The game

RuneScape without the walking. Every stat is a skill you train, every fight uses RuneScape's own formulas, monsters drop bones and gold, the Grand Exchange is an order book, and the point of it all is to max a character and take it to the arena. The chain is the ledger and the bank; the browser is the game.

There are characters. come through a free lane, per wallet and one every across the lane; the rest cost ETH each, up to a transaction, and the ETH goes to the house in the mint transaction. are minted into the desk before the mint opens, and whatever is unminted hours after it opens can be swept into the desk by anyone.

Three lanes, all open at once. The free lane is first come: per wallet, one every across the lane at open, and the team can slow it, never stop it. The whitelist lane is wallets the team lists with an allowance each, free and with no wait, across the lane. The paid lane is the rest.

Three per wallet is a rule about wallets, and wallets are free, so a bot that asks first is a player that asked first. It still has to feed the character, and the lane hands out one every whoever is asking, so it lasts a day at least.

Skills

of them, on RuneScape's XP curve: level is XP, and the table in the contract reproduces the wiki's integers exactly. Combat level is RuneScape's formula, 3 for a fresh character and maxed. Total level runs from to .

A trip is one transaction to start and one to collect. A gathering trip takes what its node can give, up to ; a processing trip burns its inputs on the way in and mints its outputs on the way out. There is no roll: the timer is the cost and the yield is known the moment the trip starts. Anyone may collect a finished trip; the goods always go to the character's owner. A ruby finishes a trip now.

Resources are limited at the world, not the player. Every tree, fishing spot and rock regenerates at a fixed rate per hour into a stock, and a trip takes from the stock. When a node is empty, trips come back short and the XP with them. The pace is faster than RuneScape's: every XP grant is RuneScape's number times , and the XP table keeps RuneScape's integers. The tiers are tuned so that a character training the best available tier nonstop reaches 99 in about hours. Fourteen of them is still months.

From level in a skill a trip can be minutes long, and from an hour: as many bags of the action as fit in the time, the yield, the XP and the inputs in proportion, one transaction each way. High-level play is fewer, larger transactions.

The forge smiths gear from bars at RuneScape's levels, scimitar to platebody in bronze through rune, a trip of 28 taking five minutes per bar in the item, so a smith earns the same XP an hour making a platebody as smelting and chooses what to make. The fletching bench cuts bows from logs and works hides into ranged armour at RuneScape's Crafting levels: leather and studded from cowhide, the dragonhides into chaps and bodies. There is no Crafting skill; that bench is Fletching's.

Combat

RuneScape's numbers, in words. Your effective level is your level times the prayer's boost, plus the style bonus, plus eight. Your max hit is half plus effective strength times the strength bonus plus 64, over , rounded down. Your attack roll is effective attack times the attack bonus plus 64; the defence roll likewise. When the attack roll is higher than the defence roll the chance to hit is one minus the defence roll plus two over twice the attack roll plus one; otherwise it is the attack roll over twice the defence roll plus one. Magic defence uses seven tenths of Magic and three tenths of Defence. Damage on a hit is uniform from zero to the max hit.

The triangle is in the gear: melee armour carries a large negative magic defence, robes a negative ranged defence, leather a negative melee defence. Styles: melee accurate, aggressive, defensive and controlled; ranged accurate, rapid and longrange; magic casts a spell from the standard book, each with a level, a base max hit and runes per cast. A staff of the spell's element supplies that element's rune for free.

Prayer points equal the Prayer level and drain per round while a prayer is on. Protection prayers block all of that style from monsters and keep of a player's hit in the arena. Boost prayers add the wiki's percentages, up to Piety, Rigour and Augury. Bones are buried from the wallet for Prayer XP.

A dungeon trip is of game time, at most attack events, run entirely on chain when it is collected: attack by attack at RuneScape's speeds in ticks, the monster fighting back, the character eating under the threshold you set. Every kill pays combat XP, four per damage to the style and a third of that to Hitpoints, rolls the drop table, drops the monster's bones, and releases a share of your vault. Gear wears out: each piece has a durability in fights and breaks when it is reached.

