OSRS Skull Timer
How long a skull lasts for every way of getting one, in minutes and game ticks, how to get rid of a skull early, the items you keep on death, and live timers.
Time it
Start a timer the moment you are skulled. It names each stage as it passes, keeps running in the background, and is still here after a reload.
What renews it
What ends it early
Every duration is exact to the game tick of 0.6 seconds. Two figures are estimates and carry a ~: how long a skull that ran out mid-fight stays once the fight ends, and how long you stand on one tile before a Deadman skull stops running down. Checked against the OSRS Wiki on 7 November 2026.
How long a skull lasts
A skull lasts 30:00 when you attack another player first, 10:00 from entering the Abyss and 20:00 from the Emblem Trader, a cape of skulls or an amulet of avarice once it comes off. On the permanent Deadman world an attack skull is only 5:00. A game tick is 0.6 seconds, so a 30-minute skull is 3,000 ticks.
| Skull | Lasts | Ticks | Renewed by | Ends early |
|---|---|---|---|---|
| Attacking another player first | 30:00 | 3,000 | Each new attack sets it back to the full time; it cannot run out while you are fighting a player | Dying, Last Man Standing, the Gauntlet |
| Attacking a player first on the Deadman world | 5:00 | 500 | Each new attack sets it back to 5:00, even on a skulled player; it stops in an instance or after ~100 ticks on one tile | Dying |
| Entering the Abyss | 10:00 | 1,000 | Entering again leaves at least 10:00; an abyssal bracelet stops the skull and the top-up | Dying, Last Man Standing, the Gauntlet |
| The Emblem Trader | 20:00 | 2,000 | Asking again tops any shorter skull up to 20:00 | Dying, Last Man Standing, the Gauntlet |
| Putting on a cape of skulls | 20:00 | 2,000 | Putting it on again or hopping worlds; it runs out even while worn | Dying, Last Man Standing, the Gauntlet |
| An amulet of avarice | 20:00 | 2,000 | Skulled all the time it is worn; the time starts when it comes off | Dying, Last Man Standing; not the Gauntlet |
| The Forinthry Surge | 30:00 | 3,000 | Killing a holder while you both wear an amulet of avarice takes their surge and the time they had left | Taking the amulet off; each world hop takes 1:00 off |
| Winning the TzHaar Fight Pit | 1:00:00 | 6,000 | A red skull that changes nothing about your items | Any teleport, changing gear after you leave, an overhead prayer, hopping or logging out, monster damage |
Since December 2021 a skull cannot run out while you are in combat with another player. The timer keeps a skull that ran out mid-fight for ~14.4 seconds after you mark the fight over, as long as the single-way PJ timer.
How to get rid of a skull
A skull goes on its own when its time runs out. Sooner, it goes when you die to another player or a monster, when you die in a Last Man Standing game, or when you go into the Gauntlet, unless you are wearing an amulet of avarice. Dying in your own house is a safe death that also clears it; a flame pit, built at 69 Construction, is one way to do that. On Hardcore Worlds a death in your house is an official death, and Last Man Standing is turned off there. Entering Clan Wars, dying in its free-for-all arena and logging out in a Last Man Standing lobby no longer clear a skull: the lobby trick stopped working on 25 March 2026.
To avoid a skull by mistake, turn on PK Skull Prevention in the settings. It stops you attacking an unskulled player first, but once you are skulled it does not stop you attacking again, so it can still make your skull last longer. Hitting back at someone who attacked you never skulls you.
