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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.

57% 105 done · 80 building · 64 planned

All-skill release gates

  • Every skill works as an end-to-end player journey1/9 done · 2 buildingThis 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 gatesBuildingThe 23 supported skills open the stock parchment introduction; the cache also retains a Sailing guide mapping, outside current gameplay scope. User accepted the restarted local playtest. Native categories, unlock lists, member labels, icons, scrolling, and Magic rune checks remain client-owned. Cache-backed furniture checks match observed live chair messages; room costs, trophy displays, STASH tiers and plant tiers have sourced requirements. Fixed and both resizable modal hosts are covered.
    • 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 workBuildingWearing a skillcape for a mastered skill performs its native Skill Cape emote for all 23 supported skills, trimmed and untrimmed, based on the real (not boosted) level. Cooking, Hitpoints and Prayer cape perks are implemented and described in the equipment effects panel.
    • Every skill survives relog, reconnect, restart, and a multi-player soak without lost progressPlanned

Gathering

  • Woodcutting12/15 doneAll tiers, depletion, overlay and SFX. Chopping now stops its animation on depletion, full inventory, cancellation or shared-tree depletion; each ongoing attempt refreshes once per four ticks.
    • 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
  • Fishing6/13 done · 2 building
    • 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)DoneHarpoon fishing works with a carried or worn dragon, infernal, crystal or barb-tail harpoon as well as an ordinary harpoon. Players must stand next to the spot to fish.
    • Barbarian / aerial / special spotsBuildingBarbarian heavy-rod fishing works for leaping trout, salmon and sturgeon, checks Fishing, Strength and Agility, and awards all three kinds of XP. Feathers, bait, fish offcuts, roe and caviar work as bait. Barbarian Village and Otto's Grotto have fishing teleports.
    • Big net fishing and its catch tableBuildingBig net fishing at Musa Point catches mackerel (16), cod (23) and bass (46).
    • KarambwanDoneKarambwanji are netted in stacks that grow with Fishing level, and karambwan are caught with a karambwan vessel baited with karambwanji. Both spots have their own fishing teleports, and karambwan are fished from the south side of the river.
    • 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 done · 1 buildingCopper–runite, gems, depletion, overlay, SFX, and 14 pickaxes.
    • Copper / tinDone
    • IronDone
    • CoalDone
    • Gold / silverDone
    • MithrilDone
    • AdamantiteDone
    • RuniteDone
    • Pickaxes, wield requirements, success rates, and tool progressionDonePick impacts use cached frame sound. Ordinary ore first attempts occur one tick after starting in range; later attempts retain four ticks. Ordinary rocks deplete after one successful ore, stop mining, reject competing harvests and restore on respawn.
    • 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 rewardsBuildingLive in the alpha world: a star crashes every 60 minutes at one of nine Ritual sites (sizes 6-9) with a global announcement. Each layer takes 7 minutes of active mining, pauses when nobody mines and shows the native progress bar above the star. Miners get 32 XP and one stardust per success, and the star survives server restarts. Miners stop when the star shrinks a size and must click it again, and a sound plays.
    • Motherlode Mine veins, sack, pay-dirt, nuggets, and upgradesDoneThe full lower-floor loop is playable: timed veins with distinct depleted visuals, repairable wheels, the hopper, washing and the persistent sack. Prospector Percy has his dialogue and nugget shop (prospector outfit, coal bag, gem bag, soft clay pack and bag of gems). Players can unlock the upper floor (57 Mining, 100 nuggets) and its hopper (50 nuggets) and buy the larger sack (189 capacity). The bank chest, deposit box and the level-54 dark-tunnel shortcut also work.
    • Mining Guild minerals, gloves, and expert mining glovesPlanned
  • Hunter3/13 done · 8 building
    • Bird snaringDoneAll five classic birds support snaring, empty dismantle, Reset, staged setup and rewards, with exclusive prey reservations, a shared three-tick attraction check within a 5x5 square, and catch chances from the published OSRS charts. Playtesters confirmed catch rates, Reset and setup timing.