The pack has slots. Food takes a slot each; arrows and runes carried take a slot per kind; ore, bars, runes, arrows and essence that drop take a slot per kind the first time they drop; every piece of gear and every bone takes a slot. The trip ends when the slots are full, at the time cap or at the event cap, whichever comes first. A character that dies keeps the items of the highest level requirement, worn or carried, a stack counting one a piece; kept worn pieces stay worn, kept carried ones come home, and the rest is burned. XP stays. The wallet's PVP and anything not carried into the dungeon are never touched. The character comes home wounded for ; it is never lost to a monster.

The vault

Every character is minted with PVP in a vault, of the supply across the collection. Monsters drop your character's own gold: each of the combat level-ups (six skills, from level two to ) releases one share, delivered on the trips that earned the level. A fresh character bought unplayed has its full vault; a maxed one has spent it and is worth what a maxed fighter is worth. Nobody can drain a vault faster than they can level. A buried character's remaining vault is burned. At the tuned pace the six fighting stats to at the best monster nonstop is about hours of fighting, so a character that only fights releases its vault at about PVP an hour of play.

Where PVP comes from: the vault, the tutorial, the house's share of every fee, a tournament's prize, or the desk when a character is sold to it. The project makes no market in PVP and seeds no pool. It is an ERC-20 and anyone may pool it; the project has not.

Where PVP goes: of every Exchange sale to the house, which pays of it to activated holders and burns ; a desk spread each way, burned; the boost rungs, burned; every shop purchase, burned; a dead character's vault, burned. In the arena the rake on a PVP pot reaches the house the same way, and on an ETH pot the house's goes to the buyback, which burns the PVP it buys.

Hunger

One food a day from a larder of , derived on read; nobody calls anything on a schedule. A fresh character starts with . When the larder is empty the character is starving: no trips, no fights, no house share, and it owes double for every missed day when it is next fed. days after the larder ran out it is dead, and anyone can bury it, which burns the character, its equipment and its vault. A character on a trip, in a fight or in the desk does not eat; the clock stops on the way in and resumes on the way out.

Items and the Exchange

Every log, fish, ore, bar, bone, rune, arrow, weapon and armour is one id in one ERC-1155, with a row in the registry: what it is, its level to use, its bonuses, its heal value, its durability. Items only move through the game and the Exchange; no marketplace can list them. A wallet's balances are its bank, with no cap. Equipment is escrowed on the character and travels with it. Ten slots at launch: helm, body, legs, shield, weapon, ammo, runes, cape, amulet and ring. No hands and no feet; the equipment screen draws RuneScape's eleven and says so on those two. Every wearable has a source: metal from the forge, ranged armour and bows from the fletching bench, staffs and wizard robes from Dark wizards or the store, mystic from Infernal Mages, amulets and the four combat rings from the giants, the demons and the King Black Dragon.

The Exchange is an order book per item. Post a buy or a sell at a price and a quantity; it matches against the best opposite offers and the rest waits. The taker gets the maker's price. At most fills per offer; open offers per wallet; partial fills; cancel returns the escrow. The minimum price is PVP. of every sale is taken from the seller and sent to the house, which pays of it to activated holders and burns . Nothing on the Exchange has an owner.

The store

RuneScape's shops: the items nobody crafts are bought, and here the PVP is burned. A row is an item, a price and a stock. The team appends rows and freezes them one by one; a frozen row never changes, and the store page says which rows are frozen. A buy pulls the price times the count from your wallet, burns every wei of it, and mints the items to you in the same transaction. The store holds nothing, so there is nothing to withdraw and no function that could.

The party hats: RuneScape's 2001 Christmas hat in more colours, of each, ever, at times the desk cross, PVP. The blue one only drops at the party. The other rows are RuneScape's shop prices in PVP: the four elemental staffs, the wizard hat, the blue wizard robe, and a ruby, which finishes a trip now. Every row below is read from the contract, so this table cannot drift from it.

The arena

Two fighters, two wagers in PVP or in ETH, two ETH seat fees to the house, and an audience betting ETH on the result. Eight tables: four in PVP, , and four in ETH, , with seat fees of ETH at launch on either ladder. The wager is escrowed at the post and at the accept, PVP by approval or ETH sent with the seat fee. Rooms by combat level: ; a challenge can also name a character at any level. Anyone without a character fights as a Nobody, a fresh character with a starter sword.

