core differences

Guide for core differences

Core Differentiation Summary

Purpose: This document summarizes all gameplay differences from RuneScape that make Legends of Hastinapur a unique experience.

1. Combat System

1.1 Tick Rate: 0.4s (vs RS 0.6s)

  • Change: Game runs 50% faster than RuneScape
  • Impact: Combat feels snappier, more responsive
  • Formula: All combat timings (stuns, delays) are based on 0.4s ticks
  • Example: A 5-tick attack in RS (3.0s) becomes a 5-tick attack here (2.0s)

1.2 Stance System

Three togglable stances that modify combat stats:
StanceAttack/StrDefenseOther
Offensive+10%-10%+5% Accuracy, faster special regen
Defensive-10%+10%+50% parry chance
Balanced0%0%+10% Accuracy
Stance Switching: No cooldown. Can switch instantly.

1.3 Combo System

  • Consecutive successful hits build a damage multiplier
  • Multiplier: 1.0x → 1.05x → 1.10x → 1.15x → 1.20x → 1.25x (capped at 5+ hits)
  • Resets on: Miss, target change, or 10-tick gap (4.0s) between attacks

1.4 Critical Hits

  • Exclusive to: High-tier weapons (Vajra and above)
  • Scaling: Base crit chance + (0.05% × Attack level)
Weapon TierBase CritCrit Damage
Vajra5%1.5x
Soma7%1.6x
Divya10%1.75x

1.5 Dodge & Parry

Dodge (Passive):
  • Chance: defense_level × 0.1% (max 10% at level 100)
  • Visual: "Dodge" splat (no animation)
Critical Hits apply to ALL combat styles (Melee, Ranged, Magic).
Parry (Requires shield/katar):
  • Chance: 5% + (defense_level × 0.05%) + shield_bonus
  • On success: 50% damage reduction, 25% reflect, 1-tick stun on attacker
Shield Parry Bonus Table:
Shield TierParry Bonus
Bronze+2%
Iron+4%
Steel+6%
Soma+10%
Vajra+12%
Divya+15%

1.6 Greatbows & Astras (NEW Weapon Class)

  • Greatbows: Hybrid weapons requiring both Ranged and Magic levels
  • Astras: Divine ammunition with massive Bija costs and special effects
  • Damage Formula: (Magic × 0.5 + Ranged × 0.5) × Greatbow_Modifier
GreatbowLevel ReqRanged Str
Bamboo1/110
Iron20/2020
Vajra50/5035
Celestial70/7050
Pinaka85/8565
Ammo: Greatbows use regular arrows OR Astras (divine ammo). Gandiva's "Conserve Ammo" only works on regular arrows, not Astras.

2. Progression System

2.1 Level Cap: 100 (vs RS 99)

  • Total XP at 100: ~18M (vs RS 13M at 99)
  • Extra level: Provides room for prestige rewards

2.2 Dynamic XP Curve

Level RangeModifier
1-5020% faster than RS
51-80Same as RS
81-10020% slower than RS
Reasoning: Fast early game for new players, longer endgame grind for veterans.

2.3 Prestige System

  • Unlock: Available at level 100 in any skill
  • Tiers: 5 prestige levels per skill
  • XP Bonus: +2% per prestige tier (up to +10% at P5)
Per-Skill Benefits Example (Mining):
TierBenefit
P1+5% ore yield
P2+10% gem chance
P3Reduced rock depletion
P4Double ore chance
P5Unique ability unlock
Ambiguity Check: Prestige cosmetics TBD. Need to define unique visuals per tier.

2.4 Skill Cloak (vs Skillcape)

  • Awarded at level 100
  • Retains perks and emotes
  • Name change only

3. Resource Systems

3.1 Inventory: 6×5 Grid (30 slots)

  • Base: 30 slots (vs RS 28)
  • Expandable to 50:
    • Row 1 (31-35): Boon Points unlock
    • Row 2 (36-40): 1 Bond
    • Row 3 (41-45): 3 Bonds
    • Row 4 (46-50): 5 Bonds

3.2 Run Energy: Fluid Stamina

  • Recovery: Fast (~15-20s when idle/walking)
  • Weight Impact: Affects drain rate, not recovery time
  • Goal: No "walking simulator" punishment

3.3 Prayer Drain

  • Mechanic: 100% damage block (same as RS)
  • Drain Rate: Based on the prayer itself (not monster level)
  • Each prayer has its own drain rate defined in prayers.json

