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OFFICIAL STARTER GUIDE · progression

Skills and crafting: what to train and how materials connect

Choose useful gathering and crafting goals, find the right tool and station, and understand why a recipe can remain unavailable.

By Space Zodiacs · Source checked . Check current in-game previews after updates.

Which skills can I train?

The skill catalog includes Woodcutting, Mining, Fishing, Farming, Hunter, Smithing, Cooking, Herblore, Crafting, Carpentry, Wayfinding, Agility, Thieving, Slayer. Each skill has its own experience and a level cap of 99. These account skills are separate from a hero's combat moves and training level.

What should a new player train first?

Start from an item you will actually use. Fishing and Cooking provide a practical food route. Woodcutting supplies timber used by Carpentry and other recipes. Mining supplies ore used by Smithing and Crafting. Hunter supplies hides and specialist ingredients. Train the relevant gathering skill, then use its output in a suitable recipe instead of collecting unrelated ingredients without a goal.

Buying goods from other players is another route when listings are available. You do not have to train every skill to use every finished item. Check a product's use requirements separately from the maker level needed to craft it.

Why can I not gather or craft?

How do I find a resource or a station?

Open Skills and choose a skill. Go beside a resource on its level list, or in the Field Guide, walks you to the nearest place it can be gathered; a place on another world goes through the Starport. Go beside a recipe takes you to its station when every ingredient is in your sack or bank, and otherwise to the first missing ingredient: Oak Planks without Oak Logs take you to the nearest oak first. At a station, Get it beside a missing ingredient does the same. A resource above your skill level shows the level it needs instead, and nothing is bought on the way.

What does Herblore do now?

Food is the main source of consumable healing. Herblore supports preservation, stabilization and transformation of valuable progression materials with herbs and specialist ingredients. Do not follow an older health-potion crafting plan without checking the current recipe list.

How do skills earn Coins?

Everything you gather sells to a vendor, and every gathering skill earns on the same curve, which climbs faster the higher you go: about 3,500 to 4,000 Coins an hour for a beginner, about 8,000 at level 30, 13,000 at 50, 22,000 at 70, 35,000 at 90 and 40,000 at 99. Crops and seeds from Farming patches follow it too. A higher-level tree, rock, fishing spot, herb, burrow or shrine always earns more than a lower one, and a forged tool better than the iron one Rook sells earns more again. Selling to other players on the Free Market can pay more when there are buyers.

Thieving earns the most of the skills (fighting earns more still): about 6,000 Coins an hour at level 1, 12,000 at 30, 19,000 at 50, 32,000 at 70, 50,000 at 90 and 65,000 at 99. A stall's till and a passer-by's purse hold more the higher your Thieving level, and each stall and each passer-by pays more than the one below it. After a theft that works the street stays wary for a moment, so moving between stalls does not add up, and the Gem Stall and the Starport Cargo stay wary longer. Pickpocketing Coins stop each day at four hours of Thieving at your level; stalls have no daily stop. A caught thief is stunned for a moment.

An Apprentice hired with Gems gathers at a node you choose for 4 hours while you are away and brings back goods worth about 1,200 to 1,600 Coins, a little more from higher nodes. The free daily hire that comes with the Guild Pass brings back more: about 3,800 to 14,000 Coins of goods, more from higher nodes. Either gives goods only, never XP.

How do I run an Agility course?

Agility courses are in the Academy Yard behind Meridian and in a few pockets further out. The course's start glows by its flag with a Start course label; tap it, or the Start course pointer at the edge of the screen when the start is out of view, and the party walks there and runs the lap. Go beside a course in Skills does the same. A course above your Agility level says the level it needs instead.

During a lap the skill chip shows the course, which obstacle you are on, a bar and the time. The next obstacle has a ring and an arrow, a faint line leads to it, and each cleared obstacle gets a check and shows its share of the lap's XP. The XP is paid when the lap ends back at the flag; walking off stops the lap without it. At the finish, Course complete! shows the XP, the lap count for this visit and the time, with Run again.

How do advanced skills help?

Wayfinding supports travel charts and targeted-hunt atlases. Agility opens shortcuts and supplies route rubbings from eligible courses. Thieving supplies specialist ingredients and ciphers from eligible thefts. Slayer focuses on named monster families, contracts and advanced materials. Read the current unlock list for the level and output of the activity you want to pursue.

To work a Slayer contract, tap Go beside it on the Adventurers' Board or the Slayer skill page: it walks you to where that family roams best for your level, and you fight there yourself or with Auto Hunt.

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