Each round both fighters secretly pick an action, an attack style or eat, and which prayer is on. Picks are committed as hashes, then revealed; the round resolves both attacks with the formulas above, prayer points drain, HP moves. seconds to commit, to reveal. A fighter who misses the commit window does nothing that round; two rounds with no commit from either side void the fight. A fighter who commits and then withholds the reveal forfeits the round: the other fighter's pick resolves from their own revealed secret alone, the withholder's pick is void, no attack, no eating, prayer as it was. withheld reveals in a row forfeit the fight: the other fighter wins, takes both wagers, and bounties and bets settle as for any win; a reveal resets the count. A withheld reveal costs the withholder their pick and a strike, so it is never a free re-roll. It goes until one is at zero HP, or a draw at rounds. The winner takes both wagers less a rake, and any bounty on the loser's head. The rake goes to the house whole, in the table's currency: of it to activated holders, to the buyback in ETH, or burned in PVP. The seat fees split the same way. A forfeit rakes like a win; a draw or a void gives both wagers back whole. The loser is wounded for a day, or buried if the challenge was a death match. The randomness for each round is the two revealed secrets hashed together, so neither fighter picks the roll and no block hash is needed.

Spectators back either side in ETH from the post until the first commit lands. When a backed side wins the house takes of the pool first and the rest splits among the winning bettors by stake; a draw, a void, or a winning side nobody backed refunds every bet in full.

Fights sign from a session key: the site makes a burner key in your browser, you authorise it once from your wallet for up to days, and each round's commit and reveal sign themselves. A transfer of the character clears the key.

Tournaments

Single elimination from a seeded draw. Anyone opens one by funding a prize in PVP and/or ETH, naming a combat-level bracket and a closing time; sponsors can add to the pot until the draw, and the creator can cancel before it, which refunds every funder. A character that is alive, fed and idle, inside the bracket, enters once for nothing, up to of them. After the close anyone calls the draw, which asks the seed queue for the hash of the block after it, and anyone pairs the entrants from that seed by a Fisher-Yates shuffle. An odd count gives the last of the order a bye; the bye holder is paired first the next round, so the bye rotates.

Each pair is seated in the arena at once, for their owners, with nothing brought: no wager, no seat fee, no death, no bets, no food. A ranged fighter shoots from a quiver the seat supplies and a magic fighter casts the strongest spell its level allows; nothing is escrowed or burned. Round one's commit window opens at the first commit, so a seat waits for its fighters; from there it is any fight, from a session key, with the forfeit rule, a wound on the loser and a red win for the winner. A round lasts . When every fight has a result, or the clock has run out, anyone advances the bracket: a fight still going is closed and goes to the side with more HP, then to the seed, as does a draw. A side that cannot be seated when its round is paired, busy, wounded or starving, forfeits to the other.

Payouts by elimination tier: of the pot to the winner, the finalist, the semifinal losers shared, the quarterfinal losers shared, by default, and whatever the tiers leave goes to the winner too, so the shares sum to the pot. Each placed character's owner claims its share here, once. The winner is minted a Champion's cape: + to every defence and + prayer, wearable at any level, one per tournament, tradable on the Exchange. Every tournament fight counts as a duel win on the red board. The Tournament contract has no owner.

The house

Every fee the game earns reaches the house and splits the moment it arrives: among activated characters, weighted by total level times the boost rung, and to the buyback in ETH, or burned in PVP. The fees are the seat fees, the duel rake in either currency, the Exchange's tax, secondary royalties (), and the desk's ETH fee. The paid mint and the bet rake go to the holders whole. A character is activated once its owner has burned rung of its boost, PVP, and it is alive, fed and out of the desk; until then it earns nothing, and neither the party nor a tournament takes it. A fresh activated character is shares; a maxed one is , times its rung. goes to the team; there is no team destination in the contract and no function to add one. A claim pays the owner ETH and PVP together in one push, up to characters at a time; an ETH push that fails is banked as credit the holder can withdraw. The one setting the house has is the buyback's address, set once by the Core's owner; until it is set the buyback's side stays with the holders.

The desk buys and sells every character at one cross of PVP that never moves, with a spread burned on each side, plus an ETH fee of to the house per trade. It has no owner, no setter, and no function that moves inventory or PVP out other than buy and sell.

100% backed. The desk's cross is PVP: PVP of backing across characters, so from the day it opens the desk can honour a sell for every character that will ever exist. A sell removes one character and one cross from the desk, a buy puts one back, a burial removes a character and nothing, so backing per character outside the desk never drops below the cross. The house page prints the figure from the contract; a test holds it.

