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Skills & Progression

Hyperscape features a skill-based progression system where skills level independently through use. The XP formula and combat level calculation are authentic recreations of Old School RuneScape mechanics.
Skills are managed by SkillsSystem in packages/shared/src/systems/shared/character/SkillsSystem.ts.

Available Skills

Combat Skills

Gathering Skills

Artisan Skills

Support Skills

Smithing is a two-step process: first smelt ores into bars at a furnace, then smith bars into equipment at an anvil.

Support Skills

Agility is unique - it trains passively as you move. Every 100 tiles traveled grants 50 XP (batched to prevent visual spam).

XP Formula

The XP table uses the authentic RuneScape formula. Level 92 represents the halfway point to 99 in total XP.

XP Requirements by Level

XP Cap: Maximum XP per skill is 200,000,000 (200M). This matches OSRS.

Level Calculations

Get Level from XP

XP to Next Level

Progress Percentage


Combat Level

Combat level is calculated from combat skills using the OSRS formula. Prayer contributes to the base calculation.
Prayer level contributes to combat level via the base calculation. Each Prayer level adds 0.125 to combat level (since it’s divided by 2 then multiplied by 0.25).

Combat Level Examples


Total Level

Total level is the sum of all skill levels.

Maximum Total Level

With 15 skills at level 99: 1,485 total level
Total level calculation includes: Attack, Strength, Defense, Constitution, Ranged, Prayer, Woodcutting, Mining, Fishing, Firemaking, Cooking, Smithing, Agility, Fletching, and Runecrafting.

XP Sources

Combat XP

XP Lamps

XP lamps are consumable items that grant XP to a skill of your choice:
Usage:
  1. Right-click lamp in inventory → select “Rub”
  2. Skill selection modal appears showing all skills with current levels
  3. Select skill to receive XP
  4. Lamp is consumed and XP is granted
Security:
  • Server validates lamp exists at specified slot
  • Server validates XP amount matches manifest definition
  • Server validates skill ID is valid
  • Rate limited to 3 requests/sec (shared with consume limiter)
XP lamps are commonly awarded as quest rewards, allowing players to choose which skill benefits from the quest.

Gathering XP

Gathering resources is now defined in manifests/gathering/ with OSRS-accurate XP values: Woodcutting (gathering/woodcutting.json):
The game now features 12 distinct tree types with 165 total model variants (55 base models × 3 LOD levels). Each tree type has multiple visual variants for environmental diversity. All tree models have been normalized to consistent root depths to prevent floating or sinking into terrain. Trees are now managed via TreeTypes.ts + woodcutting manifest instead of the vegetation system.
Mining (gathering/mining.json):
Mining rocks always deplete after yielding one ore (OSRS-accurate). Success rate depends only on Mining level, not pickaxe tier. Pickaxe tier affects roll frequency (speed), not success chance.

Pickaxe Speed Bonuses

Dragon and Crystal pickaxes have a chance for bonus speed:
The bonus speed roll is server-authoritative to prevent client/server desyncs.

Agility System

Agility is a unique skill in Hyperscape that rewards exploration and movement. Unlike traditional RuneScape agility courses, it’s trained passively by traversing the game world.

Training Agility

XP Gain:
  • 1 XP per 2 tiles traveled (both walking and running)
  • XP is batched at 100 tiles = 50 XP to prevent visual spam
  • XP drops appear every ~15 seconds while running, ~30 seconds while walking
XP Rates: Death Penalty:
  • Accumulated tiles toward next XP grant are lost on death (max ~50 XP lost)
  • Earned XP is never lost
  • Tile counter resets to 0 on death
Logout Behavior:
  • Tile counter is not persisted (resets to 0 on logout)
  • Earned XP is saved to database
Teleportation does not grant Agility XP - only tiles traveled by walking/running count.

Stamina System Integration

Agility directly affects stamina regeneration, while inventory weight affects stamina drain.

Weight-Based Stamina Drain

Carrying heavy items increases stamina drain while running: Formula: Drain Rate = Base Drain × (1 + Weight × 0.005)
Weight is calculated server-side from your inventory and equipment, then synced to the client for stamina calculations.

