The 33 (canonical list; supersedes earlier examples)

RuneScape's promise, kept: every skill is a life's work, every skill is viable, everyone can do all of them, and the economy needs every one.

What you see

level and bar

The rules

  1. Gathering (8): Woodcutting, Mining, Fishing, Hunting, Herbalism, Farming, Excavation, Salvage. Crafting (10): Smithing, Woodwright, Tailoring, Leatherwork, Runecraft, Alchemy, Cooking, Jewelcraft, Siegecraft, Inking. Combat (8): Blade, Bow, Shield, Fist, Runework, Song, Sling, Beastcraft. Support (7): Tactics, Lore, Cartography, Leadership, Mercantile, Leechcraft, Building.
  2. Every skill: levels 1–cap(F_seal) (20 + 8·F), specialization 1-of-3 at each stratum cap (exclusive; Prestige adds slots), a keystone resource or recipe that at least two other skills consume (the web), a Trial (group boss-event for the skill), uniques, Perks (SYS-07), Hidden Perks (SYS-08).
  3. Each skill feeds two Stats (SYS-01) and one Damage Type affinity (SYS-10): Smithing → Blunt, Runework → Ink, Cooking → Poison resistance, Song → Sound, and so on.
  4. Combat skills level by use in real fights (not Proving Grounds); crafting skills level by Crafting (SYS-09); gathering by yield; support by outcomes (Tactics by Script wins, Leadership by raids led, Mercantile by trade volume, Lore by Insights, Cartography by area charted, Leechcraft by wounds healed, Building by Hold works).

Hidden

There is more to this system than the rules above. Nobody has registered a discovery yet.

Generated from the game's own rules and tables by the Wiki agent. If the wiki and the game disagree, the wiki is out of date, not wrong.