    • Box trapsBuildingFerrets, embertailed jerboas and all three chinchompas use native box traps with staged Lay, Check, Reset, exclusive prey and shared snare/box limits.
    • Net trapsBuildingAll five salamanders support native trees/nets, catch, Check and Reset, shared trap limits, failed/expired tool recovery and inventory Release, with catch chances from the published charts and dedicated salamander ready/walk animations. Mature tecu catches use the 1/1000 roll and release confirmation.
    • Falconry catches, glove state, and area accessBuildingMatthias Talk-to, Quick-falcon, rental/investment, all three kebbits, exclusive flights, native caught-prey retrieval, expiry, equipment, banking protection and enclosure exits are implemented. Moving during flight and full-bag discard follow the newer rules. Empty gloves recover through Matthias after reconnect.
    • Tracking and pitfall trapsBuildingAll 25 native pits support knife/log setup, teasing-stick pursuit, jumping, failed-prey alternation and collection for larupias, graahks, kyatts and both antelopes. Per-player pit states and exclusive prey prevent duplicate claims.
    • Implings and butterfly netsBuildingClassic butterflies plus all twelve impling tiers support native catch interactions. Implings have jar/barehand requirements, spawn-based XP, eleven loot tables, bounded rare pools and a crystal city spawn. Elnock has Talk-to, native exchange/storage, starter supplies, daily jars, generator charges and quick withdrawal; Puro-Puro wheat and exit work.
    • Chinchompas and trap competitionBuilding
    • Bird houses, seeds, nests, and timed runsDoneAll four birdhouse sites support crafting (hammer and chisel on logs or clockwork, with a one-click single craft), building, partial seeding, saved 50-minute timers, collection and reset, with native sounds, correct scenery after relogging and native Mushtree travel.
    • Herbiboar and unique hunting rewardsPlanned
    • Hunter Guild rumours, masters, loot sacks, and streaksPlanned
    • Drift nets, deadfalls, magic boxes, and special creaturesBuildingNative boulders support the four classic deadfall kebbits with any type of log, eight-tick setup, two traps, log preservation, exclusive prey, rewards and scenery restoration.
    • Trap limits, ownership, failure, despawn, and persistenceBuilding
    • Hunter kitDoneThe Lunar Hunter kit opens into eight Hunter tools when there is enough inventory space, without losing or duplicating items.
  • Farming7/14 done · 2 building
    • 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.
    • Allotment, flower, and herb patches in six farming areasDoneAll eight allotments, six flowers, and fourteen listed herbs can be grown at Catherby, Falador, Ardougne, Port Phasmatys, Hosidius, and Civitas. Includes automatic raking, local flower protection, chronological offline growth, fractional XP, grimy herbs, flower yields, and persistent allotment payments.
    • Compost bins, Tool Leprechaun, and bottomless bucketDoneEight native bins have independent saves and automatic selected-item filling, including the Farming Guild bin with 30-item capacity and 50-ash ultracompost conversion. Existing tool storage, produce noting, and bottomless-bucket charges remain available.
    • HopsDoneAll seven hops crops work at Yanille, Entrana, Lumbridge, McGrubor Wood, and Aldarin, with three jute seeds or four other seeds and crop-specific protection.
    • Seed dibbers, spades, watering cans, tools, and seed handlingDoneTwenty tree types can be potted with a trowel, watered, and grown in inventory or bank. Deadlines survive banking and relogging; empty pots can be filled at supported clear patches.
    • Tree patchesBuildingOak through magic saplings grow in five original patches, return an empty pot, support one-time health checks, pruning, protection, and 200-coin gardener removal.
    • Wider herb patches and herb runsPlanned
    • Fruit trees and calquatDoneAll eight fruit trees work at the Gnome Stronghold, Gnome Village, Brimhaven, and Catherby, including protection, health checks, picking, replenishment, and paid removal. Tai Bwo Wannai calquat supports six fruit, 20-minute replenishment, protection, and spade clearing.