Agility-Based Stamina Regeneration

Higher Agility levels increase stamina regeneration: Formula: Regen Rate = Base Regen × (1 + Agility Level × 0.01) Base Stamina Rates:
  • Running: -2.0 stamina/second (modified by weight)
  • Walking: +2.0 stamina/second (modified by agility)
  • Idle: +4.0 stamina/second (modified by agility)
High Agility levels can offset the stamina drain penalty from heavy loads. A level 99 Agility player regenerates stamina nearly twice as fast as a level 1 player.

Agility Unlocks

Implementation Details

Agility is implemented across multiple systems: Server-Side (packages/server/src/systems/ServerNetwork/tile-movement.ts):
  • TileMovementManager tracks tiles traveled per player
  • Batches XP grants at 100-tile threshold
  • Resets tile counter on death
Client-Side (packages/shared/src/entities/player/PlayerLocal.ts):
  • Stamina drain calculation uses totalWeight property
  • Stamina regen calculation uses skills.agility.level
  • Weight synced from server via PLAYER_WEIGHT_CHANGED event
Database (packages/server/src/database/schema.ts):
  • agilityLevel and agilityXp columns in characters table
  • Persisted on save, loaded on character selection
Mining Mechanics: Rocks always deplete after yielding one ore (100% depletion chance). Success rates are OSRS-accurate and depend only on Mining level, not pickaxe tier. Pickaxe tier affects roll frequency (speed) only. The bonus speed roll for Dragon/Crystal pickaxes is server-authoritative to prevent client/server desyncs.

Model Scale Normalization

Mining rocks (and all resources) now have normalized model scales to prevent “squished” or “stretched” appearance:
This normalization runs once when a model is first loaded, before caching. All clones will have correct proportions.
Agility (movement-based): Agility is a unique skill that rewards exploration and world traversal: XP Batching: XP is granted every 100 tiles (50 XP) to prevent visual spam. This creates XP drops approximately every 15 seconds while running or 30 seconds while walking. Death Penalty: Death resets your tile counter to 0, losing any accumulated progress toward the next XP grant (maximum ~50 XP lost). Benefits:
  • Stamina Regeneration Bonus: +1% regen per Agility level
    • Level 1: 1.01x regen (4.04/sec idle, 2.02/sec walking)
    • Level 50: 1.50x regen (6.00/sec idle, 3.00/sec walking)
    • Level 99: 1.99x regen (7.96/sec idle, 3.98/sec walking)
Agility does NOT affect combat level, matching OSRS design. It’s purely a utility skill for stamina management.
Fishing (gathering/fishing.json): Agility (passive movement-based):
Agility XP is batched at 100 tiles (50 XP) to prevent visual spam. XP drops appear every ~15 seconds while running, ~30 seconds while walking.

Artisan XP

Processing recipes are defined in manifests/recipes/ with OSRS-accurate XP values: Smelting (recipes/smelting.json):
Iron ore has a 50% success rate when smelting - failed attempts consume the ore but grant no bar or XP.
Smithing (recipes/smithing.json): Smithing requires a hammer in inventory and access to an anvil. Recipes are organized by category: Weapons: Armor: Tools:
Smithing recipes support “Make X” functionality - players can smith multiple items in one session. The system remembers the last custom quantity entered.
Cooking (recipes/cooking.json):

Food Consumption Mechanics

Food consumption follows OSRS-accurate timing and combat integration: Eating Delay:
  • 3-tick (1.8s) cooldown between eating foods
  • Managed by EatDelayManager (per-player tracking)
  • Food consumed only after validation passes
  • Message shown even at full health: “You eat the shrimp.”
Combat Integration:
  • Eating during combat adds 3-tick delay to attack cooldown
  • OSRS rule: Only adds delay if weapon is already on cooldown
  • If weapon is ready to attack, eating does NOT add delay
  • Prevents eating from being used to delay attacks strategically
Server-Authoritative Flow:
Security Features:
  • Rate limiting (3 requests/sec)
  • Input validation (slot bounds, item ID mismatch detection)
  • Heal amount capped at 99 HP (prevents manifest exploits)
  • Server-side eat delay enforcement
Food is consumed even at full health (OSRS-accurate). The eat delay and attack delay still apply.
Firemaking (recipes/firemaking.json): Fletching (recipes/fletching.json): Fletching is a three-stage process: creating arrow shafts, crafting unstrung bows, and finishing products. Arrow Shafts (Knife + Logs): Shortbows (Knife + Logs, then String): Longbows (Knife + Logs, then String): Arrows (Arrowtips + Headless Arrows): Crafting (recipes/crafting.json): Leather Armor (Needle + Thread): Dragonhide Armor (Needle + Thread): Jewelry (Gold Bar + Gem at Furnace): Gem Cutting (Chisel): Crafting (recipes/crafting.json): Leather Armor: Studded Armor: Dragonhide Armor: Jewelry: Gem Cutting: Runecrafting (recipes/runecrafting.json): Runecrafting creates magic runes from essence at runecrafting altars:
Multi-Rune Levels: At certain levels, you craft multiple runes per essence. For example, at level 11 Runecrafting, you craft 2 air runes per essence instead of 1. Chaos runes require pure essence and cannot be crafted with regular rune essence.
Agility (Movement-based):
Agility XP is batched at 100 tiles = 50 XP to prevent visual spam. Death resets accumulated tiles (not earned XP).

