🎣 Tempoross Loot Calculator OSRS
Estimate Tempoross reward permits, reward pool rolls, Fishing level band assumptions, unique target odds, caskets, fish rewards, dry streaks, permits per hour, and target time.
| Reward | Rate per permit | Expected rolls | Planning note |
|---|---|---|---|
| Spirit flakes | 1/4 | 4 | 32-64 flakes, about 48 average |
| Casket | 1/20 | 20 | Useful for clue-style side loot tracking |
| Fish barrel | 1/400 | 400 | Major fishing utility target |
| Tackle box | 1/400 | 400 | Storage and collection log target |
| Tome of water | 1/1600 | 1600 | Empty tome, pages tracked separately |
| Big harpoonfish | 1/1600 | 1600 | Cosmetic-style log slot |
| Tiny tempor | 1/8000 | 8000 | Pet target, very long tail |
| Dragon harpoon | 1/8000 | 8000 | Rare equipment drop |
The calculator sums disjoint unique rates for combined targets such as any core unique or pet-or-harpoon.
| Base level | Highest fish | Fish roll share | Average cooking XP |
|---|---|---|---|
| 35-39 | Raw tuna | 45/80 | 718 XP per permit |
| 40-45 | Raw lobster | 45/80 | 870 XP per permit |
| 46-49 | Raw bass | 45/80 | 1042 XP per permit |
| 50-75 | Raw swordfish | 45/80 | 1172 XP per permit |
| 76-78 | Raw shark | 45/80 | 1355 XP per permit |
| 79-80 | Raw sea turtle | 45/80 | 1568 XP per permit |
| 81+ | Raw manta ray | 45/80 | 1772 XP per permit |
Fishing boosts do not unlock higher reward fish. The base level when claiming permits decides the band.
| Points | Expected permits | Guaranteed | Rounding context |
|---|---|---|---|
| 0-1999 | 0.00 | 0 | No reward permit threshold |
| 2000 | 1.00 | 1 | First permit starts here |
| 2700 | 2.00 | 2 | One full extra threshold |
| 4100 | 4.00 | 4 | Stable mass-world sample |
| 5500 | 6.00 | 6 | Strong standard game sample |
| 7600 | 9.00 | 9 | High-point solo sample |
For in-between scores, this tool keeps the fractional threshold as expected value and shows the round-up chance in the breakdown.
| Component | Per permit | 100 permits | Why it matters |
|---|---|---|---|
| Fish sub-table | 45/80 | 56.25 | Main level-dependent reward |
| Casket | 1/20 | 5.00 | Side reward expectation |
| Spirit flakes | 1/4 | 25 rolls | About 1200 flakes per 100 permits |
| Soaked pages | 149/8000 | 1.86 | Tome ammo and duplicate fallback |
| Materials | 22/160 | 13.75 | Planks, seaweed, nails, bait, feathers |
Expected values smooth out RNG. Actual drops can cluster, especially on rare unique targets.
| Slot | Fish in current band | Rate per permit | Expected quantity per permit |
|---|
The five fish slots use 900, 810, 720, 630, and 540 rolls out of 6,400, with higher-level fish replacing the lower band.
In Old School RuneScape, you stare into the abyss of hopelessness that is the Tempoross reward pool. Your inventory’s stuffed with spirit flakes. You’ve got hundreds of permit stashed away. And yet there it sits: the ever-elusive Tiny Tempor pet just out of reach. It is unfair that this game punishes you for working so hard. Unfortunately, that is not the case. The loot system are quite a bit more mathematical and dry than that. It works based off its own separate probabilistic roll, one that doesn’t give two shits about your frustration or your efforts.
Once you understand that mechanic, you approach the activity differently. Luck becomes less important; rather, planning and patience takes center stage. To manage those expectations, though, we have to start at ground zero: how are these permits created? They don’t come directly. Instead, you rack up points by playing games successfully, and after clearing a certain threshold, those points transforms into permits.
How to Win Tempoross Rewards
People often overlook this simple math. Below 2k, you’ll receive no permits. If you’re above that, then you’ll receive one permit for every 700 points above that starting threshold. This means a high-point strategy might be slower per game. However, it will get you a lot more permits different than a rapid mass world run that stops scoring early on.
To see this play out, I’ve made a simple calculator that takes your estimate of games played and your average score and outputs an exact number of rolls you can expect. This strips the guessing out of deciding if it’s time to invest in faster ways (like faster gameplay) or better gear to increase your point-averages.
Most players fail to realize that how you time out claiming your permits makes much more difference than anything else. You only get the fish based on what your base fishing level was when you claimed them. It is not your boosted level in-game. That is also an important point, since boosts don’t unlock the next levels of fish rewards. So if you’re currently sitting there at level eighty fishing and looking towards the manta ray reward band, don’t claim your permits yet. You’ll want to wait if you want better rewards for all the grinding you’ll need to do to get to the last tier. Save ‘em till you reach level eighty-one, and you can dramatically increase the quality of your fish rewards. It doesn’t change the chances of getting something special such as a pet tempor or the dragon harpoon. But it’s one of those little tactical moves which adds up over time, hundreds of rolls’ worth of time.
To be clear, all of this is laid out in the reference tables on the page. If you want to know how many spirit flakes will drop off each type of roll, or which fish are associated with which level bands, those tables tells you exactly what to expect. Even without the rare drops, they’re helpful to keep track of general value.
It’s built so that unique items is unlikely to appear quickly. However, there is still a solid baseline of progression with guaranteed stuff like materials, caskets, and fish to fall back on. This helps make the loot loop feel less barren when you inevitably hit a dry spell. Most players lose their cool on dry streaks. After four hundred rolls, seeing no rare drops is totally normal; those items has one-in-four-hundred odds. Items like the tackle box and fish barrel have one-in-four-hundred odds. If you look at enough data, you should expect both long stretches without any hits and long stretches with many hits.
Since long stretches without any hits are inevitable, trying to force it by playing more aggressively will often cause you to burn out instead of succeed. Instead, think of the permit pool as a long-term investment. Try to track your total number of rolls (not just games). Establish a realistic confidence interval for what day/week/month/year you’d be willing to consider yourself lucky enough to see a rare item. The tool visually shows how much time you’ll need to get to a certain chance of getting something. That way, you can decide whether or not the grind is worth it before you go clicking away.
Tempoross rewards are a grind, pure and simple. And yet there’s no skill involved, at least not beyond figuring out how to get the best odds in your favor through the variables available to you. To that end, you’ll want to get as many points from each game as possible, time your claims so you’re getting the best fish table when you hit the required fishing level, and accept that this is ultimately a lottery with built-in variance. Eventually, you’ll get your pet. Until then, stack up on those permits.
