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Built for the community.
With credit to the community.

Inferno Tips is an independent fan-made learning tool. It is not affiliated with, endorsed by, or operated by Jagex or the creators linked here.

Game artwork

RuneScape, Old School RuneScape, and game artwork are © Jagex Ltd. Their inclusion identifies the game’s creatures and protection prayers. No ownership of these assets is claimed.

Jad image: OSRS Wiki JalTok-Jad artwork.

Mechanics and further learning

What the drills model

Both guided practice and challenges use the real 600 ms game tick. Guided mode adds explanations without changing the rhythm. Prayers, movement, and items use mouse clicks. Configurable function keys switch inventory and prayer tabs only. Blob read phases vary by exercise, with a six-tick cycle and an attack three ticks after the read. Two-tick drills deliberately distinguish aligned and misaligned scan phases. With no protection prayer, the exercise chooses a reproducible style; that is a practice choice, not a prediction of the game. Magers and rangers use four-tick attacks. Stack exercises begin with an explicitly labelled one- or two-tick offset.

Rhythm and alternation lessons score their requested pattern. Conservation also checks one off–on pair between ticks; simply holding prayer does not pass. Reverse-flick and melee–blob exercises score the requested mitigation priorities, while separately reporting attacks left unprotected. Blob lessons score both controlled reads and protected attacks. Other lessons score attack checks and, where applicable, movement targets. A score is correct checks divided by total checks; it does not measure damage, prayer drain, or real-world latency.

Supply exercises model finite stock and a three-tick cooldown for standard food or potions, based on food timing and potion timing. The brew exercise uses a fixed three-brew/one-restore sequence as a dose-tracking task. It does not simulate HP, stat levels, boosts, or the attack delay caused by eating. Supplies do not switch prayers or stop enemy attacks.

The marked tile exercise is an invented coordination drill, not an Inferno floor hazard. Click movement places the player directly on the chosen tile, without pathfinding. These exercises do not model combat damage rolls, gear, melee range or full wave solving. Blue zero hitsplats indicate protected attacks; red numbers are illustrative practice damage, without HP loss. Protection is decided at the attack check, not when the visual projectile lands. Flight paths and delays are simplified for the compact scene. Jad exercises use game-model attack animations, labelled cues and delayed prayer checks. Blowpipe walking uses a straight lane, up to two tiles of running per tick, automatic attacks and a two-tick cooldown. The target remains in range; it does not attack or die. This does not model Zuk’s shield or full combat pathfinding. The course covers encounter decisions and links full Jad and Zuk practice externally. Use the linked guides and simulator to continue learning.

Your progress

Knowledge-check answers, completed runs and scores are saved in this browser’s local storage. Guided or interrupted runs count as practice. Meeting a drill’s pass target in two uninterrupted challenges earns lesson mastery. Mastery is a learning milestone, not a guarantee of an Inferno completion. Hidden tabs and delayed browser timers pause the drill. You can delete local scores on the Your progress page.

Fonts are loaded from Google Fonts; otherwise the drills and game images run locally after the site has loaded. External resources open only when you follow their links.