Level Requirements

Skills gate access to equipment and activities. Requirements are now centralized in tier-requirements.json and skill-unlocks.json.

Tier-Based Equipment Requirements

Equipment now uses a tier system that automatically looks up requirements: Melee Weapons & Armor (Attack/Defence): Tools (Woodcutting/Mining):

Gathering Resource Requirements

Defined in gathering/*.json: Woodcutting: Mining:

Mining Success Rates (OSRS-Accurate)

Mining success rates depend only on Mining level, not pickaxe tier. Pickaxe tier affects roll frequency (speed) only. The formula uses linear interpolation between low and high values:
Rock Depletion: Mining rocks ALWAYS deplete after yielding one ore (100% chance). This matches OSRS behavior. The only exception would be Mining gloves (not currently implemented).

Pickaxe Speed Bonuses

Pickaxe tier determines roll frequency (ticks between attempts):
Dragon/Crystal Pickaxe Bonus: These pickaxes have a chance to trigger a faster roll. The server rolls this randomly and applies it deterministically to prevent client/server desyncs.
Fishing:

Processing Recipe Requirements

Defined in recipes/*.json: Smelting: Levels 1-85 (Bronze to Rune bars) Smithing: Levels 1-91 (Bronze to Rune equipment) Cooking: Levels 1-80 (Shrimp to Shark) Firemaking: Levels 1-75 (Normal to Magic logs)

Smithing Requirements


Agility System

Agility is a unique skill that trains passively through movement and affects stamina mechanics.

