, rune substitutions, charges, and tome effectsPlanned
Player-target spells, freezes, poison, drains, immunity windows, and multi-target rulesPlanned
Ranged3/7 done
Bows, crossbows, ballistas, and thrown weapon familiesDone
Ammo compatibility, equipment slots, consumption, and empty-ammo rejectionDone
Accurate, Rapid, and Longrange attack speed and XP stylesDone
Weapon-specific animations, projectiles, distances, line of sight, and hit timingPlanned
Charged weapons, blowpipes, crystal equipment, salamanders, and special attacksPlanned
Enchanted bolts, chinchompa area damage, poison, recovery, and accumulator effectsPlanned
Weapon, ammunition, armour, and shield level and quest requirementsPlanned
Attack2/4 done
Accurate and controlled Attack XPDoneAccurate melee grants Attack and Hitpoints XP.
Attack level, style, equipment bonuses, and target defence drive hit chanceDone
All melee weapon Attack requirements and quest restrictionsPlanned
Every melee weapon category exposes the correct styles, speed, reach, and animationsPlanned
Strength2/4 done · 1 building
Aggressive and controlled Strength XPDone
Strength level, style, equipment bonuses, and prayers drive melee max hitDone
Strength requirements for weapons, armour, shortcuts, and interactionsPlanned
Set effects, special attacks, target modifiers, and crush or heavy-weapon rulesBuildingScythe uses stock five-tick stats, animation, 1x3 arc and independent full/half/quarter rolls; large targets receive two or three hits. Elder maul uses stock crush stats, six-tick speed, animation, 50% special, +25% accuracy and 35% current-Defence drain.
Defence2/4 done
Defensive, controlled, and Longrange Defence XPDone
Defence level, style, armour bonuses, boosts, and prayers reduce hit chanceDone
All armour and shield Defence requirements and quest restrictionsPlanned
Protection prayers, set effects, damage reduction, and typed defence interactionsPlanned
Hitpoints4/7 done
Combat damage grants Hitpoints XP and level-ups increase maximum healthDone
Current and maximum Hitpoints sync, persist, and clamp correctlyDone
Food healing, natural regeneration, combat pause, and full-health rejectionDone
Zero Hitpoints triggers death, safe alpha respawn, restoration, and clear messagingDone
Poison, venom, disease, recoil, environmental damage, and immunity interactionsPlanned
Overhealing food, brews, temporary maximum health, and decay rulesPlanned
Rapid Heal, regeneration bracelet, special effects, and reset timingPlanned