← Home

Roadmap

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
    • Level 99 capes, hoods, emotes, perks, masters, guild access, and milestone rewards workPlanned
    • 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