Movement XP

Agility XP is granted based on tiles traveled: typescript\n// From TileMovementManager.ts\nconst AGILITY_TILES_PER_XP_GRANT = 100; // Tiles needed before XP is granted\nconst AGILITY_XP_PER_GRANT = 50; // XP granted per threshold\n\n// Effective rate: 1 XP per 2 tiles traveled\n\n\nXP Rates:\n| Movement Type | Tiles/Tick | Tiles/Second | XP/Minute |\n|---------------|------------|--------------|------------|\n| Walking | 2 | 3.33 | ~100 XP |\n| Running | 4 | 6.67 | ~200 XP |\n\nBatching System:\n- XP is granted every 100 tiles (50 XP)\n- Prevents visual spam (XP drop every ~15s running, ~30s walking)\n- Overflow is preserved (walking 150 tiles = 50 XP + 50 tiles remaining)\n- Death resets tile counter to 0 (small penalty)\n- Logout/disconnect clears tile counter (max ~50 XP lost)\n\n
\nTeleportation does NOT grant Agility XP - only walking/running movement counts.\n
\n\n### Weight-Based Stamina Drain\n\nCarrying weight affects stamina drain while running:\n\ntypescript\n// From PlayerLocal.ts\nconst WEIGHT_DRAIN_MODIFIER = 0.005; // +0.5% drain per kg carried\n\nconst weightMultiplier = 1 + totalWeight * WEIGHT_DRAIN_MODIFIER;\nconst drainRate = BASE_STAMINA_DRAIN * weightMultiplier;\n\n\nWeight Impact Table:\n| Weight (kg) | Drain Multiplier | Drain/Second |\n|-------------|------------------|--------------|\n| 0 | 1.0x | 2.0 |\n| 10 | 1.05x | 2.1 |\n| 20 | 1.1x | 2.2 |\n| 40 | 1.2x | 2.4 |\n| 60 | 1.3x | 2.6 |\n| 100 | 1.5x | 3.0 |\n\n
\nWeight is calculated server-side from inventory items and synced to the client via PLAYER_WEIGHT_CHANGED events.\n
\n\n### Agility-Based Stamina Regeneration\n\nAgility level increases stamina regeneration:\n\ntypescript\n// From PlayerLocal.ts\nconst AGILITY_REGEN_MODIFIER = 0.01; // +1% regen per agility level\n\nconst agilityMultiplier = 1 + agilityLevel * AGILITY_REGEN_MODIFIER;\nconst regenRate = BASE_STAMINA_REGEN * agilityMultiplier;\n\n\nAgility Regen Bonus Table:\n| Agility Level | Regen Multiplier | Idle Regen/Sec | Walk Regen/Sec |\n|---------------|------------------|----------------|----------------|\n| 1 | 1.01x | 4.04 | 2.02 |\n| 10 | 1.10x | 4.40 | 2.20 |\n| 25 | 1.25x | 5.00 | 2.50 |\n| 50 | 1.50x | 6.00 | 3.00 |\n| 75 | 1.75x | 7.00 | 3.50 |\n| 99 | 1.99x | 7.96 | 3.98 |\n\nBase Stamina Rates:\n- Running: -2.0 stamina/second (affected by weight)\n- Walking: +2.0 stamina/second (affected by agility)\n- Idle: +4.0 stamina/second (affected by agility)\n\n### Agility Unlocks\n\nFrom skill-unlocks.json:\n\n| Level | Unlock |\n|-------|--------|\n| 1 | Basic stamina regeneration (+1% per level) |\n| 10 | +10% stamina regeneration |\n| 25 | +25% stamina regeneration |\n| 50 | +50% stamina regeneration |\n| 75 | +75% stamina regeneration |\n| 99 | Agility cape, +99% stamina regeneration |\n\n### Progression Example\n\nAt running speed (200 XP/min):\n- Level 2 (83 XP): ~25 seconds\n- Level 10 (1,154 XP): ~6 minutes\n- Level 50 (101,333 XP): ~8.5 hours\n- Level 99 (13M XP): ~1,000+ hours\n\n---

Anti-Exploit Protections

Resource Spam Click Prevention

The gathering system prevents duplicate harvesting when players spam-click resources:
Protection Features:
  • Duplicate gather requests for the same resource are silently ignored
  • Prevents timer resets and duplicate drops
  • Allows switching to different resources (cancels old session first)
  • Guard clause executes after resource resolution for accurate comparison
This fix prevents the spam-click exploit where players could reset gathering timers by rapidly clicking the same resource.

Noted Items Tool Validation

Noted items (bank notes) cannot be used as skilling tools:
Affected Tools:
  • Pickaxes (mining)
  • Hatchets/axes (woodcutting)
  • Fishing rods, nets, harpoons (fishing)
Noted items must be un-noted at a bank before they can be equipped or used for skilling.

Skill Guide Panel

The Skill Guide Panel is an OSRS-style interface that shows what you unlock at each level for any skill.

Opening the Guide

Click any skill in the Skills Panel to open its guide. The panel displays:
  • All unlocks with level requirements
  • Visual indicators for unlocked (green checkmark) vs locked (lock icon) items
  • Next unlock highlighted with gold accent and “NEXT” badge
  • Progress tracking: “X of Y unlocks achieved”
  • Type badges: Item vs ability unlocks with color coding

Features

  • Scrollable list for skills with many unlocks (Prayer has 29!)
  • Keyboard support: ESC key or click outside to close
  • Loading states: Spinner during data fetch
  • Server-authoritative: Unlock data fetched from /api/data/skill-unlocks
The guide helps you plan your progression by showing exactly what you’ll unlock at each level milestone.

Skill Events

The system emits events for UI updates and logging:

Milestones

Special milestones trigger events and messages:

API Reference

Grant XP

Check Requirements

Set Level (Admin)

Reset Skill


Skill Unlocks & Guide Panel

The skill-unlocks.json manifest documents what players unlock at each level. This data powers the in-game Skill Guide Panel.

