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This article is about a player's ability to run rather than walk. For a player's health, see Hitpoints.

Run energy (sometimes called Stamina or Run) is a player's ability to run rather than walk around the landscape, and is measured as a percentage. Players all run at the same rate, unless their energy is at 0%, in which case they cannot run at all. Running is exactly twice as fast as walking. A player running covers 20 squares per 6 seconds, while a player walking covers 10 squares per 6 seconds.

The energy level is displayed in the game's options screen and is displayed by the minimap if the Dataorb option is toggled. These values show how much longer a player can run. Players can toggle this option to run everywhere they go, or they can run to one particular destination by holding down Ctrl when they click to move (see Game controls).

Using energy[edit | edit source]

Energy starts at 100% by default, but decreases as the player runs around. The rate at which it goes down increases with the weight of the items they are carrying (i.e. items in the inventory and any items they are wearing or have equipped). You lose run energy for every 2 covered squares (for each game tick of 0.6 seconds). Having negative weight is the same as having 0 kg of weight for purposes of run energy. A Stamina potion or Stamina mix reduces the rate at which run energy is used. Contrary to popular belief, a player's Agility level does not contribute to how quickly the player's run energy is depleted, only how quickly run energy is regenerated. The only factor that contributes to how quickly run energy is depleted is weight.

When a player's energy reaches 0%, the player can only walk until their energy recovers. The "run" option is also automatically switched off.

Recovering energy[edit | edit source]

Energy gradually recovers (increasing up to a maximum of 100%) any time that the player is not running, i.e. walking or standing still, except at certain times when the player is doing something else, such as crossing an agility obstacle. The rate at which it recovers increases with the player's Agility level, but does not recover at all when the player is logged out of the game. The following formula shows the amount of run energy that will be regained per second:

where is the player's agility level.

The dashed curve depicts the amount of time required to recharge to full energy whilst walking or standing still. This graph does not take into account the Graceful clothing set effect. Note that a 25% reduction in the amount of time to full recharge occurs at Agility level 18. A 50% reduction occurs at level 50. At level 99, a 66% reduction relative to the recharge time at level 1 is achieved.
Agility Level Seconds per 1% Energy With Graceful Set Bonus Ticks per 1% Energy With Graceful Set Bonus
0-5 7.5 6 12.5 10
6-11 6.667 5.455 11.111 9.091
12-17 6 4.615 10 7.692
18-23 5.455 4.286 9.091 7.143
24-29 5 4 8.333 6.667
30-35 4.615 3.75 7.692 6.25
36-41 4.286 3.333 7.143 5.556
42-47 4 3.158 6.667 5.263
48-53 3.75 3 6.25 5
54-59 3.529 2.727 5.882 4.545
60-65 3.333 2.609 5.556 4.348
66-71 3.158 2.5 5.263 4.167
72-77 3 2.308 5 3.846
78-83 2.857 2.222 4.762 3.704
84-89 2.727 2.143 4.545 3.571
90-95 2.609 2.069 4.348 3.448
96-101 2.5 1.935 4.167 3.226
102+ 2.4 1.875 4 3.125

The amount of time required to recharge energy from 0 to 100% varies as a function of agility level. You regain 8 + floor(Agility Level / 6) energy units every 0.6 seconds (one game tick). 10,000 energy units is 100% run energy. The natural recovery rate is 1% per 7.5 seconds for free players or players with level 1 Agility. There is no difference when walking or standing still. This recovery rate is doubled at level 50 Agility. At level 99, the rate of recovery is 3x faster.

Graceful outfit[edit | edit source]

Wearing a full set of Graceful clothing will increase one's energy recharge rate by an additional 30%.

Energy-restoring items[edit | edit source]

Energy can be recovered more quickly by using a number of items:

Item Energy recovered
Guthix rest 5%
Papaya 5%
White tree fruit 5-10%
Energy potion (F2P) 10% (per dose)
Stamina potion 20% (per dose) + reduces run energy depletion by 70% for 2 minutes
Purple sweets 10% (per piece)
Summer pie 10% (per bite) + 5 Agility boost
Super energy potion 20% (per dose)
Strange fruit 30%
Mint cake 50%
Gout tuber 50%
Winter sq'irkjuice 10%
Spring sq'irkjuice 20%
Autumn sq'irkjuice 30%
Summer sq'irkjuice 40%
Bandages (only usable in Castle Wars) (F2P) 30%
Explorer's ring 1 50% (twice daily)
Explorer's ring 2 50% (three times daily)
Explorer's ring 3 50% (four times daily)
Explorer's ring 4 100% (three times daily)
Agility cape 100% (once per day) + reduces run energy depletion by 70% for 1 minute

Energy-lowering items[edit | edit source]

Changes[edit | edit source]

Date Changes
17 December 2013
When you are following a player in walk-mode, you should no longer find that you randomly lag behind them by an extra tile, forcing you to consume your run energy to catch up.

Trivia[edit | edit source]

  • 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].
  • Dying, drinking from an ornate rejuvination pool in a POH, exiting a duel in the Duel Arena, and entering and leaving the free-for-all Clan Wars portal restores the player's energy to 100% (as well hitpoints and all other reduced stats including special attack).
  • If "Please Wait-Loading..." box apears on the topleft hand corner and the character is walking some place, after the box dissapears the character will start running for a while before going back to walking. The running does not deplete the run energy, and nor does the run energy orb become yellow. The amount of time the player is running like this depends on the amount of time the loading box is displayed. Theprobable reason for this is because, during this loading phase the screen will freeze and the player can not do anything until the loading proccess completes. Inorder to compensate for the time loss, the character willrun for that amount of time, or will stop and no longer run if destination isreached, what ever comes first.