    • Bushes, cacti, and belladonnaPlanned
    • Mushrooms, seaweed, hardwood, anima, spirit trees, and special patchesBuildingCanifis mushrooms yield six picks; both underwater seaweed patches support growth, harvest, compost, and Mernia payments. Fossil Island teak and mahogany support planting, health checks, protection, and paid removal. Spirit trees grow in all five spirit tree patches with the level-based planting limit, the three-item gardener fee, pruning, digging up, and join the spirit tree network once health-checked.
    • Patch coverage, gardeners, leprechauns, and transport across the worldPlanned
    • Protection payments, disease, and cureDoneThirty-two crop-specific payments cover supported allotments, hops, trees, fruit trees, calquat, seaweed, and hardwoods, accepting noted equivalents and persisting per patch. Gardeners offer native Pay options plus Talk-to patch protection and a farming supplies shop; disease and plant cure work on supported patches.
    • Farming Guild contracts and rewardsPlanned
    • Tithe Farm instances, points, and rewardsPlanned
  • Thieving2/12 done
    • Pickpocket NPCsDone
    • Steal from stallsDoneHosidius fruit stalls, Draynor seed and wine stalls, six Ardougne and four Prifddinas stall types support loot, XP, pets, cancellable attempts, continuing on repeat clicks, shared depletion/rebuild and saved rewards. Several players stealing on the same tick all receive loot. Stall owners have Talk-to/Trade shops and silk merchants buy silk through haggling.
    • 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 · 3 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. Cooking opens the standard recipe and quantity menu (Make 1/5/X/All) from both the Cook option and using food on a fire or range, and ranges offer sinew from raw beef and bear meat.
    • Starter fish on fires and rangesDone
    • Direct fish progression: 23 recipesDone
    • Shellfish preparation and Karambwan state selectionBuildingRaw karambwan can be cooked thoroughly (level 30, 190 XP) or into poison karambwan (80 XP) through the standard cooking menu. Ritual makes both choices available without the usual quest teaching.
    • 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 modifiersBuildingThe Hosidius Kitchen is open with its door, bank chest and two clay ovens, which give the base burn-rate bonus. There is a cooking teleport to the kitchen, and Ramocean has his full Talk-to dialogue.
    • 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 · 2 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 rewardsBuildingThe full forging loop is playable in the alpha world. Kovac gives commissions; players fill the crucible, set moulds and pour, then work the preform at the trip hammer, grindstone and polishing wheel, using the lava and waterfall for heat and catching sweet spots. Handing in the sword gives Smithing XP, coins and reputation for Kovac's shop, and the Sleeping Giants tutorial sword can be forged and handed in. The heat HUD follows the player's layout. A held preform is stored automatically on leaving, and the slow heat/cool rates, animations and sounds match a recorded run.
  • Crafting2/11 done · 8 building
    • Tanning, soft leather, and hard leather armourDone
    • Dragonhide, snakeskin, and battlestavesBuildingEight tanning slots; green through black armour and shields, snakeskin armour and shield, and Xerician robes.
    • Spinning wheels, looms, wool, flax, and textilesBuildingWool, flax and sinew use a product and quantity menu with timed batches. Wool retains 2.5 base XP. Castle doors and Seers spinning-house doors and ladder are routed.
    • Gem cutting, jewellery, and amulet stringsBuilding
    • Molten glass, lenses, orbs, and lanternsBuildingPipe plus molten glass opens eight glassblowing products with quantity selection.
    • Clay, pottery wheels, kilns, and urnsBuildingWater vessels soften clay; wheels and kilns support pots, pie dishes, bowls and plant pots.
    • Orb charging and elemental battlestavesBuildingAll four charged elemental orbs attach to battlestaves through quantity selection, with the native crafting animation and two-tick cadence.
