Energy

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Energy (sometimes called run energy, running energy, or stamina) allows players to run rather than walk. 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, displayed as a percentage in-game rounded down. 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 continuously run, 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. Conversely, players can walk to one particular tile using the Control key while Run is enabled (see Game controls).

Using energy

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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 increases with the weight of the items the player is carrying (i.e. items in the inventory and any items they have equipped) and decreases with higher Agility levels. Players with negative weight (which is possible with weight-reducing clothing) 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.

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 is

UnitsLost=60+67clamp[0,64](weight)64×(1agility300)

where the clamp[0,64] function restricts the weight to be between 0kg and 64kg.

Therefore, at a weight of 0kg it will always take between 170 ticks, or 102 seconds, (at level 1 Agility) and 250 ticks, or 150 seconds, (at level 99 Agility) for run energy to be fully depleted from 100%.[confirmation needed]

Run energy lost per tick can be modified beyond weight and Agility level: 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 0.3*UnitsLost. With a charged ring of endurance equipped, a player's run energy depletion rate is reduced to 0.85*UnitsLost.

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

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

  • The pedals at Blast Furnace require energy to turn, consuming 0.5% energy per tick to operate.
  • Pumping the Steam Pump in Trouble Brewing requires 50% energy, and drains 10% energy each pump.
  • Throwing the shot put at the Warriors' Guild uses energy, and how far the player throws the shot depends on their energy before doing so.
  • The chill effect will reduce the player's run energy to zero.

Recovering energy

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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 9 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 10 (e.g., pausing Agility training at level 20, 30, 40, 50, 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

R(agility)=agility10+15,

where agility is the player's agility level.

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 1.3R(a). Without the full set equipped, the amount of run energy regenerated is modified according to the information in the graceful page.

Agility Level Seconds per 1% Energy Minutes from 0% to 100% Energy Ticks per 1% Energy
Default Graceful Default Graceful Default Graceful
0-9 4.0 3.158 06:40 05:15 6.667 5.263
10-19 3.75 3.0 06:15 05:00 6.25 5.0
20-29 3.529 2.727 05:52 04:32 5.882 4.545
30-39 3.333 2.609 05:33 04:20 5.556 4.348
40-49 3.158 2.5 05:15 04:10 5.263 4.167
50-59 3.0 2.308 05:00 03:50 5.0 3.846
60-69 2.857 2.222 04:45 03:42 4.762 3.704
70-79 2.727 2.143 04:32 03:34 4.545 3.571
80-89 2.609 2.069 04:20 03:26 4.348 3.448
90-99 2.5 1.935 04:10 03:13 4.167 3.226
100+ 2.4 1.875 04:00 03:07 4.0 3.125

Full energy restore

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

Energy-restoring action

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Energy can be recovered instantly in a number of ways:

Untradeable items

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Item Energy % Notes Members
5% Only restores energy if the player is missing Hitpoints. 1
Sunlight Moth Sunlight Moth 5% Requires level 65 Hunter and a butterfly net or level 75 Hunter barehanded. 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
20% Can only be used within the Theatre of Blood entry mode raid. 1
25% Can only be used and traded within the Tombs of Amascut raid. 1
30% Can only be used within the Castle 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 only be used within the Soul Wars minigame.
100% Can be used once a day. Additionally reduces energy depletion by 70% for 1 minute. 1

Tradeable items

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Item Energy % Cost per
Item 1% Energy
5% 2,948 147.40
5% 1,952 390.40
10% 205 5.13
10% 268 13.40
10% 5,864 586.40
10% 692 34.60
10% 1,487 148.70
20% 2,649 33.11
20% 1,998 24.98
20% 4,321 54.01
20% 2,975 37.19
20% 43 2.15
20% 915 45.75
30% 392 13.07
40% 2,557 31.96
40% 12,445 155.56
50% 83,138 1,662.76
50% 910,642 18,212.84
  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. ^ Additionally reduces energy depletion by 70% for 2 minutes.
  6. ^ 30% chance to restore 20% energy when successfully chopping a tree, if energy is under 90%.
  7. ^ Additionally reduces energy depletion by 70% for 4 minutes.

Other

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  • 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

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Energy can be lost instantly through these items.

Changes

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Date Changes
8 January 2025
(Update)
  • Energy regeneration has been improved at lower Agility levels while leaving it unchanged at level 99.
    • The energy regeneration formula has changed from (Agility level / 6) + 8 to (Agility level / 10) + 15.
  • Energy drains more slowly in all scenarios, at every weight and Agility level. This becomes more significant as Agility level and weight increase.
    • The energy drain rate formula has been updated from 67 + ((67 * Weight) / 64) to (60 + (67 * Weight / 64)) * (1 - Agility / 300).
25 September 2024
(Update)

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

9 December 2021
(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.
28 April 2016
(Update)

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

21 March 2013
(Update | poll)

Toggle run mode is now remembered between logins.

24 March 2014
(Update)

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

29 March 2004
(Update)

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

7 January 2004
(Update)

This content was added to the RuneScape 2 Beta.

Trivia

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  • 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

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  1. ^