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
- Leather: tan cowhide into leather at a range, then work it with a needle into gloves, boots, a cap, vambraces, trousers, a jerkin or a coif. Cowhide tanned for more coins gives hard leather for a hard leather body. Steel studs, hammered at an anvil (Smithing 36), set into a leather jerkin or trousers make them studded.
- Hides: sand stalkers in the Dunes, rift hounds in the Rift and the sear drake in the heart of Mount Sear drop their hide every time they are killed. Tan it at a range for 20 coins, then sew it with a needle into vambraces (one leather), chaps (two) or a body (three). All of it is an archer's armour: it helps your aim and costs a little magic, and each tier turns arrows better than the one below.
| 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 |
- Wool: buy shears at Brayle's Tools and use them on a ram in Hollowbeck Farm's pen for its wool (it grows back in a minute). Spin the wool into balls at the spinning wheel in the farm's barn, and weave four balls into wool cloth at the loom beside it.
- Pottery: mine clay at the clay rocks at the south end of Copperfoot Quarry, by the road in from the village. Use it on the trough by Hollowbeck Farm's sheep pen, or on any well, to soften it; shape it at the potter's wheel in the farm's barn; then fire it in the kiln outside the barn (Kilnhold's kilns fire pots too). You can make a pot, a pie dish, a bowl, a plant pot and a pot lid.
- Glass: buy a bucket (Emberville General Store or the Caravan Post in Sandreach) and use it on a sandpit at the edge of the Dunes, just south of Sandreach, for a bucket of sand. Pick up the seaweed washed up on the shore east of Brinehaven (more washes up a minute after it is taken) and burn it at a fire or a range for soda ash. At any furnace, melt a bucket of sand and a soda ash into molten glass; the bucket comes back. With a glassblowing pipe (from the Caravan Post) in your pack, blow the glass at a furnace into a beer glass (1), a candle lantern (4), an oil lamp (12), a vial (33), a fishbowl (42), a glass orb (46), a lantern lens (49) or a light orb (87). Glass orbs are the ones the orb spells fill.
- Silver goods: at a furnace, pour a silver bar into an unstrung symbol (16) or a silver sickle (18). String the symbol with a ball of wool at a fire, a range or an anvil, then use it on the altar in any church to bless it: a holy symbol, worn at the neck, gives Prayer +8, which slows every prayer's drain. A silver sickle blessed the same way hits the undead harder (see Combat).
- Gems and jewellery: cut gems with a chisel, then make silver and gold rings, necklaces, bracelets and amulets at a furnace, with or without a gem. Silver circlets for Runesmithing are made the same way.
- Battlestaves: set an orb in a plain battlestaff.
- Bags: sew them at the loom with a needle. Wear up to five at once and each adds its slots to your pack (see Items and Shops). Every size up needs a higher level and more to make it:
| 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.