Energy

From Illerai
(Redirected from Run)
Jump to navigation Jump to search

Energy (sometimes called run energy, running energy, or stamina) allows players to run rather than walk around the landscape. Players move one tile per game tick while walking but move two tiles per game tick while running, making running twice as fast as walking. Run energy depletes while running, and turning on Run is only possible while a player has 1% energy or more.

Each player has at fewest 0 units of energy and up to 10,000 units of energy, and the game only displays the percentage of this energy. For instance, the game shows 100% when a player has the full 10,000 units of energy and 0% when a player has fewer than 100 units of energy. The energy percentage is displayed in the game's Settings screen and by the Minimap if the Data orb option is enabled. Players can toggle this option to run everywhere they go, or they can run to one particular destination by holding down the Control key when they click to move, if run energy is toggled to walk. (See Game controls.)

Using energy

Energy starts at 100% by default, but decreases as the player runs around. When a player's energy reaches 0%, their "run" option is automatically switched off. Moving to an adjacent tile through walking will not drain energy, even if Run is turned on.

The rate at which energy depletes grows with the weight of the items the player is carrying (i.e. items in the inventory and any items they have equipped). Players with negative weight (which is possible with weight reducing equipment) will have their energy deplete at the same rate as players with zero weight. Similarly, players with weight greater than 64kg (whether 64.1kg or as much as 1024.2kg) will have their energy deplete at the same rate as players with 64kg. Contrary to popular belief, a player's Agility level does not impact how quickly the player's run energy depletes.

The number of ticks running to go from 10,000 energy (100%) to 0 energy (0%) with various boosts. Recall that 100 ticks is 1 minute.

The formula for run energy units (where 10,000 units equals 100% run energy) lost per game tick ran by default is

where the function restricts the weight to be between 0kg and 64kg.

Therefore, it will always take between 45 and 90 seconds for run energy to be fully depleted from 100%.

Run energy lost per tick can be modified by two effects beyond weight: having a stamina potion effect active or equipping a Ring of endurance with at least 500 charges. With the stamina potion effect, a player's run energy depletion rate is reduced to . With a charged ring of endurance equipped, a player's run energy depletion rate is reduced to .

Furthermore, on the tick that a player's available energy hits 0 while running, their energy will only deplete by their current energy. For instance, if a player has 1 energy unit and attempts to run, they will run and only have their energy deplete by 1 to 0.

Other activities

Besides running, there are some other activities that use energy or can otherwise lower a player's energy in large chunks.

Recovering energy

Energy gradually recovers up to a maximum of 100% or 10,000 energy nearly any time that the player is not running (i.e. walking or standing still). Run energy tends to not recover when the player is doing something else. For example, run energy will not regenerate while the player is running, crossing an agility obstacle, or flying on a Magic carpet. Run energy also will not regenerate while the player is logged out.

The rate at which energy recovers generally increases with the player's Agility level. Notice that the energy recovery rate does not increase with each and every individual level increase. For instance, at level 5 Agility, a player's energy will not recover faster than if they had level 1 agility. Therefore if a player intends to pause Agility training on their account indefinitely, it is optimal to train their Agility level to some multiple of 6 (e.g., pausing Agility training at level 30, 36, 48, 60, etc.).

The number of ticks not running to go from 0 energy (0%) to 10,000 energy (100%) with and without graceful. Recall that 100 ticks is 1 minute.

The amount of energy regenerated per game tick by default is

where is the player's agility level. Notice that the energy recovery rate at agility level 50 is double the rate at agility level 1. At agility level 99, the recovery rate is triple what it was at agility level 1.

Run energy regenerated per tick can be modified by only one effect beyond agility level. With the full graceful set equipped, the energy regenerated per tick is modified to . Without the full set equipped, the amount of run energy regenerated is modified according to the information in the graceful page.

Template:/Recovery table

Full energy restore

Certain activities or actions will fully restore a player's energy and other attributes, these include:

Energy-restoring action

Energy can be recovered instantly in a number of ways:

Untradeable items

Item Energy % Notes Members
5% Only restores energy if the player is missing Hitpoints. 1
5–10% Picked in the Varrock palace gardens. 1
5% Made from Winter sq'irks, found within the Sorceress's Garden minigame. 1
10% Made from Spring sq'irks, found within the Sorceress's Garden minigame. 1
15% Made from Autumn sq'irks, found within the Sorceress's Garden minigame. 1
20% Made from Summer sq'irks, found within the Sorceress's Garden minigame. 1
30% Can only be used within the Castle Wars and Soul Wars minigame. 0
1
50% Can be used up to two times daily. 1
50% Can be used up to three times daily. 1
50% Can be used up to four times daily. 1
100% Can be used up to three times daily. 1
100% Can be used once a day. Additionally reduces energy depletion by 70% for 1 minute. 1