Skill Guide Panel (OSRS-Style)

Players can click any skill in the Skills Panel to open an OSRS-style guide showing all unlocks: Features:
  • Click any skill icon to open guide
  • Shows all unlocks with level requirements
  • Visual distinction between unlocked (green ✓) and locked (🔒) items
  • Next unlock highlighted with progress indicator
  • Scrollable list for skills with many unlocks
  • Type badges (item/ability) with color coding
  • ESC key or click outside to close
Implementation:
Data source:
  • Fetched from server API: GET /api/data/skill-unlocks
  • Returns all skill unlocks from skill-unlocks.json manifest
  • Cached in client state after initial fetch
Example unlocks:
  • Attack 1: Bronze weapons, Iron weapons
  • Attack 5: Steel weapons
  • Attack 40: Rune weapons
  • Attack 60: Dragon weapons
  • Woodcutting 15: Oak trees
  • Mining 30: Coal
  • Cooking 40: Lobster
  • Smithing 50: Mithril bar
  • Prayer 1-77: 29 different prayers
The guide panel handles British/American spelling differences automatically (defence → defense) for consistent display.

Skill Guide Panel

New in v1.0: Players can click any skill in the Skills Panel to open an OSRS-style guide showing all unlocks. Features:
  • Click any skill icon to open its guide
  • Shows all unlocks with level requirements
  • Visual distinction between unlocked (green ✓) and locked (🔒) items
  • Highlights next unlock with progress indicator
  • Scrollable list for skills with many unlocks
  • Type badges (item vs ability)
  • Matches OSRS UI theme
Implementation:
  • Component: packages/client/src/game/panels/SkillGuidePanel.tsx
  • Data source: /api/data/skill-unlocks endpoint
  • Fetched once at Skills Panel mount
  • Cached in component state
API Endpoint:
User Experience:
  1. Open Skills Panel (default keybind)
  2. Click any skill icon (e.g., Attack ⚔️)
  3. Skill Guide Panel opens showing all unlocks
  4. Green checkmarks indicate achieved unlocks
  5. Lock icons indicate future unlocks
  6. Next unlock is highlighted with ”➤ X more levels to unlock…”
  7. Close with X button, ESC key, or click outside
Unlock Types:
  • item - Equipment, resources, or craftable items (blue badge)
  • ability - Passive bonuses, prayers, or unlocked actions (purple badge)
  • area - Accessible locations or zones
  • quest - Quest requirements
  • activity - Minigames or special activities

Manifest-Driven Design

All skill-related data is now defined in JSON manifests:
  • tier-requirements.json - Equipment level requirements by tier
  • skill-unlocks.json - What unlocks at each level
  • gathering/*.json - Resource nodes, yields, and XP
  • recipes/*.json - Processing recipes and XP
This allows easy content updates without code changes and enables community modding.

Agility Skill System

The Agility skill is unique - it trains passively through movement and affects stamina mechanics.

Training Agility

XP Gain: 1 XP per 2 tiles traveled (batched at 100 tiles = 50 XP) XP Batching: To prevent visual spam, XP is granted in batches of 50 XP every 100 tiles. This creates XP drops every ~15 seconds while running or ~30 seconds while walking. Death Penalty: On death, accumulated tiles toward the next XP grant are lost (max 50 XP lost). Earned XP is never lost. Teleportation: Does not grant Agility XP (no tiles traversed).

Weight-Based Stamina Drain

Carrying heavy items increases stamina drain while running: Formula: Drain Rate = Base Drain × (1 + Weight × 0.005) Weight Calculation: Total weight is calculated server-side from inventory items and equipment, then synced to the client for stamina calculations.

Agility-Based Stamina Regeneration

Higher Agility levels increase stamina regeneration: Formula: Regen Rate = Base Regen × (1 + Agility Level × 0.01) Base Rates:
  • Running: 2 stamina/second drain (no regen)
  • Walking: 2 stamina/second regen
  • Idle: 4 stamina/second regen

Agility Unlocks


Skill Guide Panel

Players can click any skill in the Skills Panel to view a detailed guide showing all unlocks for that skill. Features:
  • Shows all unlocks with level requirements
  • Visual distinction between unlocked (green checkmark) and locked (lock icon) items
  • Highlights the next unlock the player is working toward
  • Scrollable list for skills with many unlocks (Prayer has 29!)
  • Type indicators (item vs ability)
Implementation: The panel fetches unlock data from /api/data/skill-unlocks endpoint, which serves the skill-unlocks.json manifest.