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:
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)
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:
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
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
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):
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):
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_valueandgreater_transmute_valuefields - 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)
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
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