Actions
Pets
Per-skill pets (normal and shiny) rolled from XP gains, plus an all-skills pet. Each is a permanent action source.
Rules and numbers
- confirmed Pet chance per XP event = xpGained / 10,000,000, with xpGained capped at 1000 per event (max 1 in 10,000).
petChance = min(xp, 1000) / 10000000Source: Constants.js:1130-1152 - confirmed A pet hit is shiny 1 in 5 (PET_SHINY_CHANCE 0.2).Source: Constants.js:1133
- confirmed The All Skills Pet rolls independently: 1/100M normal and 1/500M shiny per XP gained.Source: Constants.js:1134-1161
- unknown Whether the 1000-XP cap also applies to the All Skills Pet roll is decided server-side.Source: Constants.js:1154
- confirmed Each pet is one cape/pet source: -0.1 s action time and +1 action source.Source: ClientState.js:2886-2898
- confirmed XP bonus: normal pet +0.25%, shiny +0.5%.Source: Constants.js:2060-2066
- confirmed For combat skills and Vigor each pet adds +1 effective level; Delve pets count for every combat skill.Source: EffectiveLevel.js (2026-09-30 client)
Connected systems
- Pets shorten Action time
- Pets are logged in Collection log
- Pets add effective levels in Combat
- Food healing boosted by Pets
- Pets raise Success chance
- Pets are rolled from XP per action
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 · Bank trips · Beacons · Double gather · Inventory and satchels · Material save · Movement speed · 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.