    • Furnace jewellery, moulds, silver items, and high-level jewelleryBuilding
    • Jewellery enchantment, charges, and wearable rewardsBuilding
    • Crafting Guild services, skillcape perks and skill rewardsPlanned
    • Singing bowl crystal armour, tools and weaponsDoneThe Prifddinas singing bowl creates crystal armour, tools, weapons and the bow from crystal shards and seeds, with both Crafting and Smithing levels, XP and real starting charges. Only recipes you can make are offered.
  • Fletching5/9 done · 2 buildingBows, shafts, shields, crossbows and all ordinary ammunition, including darts, javelins, gem bolts and broad ammunition, 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 ammoBuildingArrows, bolts, darts, javelins and broad ammunition are complete; see each child for remaining client checks.
    • Quest and specialist ammunition (ogre, brutal and other unlock-gated products)Planned
    • Wooden shields, toxic blowpipe supplies, and specialist productsBuilding
    • Tipping, gem bolts, enchanting integration, poison, and ammo compatibilityBuildingAll ten gem and pearl tips attach to their matching bolts, including the dragon variants, plus barbed bolts and amethyst broad bolts. Amethyst bolt and dart tips can be cut with a chisel.
    • Ranged Guild, fletching interfaces, and skill rewardsPlanned
  • Herblore4/12 done · 5 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 rulesBuildingPotionDecanting and inventory routing support manual same-family pouring and splitting into empty vials while preserving dose totals.
    • Every producible potion has its matching boost, cure, timer, and messageBuildingDrinking supports boosts and restores, dose chains, antipoison and antidote immunity, anti-venom tiers, all four antifire tiers, Sanfew serum and Relicym's balm disease cures (including fever spider disease), stamina and divine timers, and the Nightmare parasite cure.
    • 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 potion production remains; divine and anti-venom drink effects already work.
    • Weapon poisons, antipoisons, and venom curesBuildingAntipoison, superantipoison, antidote+, antidote++, and weapon poison through weapon poison++ are producible. Anti-venom production and weapon application remain.
    • Weapon poison application, poison severity, venom, and immunity timersPlanned
    • Tars, oils, mix potions, and barbarian variantsBuildingGuam, marrentill, tarromin and harralander tars are made from 15 swamp tar and a clean herb with a pestle and mortar.
    • Herblore Habitat, Chambers recipes, and skillcape perksPlanned
    • Mastering Mixology orders, rewards, and potion storagePlanned
  • Runecraft13/21 done · 5 building
    • 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 altarsBuildingDeath runes (level 65) and blood runes (level 77) can be crafted from pure essence. In Kourend, dense essence is mined, converted at the Dark Altar and chiselled into fragments for blood runes (77) and soul runes (90).
    • Complete rune multipliers, XP precision, and achievement modifiersBuildingEvery implemented altar uses its stock multiple-rune levels. Fractional XP is now kept across separate batches. Daeyalt essence gives its 50% bonus XP and Ourania awards its higher XP rate.
    • Talismans, tiaras, ruins, Abyss, and altar accessBuildingAltars are reached directly through Ritual skilling teleports, and also through Abyss rifts for every implemented altar.
    • Combination runes and binding necklacesPlanned
    • Abyss traversal, pouches, and repairsBuildingThe Mage of Zamorak in the Wilderness teleports players to the Abyss. All six obstacle types (mine, chop, distract, squeeze, burn, go-through) use stock tool and level checks with skill-based success, and every reachable passage leads to the inner ring. Rifts send players to each implemented altar. Abyssal leeches, guardians and walkers fight back and drop pouches, alongside aggressive Zamorak NPCs.
    • Essence mine access, daeyalt essence, extracts, and dense essence blocksBuildingThe essence mine and daeyalt essence mine are on the skilling teleport menu, with deposit boxes near the essence routes. Daeyalt needs 60 Mining and rotates between three active deposits; Noranna converts shards to essence. Dense essence needs 38 Mining and Crafting with a pickaxe and chisel, and the nearby Agility shortcuts work in their allowed directions.