Tradeable items

Item Energy % Cost per
Item 1% Energy
File:Guthix rest(4).png 5% 3,008 150.40
5% 2,414 482.80
File:Energy mix(2).png 10% 304 15.20
File:Energy potion(4).png 10% 516 12.90
File:Purple sweets.png 10% 10,218 1,021.80
10% 748 37.40
10% 1,370 137.00
File:Super energy(4).png 20% 4,722 59.03
File:Stamina potion(4).png 20% 10,279 128.49
20% 48 2.40
30% 689 22.97
50% 179,066 3,581.32
50% 598,097 11,961.94
  1. ^ Also available in free-to-play.
  2. ^ Also boosts agility by 5.
  3. ^ Energy restore occurs 7 ticks (4.2 seconds) after eating.
  4. ^ Additionally reduces energy depletion by 70% for 2 minutes.
  5. ^ 30% chance to consume when successfully chopping a tree, if energy is under 90%.

Other

  • Energy instantly restores by around 2% when completing a Rooftop Agility obstacle.
  • The Vile Vigour spell can convert all of the player's remaining prayer points into run energy at a 1:1 ratio.
  • Handing in a completed sword at the Giants' Foundry recovers 50% energy.
  • Harpooning energised fish during Tempoross' submerged phase recovers 3% energy approximately every 4 ticks.
  • Powering up the Great Guardian during Guardians of the Rift recovers 1% energy per guardian stone, plus an additional 1-11% depending on the player's current special attack energy.
  • There are cooking stoves found in each cave of Neypotzli where they can fully recover the player's run energy when built; this stove can be used during and after completing Perilous Moons.

Energy-lowering items

Energy can be lost instantly through these items.

Changes

Date Changes
[[{{#explode:25 September 2024| |0}} {{#explode:25 September 2024| |1}}]] [[{{#explode:25 September 2024| |2}}]]
(update)

A new option has been added that allows the player to automatically re-enable run after it has regenerated to a certain threshold.

[[{{#explode:9 December 2021| |0}} {{#explode:9 December 2021| |1}}]] [[{{#explode:9 December 2021| |2}}]]
(update)

Additional options have been added to the Settings menu under 'Ctrl+Click to invert run mode'.

Date unknown
  • Using 'Ctrl+Click' now toggles between running and walking, instead of always turning on run.
  • Clicking to walk somewhere after using 'Ctrl+Click' now resets run mode to the run setting, instead of remembering a Ctrl+Click action made earlier in the movement action.
[[{{#explode:28 April 2016| |0}} {{#explode:28 April 2016| |1}}]] [[{{#explode:28 April 2016| |2}}]]
(update)

Run energy is now restored at the end of the tutorial.

[[{{#explode:21 March 2013| |0}} {{#explode:21 March 2013| |1}}]] [[{{#explode:21 March 2013| |2}}]]
(update | poll)

Toggle run mode remembered between logins.

[[{{#explode:24 March 2014| |0}} {{#explode:24 March 2014| |1}}]] [[{{#explode:24 March 2014| |2}}]]
(update)

Holding CTRL to run now functions correctly when clicking on an object or NPC.

[[{{#explode:22 February 2013| |0}} {{#explode:22 February 2013| |1}}]] [[{{#explode:22 February 2013| |2}}]]
(update)

This content was included when the Old School RuneScape servers officially launched.

[[{{#explode:29 March 2004| |0}} {{#explode:29 March 2004| |1}}]] [[{{#explode:29 March 2004| |2}}]]
(update)

This content became permanently available with the launch of RuneScape 2.

[[{{#explode:7 January 2004| |0}} {{#explode:7 January 2004| |1}}]] [[{{#explode:7 January 2004| |2}}]]
(update)

This content was added to the RuneScape 2 Beta.

Trivia

  • Agility affects the restoration of run energy, even in F2P worlds. As such, even if your membership expires, you still benefit from the skill.[1]
  • If the game begins to load while the player is walking to a destination, the client may display the player character starting to run some distance before returning to walk, even though run energy is not expended. This "animation stalling" effect is due to the client and server reconciling the player's position in the game while the client is loading new map chunks.

References

  1. ^