Actions
Bank trips
The character walks to a bank to deposit gathered items and withdraw processing inputs. Deposits and withdrawals are instant, so the walk is the whole cost.
Rules and numbers
- confirmed BANKING_DEPOSIT_DURATION and BANKING_WITHDRAW_DURATION are 0, so banking adds no pause beyond the walk.Source: Constants.js:443-444
- confirmed The server sends a banking phase of deposit or withdraw to the client.Source: ClientState.js:101-104; main.js:1353-1364
- confirmed Routes go node, nearest bank, bank-to-bank path, the destination's nearest bank, destination.Source: ClientState.js:1797-1868
- unknown When a bank trip starts (full bag, missing inputs, task switch) is decided by the server.Source: main.js:4406
- confirmed Task ETAs count action time only; travel and banking time are excluded.Source: ClientState.js:2439
- dev note Reconnecting mid-walk keeps an in-progress banking trip.Source: LoginScreen.js:785 (patch note)
Connected systems
- Bank diaries are grouped by Bank trips
- Bank trips empties Inventory and satchels
- Bank trips costs time through Movement speed
- Bank trips is shortened by Teleport crystals
Arrows show who acts on whom: → this system acts on the other, ← the other acts on this one, ↔ both do.
More in Actions
Action time · Alms · Beacons · Double gather · Inventory and satchels · Material save · Movement speed · Pets · Potions · Scraps · Skilling actions · Sleep mode and offline time · Success chance · Teleport crystals · Telescopes · Tools · Vigor · XP per action
Statuses: confirmed is a value or rule in the game files; observed is measured from recorded play; dev note comes from a developer comment, tooltip or patch note; inferred is worked out from the files with the assumption stated; unknown is decided on the server. Game data read 2026-10-03.