RuneScape clock

 The RuneScape   clock    is a term that is used to refer to the time-frame used for actions in   RuneScape. ''RuneScape. ''  runs on units of time of approximately 0.6 seconds which are sometimes called "ticks." All actions are a multiple of this basic tick time. This includes any instant where a message appears in the  chat interface   any instant that experience is gained, any instant that a monster spawns, and any other actions a player performs, including animations (hence players being able to perform animations in sync with each other rather easily). Purely client sided occurrences are independent of the game tick (e.g. right-click menus).

Each action you register within one tick, will start to take place by the beginning of the next tick.

However, Jmods on the Runescape Forum have explicitly said in the Engine Q&A threads in the past that some activities run at as fast as 50ms ticks.

"Q. As we know and stated by Andrew the game runs at 600ms intervals (one tick). Is there a reason for this exact number? Could the game benefit from lower interval, for example 300ms?

A. Some upcoming features in the server tick at a 50ms rate. The overall 600ms tick remains, as the content relies on having this time interval available as a base, but we’re not limited by it.

Mod_jackh"

Length of a tick
<p style="margin-bottom:0cm;border:none;padding:0cm;font-variant:normal;font-weight:normal;line-height:0.56cm"><span style="font-size:11pt;font-family:Arial,sans-serif;color:rgb(0,0,0);line-height:0.56cm;">The length of a tick can be measured by timing a repeated action using a stopwatch. For example, lighting 25 logs without re-lighting a log takes 100 ticks. If the stopwatch can be stopped to within 0.1 seconds, the tick can be measured to within 0.001 seconds. Another method is to use summoning familiars. Each "minute" that a familiar lasts for is actually 100 ticks. If, for example, you start a timer when a familiar timer goes from 26:00 to 25:30 and stop the timer when it goes from 16:00 to 15:30, this will be exactly 1000 game ticks.

<p style="margin-bottom:0cm;border:none;padding:0cm;font-variant:normal;font-weight:normal;line-height:0.56cm"><span style="font-size:11pt;font-family:Arial,sans-serif;color:rgb(0,0,0);line-height:0.56cm;">Ideally, without any lag, there should be exactly 100 ticks per minute, or 0.600 seconds per tick. However, the observed length of the tick is actually slightly more than this, due to connection speed and the server having to process all the players that are currently logged in. The observed length of the tick is between 0.606 and 0.618 seconds. The tick length is constant throughout a server for all players, which is due to the fact that player's actions are processed in the same order every time, so even if someone is processed last, they will still have the same tick as previously due to them being processed last every time. However, the tick length is not constant from server to server. The more players there are on a server, the longer the tick length; the fewer players are on a server, the shorter the tick length. While there seem to be other factors that affect tick length as well, the number of players on the server seems to be the largest factor.

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Length of selected actions

 * Running covers 2 squares per tick, while walking covers 1 square per tick.
 * The amount of time a player can spend colecting tears in tears of guthix is the number of game ticks equal to the players quest points
 * Boosted or reduced stats move towards normal at a rate of 1 level per 100 ticks, which is a tiny bit over one minute.
 * Player chat messages stay above their heads for 5 ticks (exception: if a second message is sent sooner it will replace the first and last 5 ticks unless another message is sent sooner etc.).
 * Burning logs: 4 per log
 * Abyssal whip: 4 per hit
 * Scimitar or dagger: 4 per hit
 * A Pyramid Plunder activity is 500 ticks
 * Blackjacking: 6 per round

Application
In general, knowledge of the  RuneScape  clock does not matter much, but it can make it easier to time actions. Timing just one of a repeated action may clearly give a tick number, which may be able to be used to estimate experience per hour. For example, high level alchemy is a spell that takes 5 ticks, which means that if you assume there are about 5940 ticks per hour then its possible to cast the spell 1188 times per hour (1200 casts if perfect ticks were observed). This would lead to an hourly experience rate of approximately 77,000 xp/hr (78,000 xp/hr with no latency).

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