    • Scar essence mine extracts and bulk rune craftingPlanned
    • Guardians of the Rift, rewards, and catalytic altarsPlanned
    • Ourania Altar random runes and Eniola bankingDonePure or daeyalt essence becomes random runes using the stock level bands, with the higher Ourania XP rate. Eniola provides banking for 20 runes of one chosen type, with a Talk-to conversation. The cave ladder and its Zamorak NPCs are in place.
  • Construction1/8 done · 4 building
    • House purchase, rooms, and build-mode placementBuildingStarter house purchase, the room-building menu, every room type and its variants, room and house-location requirements and costs, entering and leaving, and room collision are implemented. House portals support Enter, Home, Build mode and Friend's house. A home estate agent sells and relocates houses, and paid purchases default to the Edgeville portal. The native House Viewer can move unlinked rooms without a fee, retain their furnishings, confirm or cancel orientation, and return to the entrance portal.
    • 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 rewardsDoneContracts are playable end to end. After Amy's introduction, any of the four agents assigns a Beginner, Novice, Adept or Expert contract for one of twelve homes. Players remove, repair and build furniture with materials from the inventory or plank sack, then talk to the homeowner for XP, Carpenter points and a full run-energy refill. Progress survives logout. Sawmill supplies, reward shop, crates, saw swapping and the plank sack are included.
  • Firemaking2/6 done · 2 buildingTinderbox lighting from normal through redwood, staged lighting animation, temporary fires, and ashes.
    • Normal / oak / willow firesDoneLighting completes on the third tick, the player steps west, then the fire appears. Clicks made during lighting queue the next fire, and repeated firemaking no longer plays an extra ignition sound.
    • 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 failureBuildingA tinderbox lights candles, torches, candle and oil lanterns, oil lamps, bug lanterns, bullseye lanterns and the sapphire, emerald and mining-helmet light sources, using the stock Firemaking levels. Lamp oil stills and lantern assembly are supported, and abyssal lanterns have their own handling.
    • Wintertodt encounter, warmth, points, and reward cartBuildingThe full Wintertodt round is playable and has been retested by testers: camp NPCs, bank and supply crates, a prison area reaching to the gate, warmth from 0 to 100%, braziers that can be lit and fed from every side (including while a pyromancer is down), hammer repairs with sound, captured snowfall attacks with placement limits, pyromancer healing, and repeated reward-cart searches with an animation.

Support & combat skills

  • Agility2/11 done · 8 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 rewardsBuilding
    • Ground courses, one-way obstacles, traps, and failure damageBuildingFailure handling and trap damage now exist on several obstacles: Canifis rooftop failures, the Taverley pipe failure curve, Stronghold and dungeon floor traps, the Brimhaven arena hazards and the Hallowed Sepulchre floor-one traps.
    • World shortcuts, level gates, and failure handlingBuildingAbout thirty world crossings now work in both directions with level gates, including dungeon routes in the Stronghold of Security tunnels, Chasm of Fire, Catacombs of Kourend, Karuulm Slayer Dungeon, Slayer Tower, Kalphite Lair and the Wilderness lava dragon stones.
    • Agility level affects run restoration with graceful and stamina modifiersBuilding
    • Marks of grace and graceful rewardsBuilding
    • Agility Pyramid and ticket/reward loopPlanned
    • Brimhaven arena obstacles, tickets, and rewardsBuildingAll 55 arena anchors cross both ways, worn Karamja gloves 2–4 add 10% obstacle XP, and the ticket dispensers rotate every 98 ticks with XP, tickets and vouchers saved safely. Pirate Jackie's new and old exchanges work, and claiming a ticket completes the Karamja medium diary task. Floor spikes (Agility 50+) and timed blades work; pressure pads, spinning blades and darts are in place.
    • Hallowed Sepulchre traps, coffins, and floorsBuildingHallowed Sepulchre entry is gated by Agility 52 and the quest requirement, with a private instance. Floor one's north route has its traps, a timer that pauses at the end, and a one-time 500 XP award at the exit obelisk.