Items kept on death
Unskulled you keep your 3 most valuable items on an unsafe death, and skulled you keep 0. Protect Item, unlocked at Prayer 25, keeps one more either way. It does nothing on a high-risk world or the Deadman world, and an ultimate ironman keeps nothing on an unsafe death. A death to a monster in the Revenant Caves counts as a death to a player.
| Death | Unskulled | Skulled | Unskulled, Protect Item | Skulled, Protect Item |
|---|---|---|---|---|
| An unsafe death on a normal world | 3 | 0 | 4 | 1 |
| An ultimate ironman's unsafe death | 0 | 0 | 0 | 0 |
| Killed by a player on a high-risk world | 0 | 0 | 0 | 0 |
| Killed by a monster on a high-risk world | 3 | 0 | 3 | 0 |
| Killed by a player on the Deadman world | 0 | 0 | 0 | 0 |
| Killed by a monster on the Deadman world | 3 | 0 | 3 | 0 |
| Killed by a monster in the Revenant Caves | 3 | 0 | 4 | 1 |
| Dying in your house | All | All | All | All |
| Dying in your house on Hardcore Worlds | 3 | 0 | 4 | 1 |
| Dying in a safe minigame | All | All | All | All |
The safe minigames are Castle Wars, Clan Wars, Emir's Arena, Last Man Standing, Soul Wars and TzHaar Fight Pit. A hardcore ironman's unsafe death also ends their hardcore status, and a hardcore group ironman's uses one of the group's lives. On Hardcore Worlds any death that is not safe is an official death: you reset or transfer the character, and the items that would have gone to a gravestone are deleted. A high-risk world gives everyone a skull of its own that never goes, even on death; it shows only when you have no other skull, and it never counts as a skull for a death to a monster. The item despawn timer times the items you leave behind.
Skull colours
The white skull is a normal skull, and it shows the number of loot keys you carry when you have any. The light blue skull is the Forinthry Surge, for top damage on the Revenant maledictus while wearing an amulet of avarice: 15% more accuracy and damage against revenants for 30:00. The red skull is the Fight Pit champion's. In the Bounty Hunter crater and on the Deadman world the skull's colour shows how much you are risking, and its eyes turn gold while you are skulled:
| Skull | Coins risked |
|---|---|
| Bronze | up to 200,000 |
| Iron | 200,001 to 800,000 |
| Green | 800,001 to 2,000,000 |
| Blue | 2,000,001 to 8,000,000 |
| Red | over 8,000,000 |
In Bounty Hunter, dying unskulled costs your minimum coffer deposit and dying skulled costs 10,000 coins. Unskulled you earn 50% less earning potential a minute and cannot upgrade an emblem past tier 5.
Skulls and revenants
A skull raises the chance of various revenant drops by about 45%. It makes the ancient emblem nearly 3.5 times rarer and takes the dragon med helm off the table. The high-risk world's own skull does not change the drops; only a real skull does, which is why players wear an amulet of avarice in the Revenant Caves.
Skulled on the Deadman world
On the permanent Deadman world a skull shuts you out of these places, and a teleport waits through a 7 second timer even when you are out of combat. The time left shows on the game's screen and updates every half minute.
Places a Deadman skull keeps you out of (24)
- The guarded towns and banks: level 1337 guards attack and wizguards freeze you
- A teleport waits through a 7 second timer, even out of combat
- The Chambers of Xeric and the other raids
- The Fortis Colosseum, and a private instance at the Hueycoatl
- Yama
- Araxxor's lair
- Travel to Zulrah
- The Hell-Rat Behemoth's instance
- The Dragon Slayer II instances
- The Death to the Dorgeshuun instances
- The instanced areas of Monkey Madness II
- The Soul Wars tutorial and waiting areas
- Diving with the rowboat on Fossil Island
- The Champions' Challenge fight area
- Hiding in the Catherby crate
- Count Draynor's crypt
- The closet in Draynor Manor
- The control room of the Elemental Workshop
- Tolna's rift during A Soul's Bane
- The dragon token in the Freeing Sir Amik Varze subquest
- The Demon Slayer cutscene
- The Goblin Village kitchen
- Getting inside the penguin suit
- A Financial Wizard's safe deposit box
A skull and a freeze often come together in a fight, so the freeze timer times freezes and their immunity beside this one, and the potion timer times your boosts. The LMS calculator works out Last Man Standing points, and the Gauntlet calculator its chest.
Update history
Every change to this calculator
- Calculator added