Run energy (sometimes called 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 units of energy and up to units of energy, and the game only displays the percentage of this energy. For instance, the game shows when a player has the full units of energy and when a player has fewer than units of energy. The energy percentage is displayed in the game's options screen and by the minimap if the Data orb option is toggled. 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. When a player's energy reaches 0%, their "run" option is automatically switched off.
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 formula for run energy lost per game tick ran by default is
where the function restricts the weight to be between kg and kg.
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 reduce to .
Further, 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.
Recovering energy[edit | edit source]
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 does not recover certain times that the player is doing something else, such as crossing an agility obstacle, or is logged out of the game.
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 no faster than at level 1 agility. Therefore if a player intends to pause Agility training on their account indefinitely, it is optimal to train their Agility level until they 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
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.
|Level||Seconds per 1% Energy||Ticks per 1% Energy|
Full energy restore[edit | edit source]
Certain activities or actions will fully restore a player's energy and other attributes, these include:
- Drinking from a Revitalisation pool (or better) in a POH
- Drinking from a Pool of Refreshment in the Ferox Enclave
- Exiting a duel in the Duel Arena
- Entering and leaving the free-for-all Clan Wars portal
- Entering and leaving the Theatre of Blood
- Activating the Magical Obelisk inside of Hallowed Sepulchre while wearing a Saradomin affilated item and not wearing items affilated with other gods.
Energy-restoring action[edit | edit source]
Energy can be recovered instantly in a number of ways:
Untradeable items[edit | edit source]
|White tree fruit||5-10%||Picked in the Varrock palace gardens.|
|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.|
Tradeable items[edit | edit source]
|Item||Energy %||Cost||Cost per 1% Energy|
|Energy potion(4) (+)||10%||475||11.88|
|Summer pie (+)||10%||608||30.4|
|Stamina potion(4) (+)||20%||5,666||70.83|
Other[edit | edit source]
Energy instantly restores by around 2% when completing a Rooftop Agility obstacle.
Energy-lowering items[edit | edit source]
Energy can be lost instantly though these items.
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.
- 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[edit | edit source]