  • Slayer2/9 done · 7 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 regionsBuilding
    • Slayer monster ladder, level gates, equipment checks, and combat mechanicsBuilding
    • Slayer equipment, helmets, bracelets, gems, rings, and task bonusesBuildingEvery Slayer helmet variant can be assembled, checked and disassembled, and gives its on-task bonus alongside salve amulets and species weapons. The enchanted gem and Slayer rings can check the task, contact the master and open the kill log; the eternal gem and ring crafting work. Reinforced goggles are sold without a quest requirement (a Ritual choice).
    • Task storage, partner tasks, shared credit, and persistenceBuilding
    • Boss tasks, superior monsters, and special dropsBuildingBoss tasks let a player pick 3–35 kills of a named boss across 19 supported encounters, with 5,000 XP on completion. Eighteen superior Slayer monsters spawn on task with Bigger and Badder, including Wilderness and elite-reward rates, and drop their unique table. Brimstone and Larran's keys drop on task.
    • Slayer dungeons, keys, and task-only areasBuilding
  • Prayer5/11 done · 2 building
    • Bury bones for XPDone
    • Altar offeringDoneOffer bones on altar locs 409 / 2146 (+ modern church altar variants).
    • Prayer tab activation, conflicts, overheads, and level gatesDoneQuick prayers use the native setup panel and orb, keep their selection across logins, and prayer highlights refresh whenever the server changes the active set.
    • Drain rates, equipment bonus, zero-point shutdown, and altar restorationDoneLow-tier prayer drain rates were corrected and Realism keeps fractional drain between ticks.
    • Every prayer modifies accuracy, damage, defence, drain, and combat correctlyBuildingCombat prayers boost Attack, Strength, Defence, Ranged and Magic by their stock percentages, including Chivalry, Piety, Rigour and Augury. Augury and Mystic prayers add Magic damage. Protection prayers block NPC attacks, Redemption heals at low health and Retribution damages nearby enemies on death.
    • Chivalry, Piety, Preserve, Rigour, Augury, Deadeye, and Vigour unlocksBuildingReading the Dexterous or Arcane prayer scroll permanently unlocks Rigour or Augury after a confirmation. Rigour, Augury, Chivalry and Piety also require 70 Defence; Chivalry and Piety follow Knight Waves completion, and Preserve has its own unlock.
    • 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
  • Magic4/9 done · 5 building
    • Standard elemental combat spells, rune costs, damage, and XPDoneA spell that fails its accuracy roll now shows the standard splash graphic with no hitsplat, while a landed zero still shows the impact and applies its effects.
    • Ancient and Lunar spellbook foundationsDoneLunar spells now have their stock timing, animations and effects, including Spellbook Swap, Stat Spy, Monster Examine, String Jewellery, Fertile Soil, plank and glass processing, Cure Me and Vengeance Other. All Lunar spells are unlocked by Ritual design, keeping level and rune checks.
    • Staff-gated autocast selection, defensive casting, persistence, and cancellationDoneThe native autocast selector works for Standard elemental spells and Magic Dart, and for Ancient spells with the Ancient staff and master wand. Normal and defensive autocast, Cancel, persistence and clearing on an invalid weapon or book are supported. Autocast also works in the alpha PvP area.
    • God spells, Iban Blast, Magic Dart, Crumble Undead, and target restrictionsBuildingMagic Dart works with the Slayer staff family, including the Slayer level gate and its level-based maximum hit. Crumble Undead only targets undead creatures.
    • Alchemy, enchanting, bones-to-food, telegrab, orb charging, and item spellsBuilding
    • All spellbook teleports, animations, unlocks, destination toggles, and warningsBuildingStandard teleports through Ape Atoll, Ancient teleports and Lunar teleports work with their departure and arrival animations and a short transfer delay. Tele Block prevents teleporting.