Buyback. The buyback's of every ETH fee buys PVP and burns it, with no oracle and no pool the game depends on. Every the ETH it holds goes to whoever deposited PVP during the epoch, split by deposit, and every PVP deposited is burned at settle. Whoever settles a closed epoch takes of its ETH first; an epoch nobody joins keeps its ETH for the next and pays the settler nothing. A depositor claims its share by pull, and anyone may send the contract ETH. It has no owner.

Boost. Burn PVP to activate a character, then for a bigger share of the house. Four rungs, priced off the desk's cross and burned: of what a character is worth, for on its house weight. Rung is activation; below it the character has no weight. The rung is the character's: it travels with a sale and dies with a burial. The Boost contract has no owner and no setter; the cross it prices from is the desk's constant.

Green and red

The green side is farming, passive income and resource management: the seven skilling skills, the house and the Exchange. The red side is dungeons, monsters and duels. A character's side is whichever it has more levels in, the five fighting skills against the seven skilling ones, and the card is framed in that colour.

The leaderboard is on chain: green entries by total level, written by the Core whenever a character levels, and red entries by duel wins, written by the arena whenever a fight is won. A buried character leaves both.

The look. Every warrior is one of two sexes, drawn half and half, with one of hairstyles, hair colours and skin tones, fixed at mint from the id and never changing. The card draws the warrior with what it wears over it, and its attributes on a marketplace carry every level, every slot, the larder in days and whether it is wounded, read live: a buyer sees a character three days from death before buying it. An item added to the registry later gets a drawing of its own; until it has one it is drawn grey and named anyway.

Skill capes. The first time a skill reaches the Core mints that skill's cape to the owner: + to every defence, + prayer, wearable only by a . of them, one per skill, worn in the cape slot.

Tutorial Island

RuneScape starts you on an island where you cut a log, catch a shrimp, cook it, mine, smelt, fight a rat, bury bones, cast a spell, and leave on a boat with a kit. The island here is the game itself. A fresh character arrives with a bronze scimitar and shrimps, the days its larder holds. Then eight things, each checked from the character's own XP: cut a log, catch a fish, cook it, mine an ore, smelt a bar, fight something (any Attack, Strength, Defence or Ranged XP), bury bones, cast a spell.

Do all eight and the Tutorial contract hands the kit and the gold, once per character: , and PVP from a fund of that anyone can top up. That is the first hour of the game and the on-ramp for a player who arrives with nothing but a character.

The party

RuneScape's party room, 2001: balloons fell, you popped them, and some held a paper hat nobody has equalled since. Here it is the mint-out event. When the mint ends, anyone opens the party. A character that is alive and fed enters, once, for nothing, at any time while hats remain; a new player can join a party already going.

An entered character pops one balloon every . Each pop is one transaction and rolls on the hash of the block after it, the same scheme as every roll in the game. One pop in holds a blue party hat. hats, then the party is over. A party hat is an item with no stats: a helm slot, no bonuses, and no equal. It trades on the Exchange for PVP the moment it lands.

The sunset

After days without a trip or a fight starting, anyone can call the sunset. Whatever ETH the house still holds unassigned folds into the accumulators, and no new trips or fights start. Claims, withdrawals, the desk and the Exchange keep working forever. The team cannot take the pots while anyone is playing, and nothing stays stuck when nobody is.

Randomness

Every roll in a dungeon trip comes from the hash of the block after your transaction. When you start a trip the contract asks the seed queue for that block's hash; when the trip is collected, the whole fight runs from it. The hash is readable for blocks; a keeper settles the queue, and if the keeper is down for good you can settle your own: every settle is permissionless. The sequencer is the only party who could influence a block hash, and neither a player nor the team can pick which block. Arena rounds use no block hash at all: the seed is the two fighters' revealed secrets hashed together.

What the team can and cannot do

Every function the deployer can call, with its cap. If a power is not on this list it does not exist.

What nobody can do: move a character, an item, PVP or ETH that a contract holds on someone's behalf. Change the desk's cross or spread. Take any share of the ETH. Stop a settle, a claim, a bury, a cancel or the sunset; all are permissionless. Mint PVP; there is no minter. Change a frozen registry row, a frozen renderer, or a frozen module list.