3.4 Bank Size

  • F2P: 100 slots
  • P2P: 500 slots

4. Death & Respawn

4.1 Yamaraj's Court

  • On Death: Teleport to Yamaraj's Court (instanced purgatory)
  • Items: Held by Yamaraj NPC
  • Reclaim Fee: 5% of item value (Grand Bazaar price or Greater Transmute value, whichever is higher)
  • Fee Cap: Maximum 1M gold (regardless of item value)
  • Quest Items: Always kept (never go to Yamaraj)
  • Free Deaths: First 3 per day (resets at Midnight UTC)
  • Raid Penalty: Double fee if died in dangerous instance

4.2 Predetermined Respawn Points

  • Default: Ashram (starting area)
  • Unlocks: New spawn points via Quests and Regional Challenges
  • No Selection Menu: You spawn at your bound location

5. Economy & Trading

5.1 Grand Bazaar (vs Grand Exchange)

  • Function: Centralized player trading hub
  • Location: Available in major cities (Kashi, etc.)
  • Differentiation: Multiple locations, not just one

5.2 Boon Points System

Earning Formula: (total_level / 10) + (quest_points × 2)
Persistence: Boon Points are permanent across all prestiges.
Boon Reset Tokens:
  • Earn: 1 token when ALL skills reach P1, another at all P2, etc. (5 tokens total possible)
  • Use: Consume token to reset all Boon Point unlocks and refund spent points
  • Alternative: Can reset without token for 1 Bond
  • Tradeable: No, tokens are account-bound
Unlockable Abilities (Permanent):
TierCostAbilityEffect
Early50Ashram RecallInstant home teleport
Early100Spell Saver5% Bija save chance
Early150Extended Buffs+20% potion duration
Mid200Portable Bank3 uses/day anywhere
Mid250Death's WardKeep +1 item on death
Mid300Swift Learner+5% XP permanently
Mid400Relic Hunter+15% rare drops
Late500Master Crafter10% material save
Late600Soul BondPet auto-loot
Late700Deep Pockets+4 inventory slots
Late800Infinite Bija10% Bija save on cast
End1000Combat Mastery+5% accuracy/damage
End1250Prestige Master+2% XP per prestige
End1500True ImmortalNever lose items
End2000Avatar's BlessingAll Skill Cloak perks

5.3 Transmute Spells

  • Lesser Transmute: Converts items to coins (lower value) - equivalent to Low Alchemy
  • Greater Transmute: Converts items to coins (higher value) - equivalent to High Alchemy
  • Item Database: Each item has lesser_transmute_value and greater_transmute_value fields
  • Quest Items: No transmute values (cannot be converted)

6. Content Systems

6.1 Regional Challenges (vs Achievement Diary)

  • Tiers: Novice → Journeyman → Expert → Master
  • Function: Area-specific task lists with rewards
  • Unlocks: Respawn points, lamps, unique items

6.2 Player Owned Ashram (vs POH)

  • Theme: Spiritual/meditative (vs Western mansion)
  • Function: Customizable housing via Construction
  • Alternate Name: Patashala (for scholar builds)

6.3 PvP Zone: Tripura (Deferred)

  • Name: Tripura (ruined demon cities destroyed by Shiva)
  • Theme: Ashen wasteland
  • Status: Not in initial release

7. Item System

7.1 Item Durability (Level 50+ Combat Equipment Only)

  • Mechanic: Charge per hit (each attack drains 1 charge)
  • At 0 charges: Unusable until repaired
  • Skilling Tools: No durability (pickaxes, axes, etc.)
  • Repair materials: Other items (not coins)
TierDurationApprox ChargesRepair Material
Soma2 hours~18,000Soma Ore
Vajra3 hours~27,000Vajra Bars
Divya5 hours~45,000Divya Bars + Divine Essence
Charges calculated at 2.5 hits/second (0.4s tick rate)

7.2 Divya Bar Crafting

  • Recipe: 1× Soma Bar + 1× Vajra Bar + 1× Divine Essence
  • Differentiation: Combination bar (vs single ore smelting)

8. Naming Conventions

RS TermLoH Term
Grand ExchangeGrand Bazaar
Player Owned HousePlayer Owned Ashram
SkillcapeSkill Cloak
Achievement DiaryRegional Challenges
WildernessTripura
RunesBijas
PrayerMantras (same function)
Quest PointsQuest Points (unchanged)

Document Status: COMPLETE

All core differentiations have been defined and documented. This document serves as the authoritative reference for gameplay differences from RuneScape.
Last Updated: 2026-01-18 Daily Reset: Midnight UTC