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Skills

Every skill runs from level 1 to level 99 on the same experience curve (Hitpoints starts at level 10; everything else starts at 1). Experience is never lost.

See Recipes for the full tables of what everything takes to make.

The seventeen skills

Combat Gathering Processing Support
Attack, Strength, Defence, Hitpoints Woodcutting Firemaking, Cooking Agility
Ranged, Magic, Prayer Mining, Fishing Smithing, Crafting, Fletching, Runesmithing

Ranged and Magic are trained by fighting, and Prayer by burying the bones creatures leave (see Combat); they level the same way as everything else.

Woodcutting

Chop trees with an axe. A chop comes every few seconds whatever the axe; a better axe and a higher level both make each chop more likely to land. Every tree respawns after it falls.

| Level | Tree | Where | |---|---|---|---| | 1 | Tree (plain logs) | Almost everywhere | | 12 | Oak | Most towns | | 25 | Alder | Emberville, Wickstead | | 37 | Rowan | Emberville, Deepdelve | | 50 | Blackthorn | Emberville, the Harrow | | 63 | Ironbark | East of Tarhollow | | 76 | Sablewood | The lower slopes of Mount Sear | | 90 | Heartoak | The Harrow's heartoak grove |

Mining

Mine rock with a pickaxe. A better pickaxe swings faster; a higher level makes each swing more likely to break ore. Ore rocks run out after you strike them and take time to come back.

| Level | Ore | Where | |---|---|---|---| | 1 | Copper, Tin | Copperfoot Quarry, Emberville | | 1 | Clay | Copperfoot Quarry, Emberville | | 12 | Iron | Copperfoot Quarry, Emberville | | 22 | Coal | Emberville, Stonecote, the Copperfoot Adit, Deepdelve Mine | | 33 | Silver | Thornbury Sewers, Deepdelve Mine | | 41 | Coldiron | Deepdelve Mine | | 44 | Gold | Deepdelve Mine, the Dunes | | 58 | Emberite | Kilnhold's shore, the Searmouth | | 78 | Starfall | The Rift, under the Harrow |

Fishing

Four methods, each needing its own tool, each bringing up one of two fish depending on your level — a spot always gives its better fish once you can take it.

Method Tool Fish (level) Where
Net Fishing net Sardine (1), Smelt (14) Emberville's jetty, Wickstead
Angling Rod and bait Redfin (22), Grayling (33) Stonecote, Wick Beck at Wickstead
Trapping Creel Bay crab (45), Deepclaw (70) Brinehaven's crab beds
Harpooning Harpoon Blackfish (58), Hoarfish (85) Tarhollow's jetty

A fishing spot moves along its water every few minutes, and a rod needs bait to keep casting.

Firemaking

Light logs with a tinderbox to make a fire you can cook on. Higher tiers of logs need a higher level, pay more experience, and burn longer: a fire of plain logs burns for three minutes.

Level Logs
1 Logs
15 Oak
27 Alder
38 Rowan
49 Blackthorn
61 Ironbark
73 Sablewood
85 Heartoak

Cooking

Cook raw food on a fire or a range. A low level burns food more often; every recipe stops burning past a certain level.

Level Food
1 Sardine, beef, fowl
8 Smelt
20 Redfin
32 Grayling
44 Bay crab
56 Blackfish
68 Deepclaw
80 Hoarfish

Smithing

Smelt ore into bars at a furnace, then hammer bars into gear on an anvil. Village furnaces run bronze, iron, silver, steel and gold; Kilnhold's and Deepdelve's hotter furnaces are needed for coldiron and emberite; only Deepdelve's hottest furnace smelts starfall.

Metal Smithing level
Bronze 1
Iron 15
Steel 30
Coldiron 50
Emberite 70
Starfall 85

Each metal can be hammered into a dagger, an axe, a pickaxe, a mace, a helm, a sword, a shield, or — for bronze, iron and steel — arrowheads, each shape needing a little more level than the last.

Crafting

Hide From Vambraces Chaps Body
Stalker Sand stalkers (level 27) 57 60 63
Hound Rift hounds (level 61) 66 68 71
Drake The sear drake (level 74) 73 75 77
Bag Level Slots Made from
Small pouch 5 4 Leather, thread
Large pouch 15 6 2 leather, wool cloth, 2 thread
Small bag 28 8 3 wool cloth, 2 leather, an iron bar, 3 thread
Large bag 42 12 5 wool cloth, 3 leather, 2 wolf pelts, a steel bar, 5 thread
Small backpack 58 16 6 wool cloth, 5 leather, 3 wolf pelts, 3 spider silk, 2 coldiron bars, 8 thread
Large backpack 75 20 8 wool cloth, 8 leather, 4 wolf pelts, 5 spider silk, 2 emberite bars, 12 thread

Every recipe with its level and XP is on the Recipes page.

Level First made
1 Leather, leather gloves, ball of wool, opal, pot, molten glass, beer glass
4 Candle lantern
5 Gold ring, small pouch
7 Leather boots, pie dish
8 Bowl
9 Leather cap
10 Wool cloth
11 Leather vambraces
12 Oil lamp
14 Leather trousers
16 Unstrung symbol (and a holy symbol, strung and blessed)
18 Leather jerkin, silver sickle
19 Plant pot
20 Silver ring, sapphire
28 Hard leather, hard leather body, small bag
33 Vial
38 Leather coif
41 Studded jerkin
42 Fishbowl
44 Studded trousers
46 Glass orb
49 Lantern lens
57 Stalker leather, stalkerhide vambraces
66 Hound leather, houndhide vambraces
73 Drake leather, drakehide vambraces
87 Light orb

Fletching

Cut logs into arrow shafts, string bows, and fit arrowheads and feathers to make arrows.

Level Item
1 Arrow shafts, bronze arrows
5 Shortbow
10 Longbow, bow string
15 Iron arrows
20 Oak shortbow
25 Oak longbow
30 Steel arrows

Agility

Agility is trained by getting about. Every tick spent running earns 2 XP and every tick spent walking earns 0.4, paid out 20 XP at a time, so an XP drop rises every six seconds or so while you run. Standing still earns nothing. Each level takes more XP than the last, so the climb slows as you go: about a quarter of an hour of running reaches level 10, a couple of hours level 30, and level 50 takes many more.

The higher your Agility, the longer your run energy lasts and the faster it comes back. At level 1 a full bar runs for about 100 seconds unloaded and an empty one takes nearly 7 minutes to fill. By level 50 a bar runs about a third longer and fills in under 3 minutes, and by 99 it runs twice as long (over 3 minutes) and fills in under 2. What you carry still makes each running step cost more.