PJ timer
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The PJ timer (Pile jumping timer) is a grace period in single-way combat areas during which a player cannot be attacked by another opponent or aggressive monsters since the last time they were attacked. The timer ensures that fights cannot be interrupted as long as both participants exchange attacks. The name of this term refers to PJing, a common abbreviation of player jacking or pile jumping, which is used to describe rushing or interrupting fights in PvP combat.
Additionally, players cannot log out for 16 ticks after being attacked in both PvP and PvM combat, regardless of whether they are under the effect of the PJ timer.
Outside of the Wilderness
In single-way combat when under attack by a monster, the player starts a PJ timer of 8 game ticks (4.8 seconds), during which the player cannot attack or be attacked by another monster. This timer is refreshed every time the monster attacks the player. When a player kills the monster, the PJ timer immediately ends. Notably, this means:
- As long the player is not under attack, they can attack multiple NPCs one after another.
- After killing a monster, the player can be immediately attacked by an aggressive NPC.
NPCs also have the same 4.8-second PJ timer applied towards them when hit by a player; the NPC cannot attack or be attacked by other players as long as the NPC is continuously attacked no more than 4.8 seconds since the last attack.
Wilderness
Player vs player
On regular worlds in the single-way combat or singles-plus combat areas of the Wilderness, when one player is attacked by another player, both players start a longer PJ timer of 20 ticks, or 12 seconds. A player that gets hit by another player also (re)starts a separate 12-second cooldown that prevents them from hitting any other opponents besides their attacker. Notably, this means:
- The two players cannot be interrupted even if one of the players is not under attack; both players' PJ timers are refreshed every time one of the players attacks the other.
- However, if a player in a single-way area attacks another player in a multi-combat area, the attacker's PJ timer is not set until the attacked player attacks back. The attacker in singles has no protection from a third player at all unless the player in the multi-combat zone retaliates. If the player in the multi-combat zone stops hitting back, eventually a third player can interrupt the attacker in the single-way area. Be aware of this trick, as it can be used to lure an unsuspecting player into a new fight (most likely with reduced supplies), all without requiring that player to step into a multi-combat area.
- An attacking player can switch to another target as long as they themselves have not been hit back in the last 12 seconds.
- If the player under attack is able to avoid further attacks by the attacker, they will be able to log out before being attacked by another player or NPC. This is because the 9.6-second logout timer is shorter than the 12-second PJ timer.
Additionally, killing a player will also begin a 12-second PJ timer for the killer, allowing them to logout or teleport away without being attacked.
These PvP specific PJ timer mechanics are NOT applied in the Bounty Hunter or Deadman Mode worlds.
Player vs monster in singles-way combat areas
NPCs in single-way combat areas in the wilderness largely have the same mechanics as outside the wilderness. As outlined in the non-wilderness section, this includes a 4.8 second PJ timer and an immediate termination of the PJ timer upon monster death. This leads to the following observations:
- A player can be immediately attacked by another player after killing a monster.
- A player already in combat with a monster cannot be interrupted as long as both player and NPC are continuously attacking each other no more than 4.8 seconds since their own last attack.
- However, splashing or missing too many consecutive attacks (i.e. with a fun weapon) will end the PJ timer and allow another player to interrupt. How long it takes for this to happen is currently unknown, but was introduced in this update to discourage boxing.
Exceptions to this behaviour are treasure trail NPCs such as the Zamorak wizard. Players in combat with these NPCs can be attacked by another player immediately, but are still able to continue fighting the NPC.
Player vs monster in singles-plus combat areas
In singles-plus combat areas in the wilderness, a player can immediately attack another player that is currently in combat with an NPC. The monster will immediately stop attacking and cannot be attacked by any players for 12 seconds. Exceptions to this behaviour are Artio, Spindel, Calvar'ion, and the revenant maledictus, who will continue attacking all players.
Alternatively, a player currently in combat with a NPC can immediately attack another player.
PvP worlds
The PJ timer is also increased in the PvP worlds to 16 ticks (9.6 seconds), which eases safe looting and banking after a PvP kill. However, the extended grace period does not prevent the player from attacking another target.
As with regular wilderness PvP interactions, players are locked in combat in single-way combat areas after the first attack from either participant, which makes it impossible to interrupt a fight by other players as long as at least one participant is attacking. If a player is in a PvP fight, but they are not being attacked, they can switch the target and lock in combat with another player.
Changes
| Date | Changes |
|---|---|
| 25 March 2026 (Update) |
The PJ timer in PvP worlds increased to 16 ticks (9.6 seconds) up from 8 ticks (4.8 seconds). |
| 10 April 2024 (Update) |
Removed the 12-second wilderness PJ timer from Bounty Hunter worlds, as originally intended for those worlds. |
| 10 August 2022 (Update) |
NPCs attacking the players within PvP areas now trigger a 5 second PJ timer instead of the full 12 second timer, matching the behaviour from before the PJ timer increase of March 9, 2022. |
| 9 March 2022 (Update) |
PJ timer within the single-way combat areas of the Wilderness was modified:
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| 10 September 2015 (Update) |
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