    • Elemental staves, combination runes, rune substitutions, charges, and tome effectsBuildingElemental staves, battlestaves, mystic staves and combination staves (lava, mud, steam, smoke, mist and dust) supply their runes for every Standard spellbook cast. Rune pouches, including the divine pouch's fourth slot, pay for spells, and blighted rune sacks pay for supported Wilderness spells.
    • Player-target spells, freezes, poison, drains, immunity windows, and multi-target rulesBuildingBinding and ice spells freeze players and creatures with stock durations and immunity, release on distance, and only apply when the spell lands. Tele Block works on players. Lunar support spells such as Vengeance Other, Heal Other and Stat Spy respect Accept Aid.
  • Ranged3/7 done · 3 building
    • 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 timingBuildingEvery ordinary arrow, bolt, knife, dart, javelin, thrown axe, chinchompa and atlatl shot now flies with its own projectile instead of a bronze arrow, with a single launch and delayed impact.
    • Charged weapons, blowpipes, crystal equipment, salamanders, and special attacksBuildingCharged weapons hold, add and consume charges, including the toxic blowpipe with darts and scales, crystal bow and Bow of faerdhinen. Zulrah equipment conversions and venom effects work.
    • Enchanted bolts, chinchompa area damage, poison, recovery, and accumulator effectsPlanned
    • Weapon, ammunition, armour, and shield level and quest requirementsBuildingEquipping uses each item's cache-defined skill requirements, with manual fixes for bows and items missing them. Broad arrows and bolts check their Slayer requirement when firing.
  • Attack2/4 done · 2 building
    • 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 restrictionsBuildingWeapons use their cache-defined Attack requirements, with manual fixes for items whose data omits them, such as the ornamented dragon scimitar.
    • Every melee weapon category exposes the correct styles, speed, reach, and animationsBuildingWeapon styles come from each weapon category. The whip uses its native Lash style and sound, two-handed swords and godswords, bludgeon and elder maul use their own animations, and the selected style is restored after login.
  • Strength2/4 done · 2 building
    • Aggressive and controlled Strength XPDone
    • Strength level, style, equipment bonuses, and prayers drive melee max hitDone
    • Strength requirements for weapons, armour, shortcuts, and interactionsBuildingWeapons and armour use their cache-defined Strength requirements.
    • Set effects, special attacks, target modifiers, and crush or heavy-weapon rulesBuildingScythe uses stock stats, arc and multi-hit rules. Special attacks now include the dragon warhammer, elder maul, Bandos and Armadyl godswords, dragon claws, dragon longsword, mace and battleaxe, Voidwaker, the abyssal dagger and the Darklight and Arclight Weaken drain.
  • Defence2/4 done · 2 building
    • 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 restrictionsBuildingArmour and shields use their cache-defined Defence requirements, plus the established metal tiers.
    • Protection prayers, set effects, damage reduction, and typed defence interactionsBuildingProtection prayers block NPC attacks of the matching style, Defence-draining specials reduce targets, and crystal armour degrades from poison and venom damage.
  • Hitpoints4/7 done · 3 building
    • Combat damage grants Hitpoints XP and level-ups increase maximum healthDone
    • Current and maximum Hitpoints sync, persist, and clamp correctlyDone
    • Food healing, natural regeneration during combat, and full-health rejectionDone
    • Zero Hitpoints triggers death, safe alpha respawn, restoration, and clear messagingDone
    • Poison, venom, disease, recoil, environmental damage, and immunity interactionsBuildingPoison, venom, fever spider disease and their potion cures work and persist across logins. Recoil and Suffering rings reflect damage.
    • Overhealing food, brews, temporary maximum health, and decay rulesBuildingAnglerfish overheal above maximum health, Saradomin brews boost Hitpoints, and boosted health decays back over time.
    • Rapid Heal, regeneration bracelet, special effects, and reset timingBuildingRapid Heal and supported Hitpoints capes shorten recovery; a regeneration bracelet doubles healing. Prayer flicks reset recovery and overheal decay clocks. Ordinary healing continues during combat.