# Energy

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 speed, 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. Each player has ${\displaystyle 10,000}$ units of energy and the game only displays the percentage of this energy. For instance, the game shows ${\displaystyle 100\%}$ when a player has the full ${\displaystyle 10,000}$ units of energy and ${\displaystyle 0\%}$ when a player has fewer than ${\displaystyle 100}$ units of energy.

The energy level is displayed in the game's options screen and is displayed by the minimap if the Data orb 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

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 the player is carrying (i.e. items in the inventory and any items they are wearing or have equipped). You lose run energy as shown in fig.1. for every 2 covered squares (for each game tick of 0.6 seconds). Regarding run energy depletion rates, having negative weight (whether it's as little -41.5 kg or just -0.1 kg) is the same as having 0.0 kg of weight, and possessing anything above 64 kg of weight (whether 64.1 kg or as much as 1024.2 kg) functions the same as exactly 64.0 kg. A Stamina potion or Stamina mix both reduces the rate at which run energy is used (by 70% for two minutes) and provides up to 20% energy restoration per dose (the potion boost(s) cannot exceed the standard 100% maximum run energy). When a player's energy reaches 0%, the player can only walk until their energy recovers. The "run" option is also automatically switched off. Contrary to popular belief, a player's Agility level does not impact how quickly the player's run energy depletes.

The formula for run energy lost per game tick ran by default is

${\displaystyle L(w)=67+\left\lfloor {\frac {67\,\cdot \,{\text{clamp}}_{[0,64]}(w)}{64}}\right\rfloor ,}$

where ${\displaystyle {\text{clamp}}_{[0,64]}}$ function restricts its argument (weight) to be between ${\displaystyle 0}$ and ${\displaystyle 64}$.

Run energy lost per tick can be modified by two effects beyond weight: having a stamina potion active and equipping a Ring of endurance with at least 500 charges. With the stamina potion effective, a player's run energy depletion rate is reduced to ${\displaystyle \lfloor .3L(w)\rfloor }$. With a charged ring of endurance equipped, a player's run energy depletion rate is reduce to ${\displaystyle \lfloor .85L(w)\rfloor }$.

## Recovering energy

Energy gradually recovers (increasing up to a maximum of 100% or 10,000 energy) 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 energy recovers generally increases with the player's Agility level, though no energy is recovered when the player is logged out of the game. Notice that the energy recovery rate does not increase with each and every individual level increase (e.g., level 5 Agility restores energy no faster than level 1). If you intend to pause or delay Agility training on your account indefinitely, it is optimal to train your Agility level until you achieve the first, lowest level within any "group" of levels (e.g., pausing Agility training at level 30, 36, 48, 60, etc.).

The amount of energy regenerated per game tick by default is

${\displaystyle R(a)=\left\lfloor {\frac {\text{a}}{6}}\right\rfloor +8,}$

where ${\displaystyle {\text{a}}}$ is the player's agility level. This recovery rate ${\displaystyle R(a)}$ is doubled by agilty level 50. At level 99, the rate of recovery is tripled.

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 ${\displaystyle \lfloor 1.3R(a)\rfloor }$. Without the full set equipped, the amount of run energy regenerated is modified according to the information in the graceful page.

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.
Level Seconds per 1% Energy Ticks per 1% Energy
Default Graceful Default Graceful
0-5 7.500 6.000 12.500 10.000
6-11 6.667 5.455 11.111 9.091
12-17 6.000 4.615 10.000 7.692
18-23 5.455 4.286 9.091 7.143
24-29 5.000 4.000 8.333 6.667
30-35 4.615 3.750 7.692 6.250
36-41 4.286 3.333 7.143 5.556
42-47 4.000 3.158 6.667 5.263
48-53 3.750 3.000 6.250 5.000
54-59 3.529 2.727 5.882 4.545
60-65 3.333 2.609 5.556 4.348
66-71 3.158 2.500 5.263 4.167
72-77 3.000 2.308 5.000 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 2.500 1.935 4.167 3.226
102+ 2.400 1.875 4.000 3.125

## Instant energy changes via items

### Energy-restoring items

Energy can be recovered instantly by using a number of items:

Item Energy Notes Members
Guthix rest 5%
Papaya fruit 5%
White tree fruit 5-10%
Energy potion 10% Each dose restores 10%.
Super energy 20% Each dose restores 20%.
Stamina potion 20% Each dose restores 20%. Additionally reduces energy depletion by 70% for 2 minutes.
Purple sweets 10%
Summer pie 10% Each bite restores 10% and boosts Agility by 5.
Strange fruit 30%
Mint cake 50%
Gout tuber 50%
Winter sq'irkjuice 10% Made from Winter sq'irks, found within the Sorceress's Garden minigame.
Spring sq'irkjuice 20% Made from Spring sq'irks, found within the Sorceress's Garden minigame.
Autumn sq'irkjuice 30% Made from Autumn sq'irks, found within the Sorceress's Garden minigame.
Summer sq'irkjuice 40% Made from Summer sq'irks, found within the Sorceress's Garden minigame.
Bandages 30% Can only be used within the Castle Wars minigame.
Explorer's ring 1 50% Can be used up to two times daily.
Explorer's ring 2 50% Can be used up to three times daily.
Explorer's ring 3 50% Can be used up to four times daily.
Explorer's ring 4 100% Can be used up to three times daily.
Agility cape 100% Can be used once a day. Additionally reduces energy depletion by 70% for 1 minute.

### Energy-lowering items

Energy can be lost instantly though these items.

## Changes

Date Changes
17 December 2013
(update)
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

• 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 a Revitalisation pool (or better) in a POH, exiting a duel in the Duel Arena, or entering and leaving the free-for-all Clan Wars portal will fully restore a player's run energy.
• 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. Jagex. Mod Ash's Twitter account. 12 Feb 2015. (Archived from the original on 3 August 2019.) Mod Ash: "Yes, it makes your energy restore faster. I believe it really shouldn't, but I don't intend to change it after so many years."