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Home Guide Every skill in Lark, and how to train it

Every skill in Lark, and how to train it

Lark has seventeen skills, no classes, and no way to buy a level. Every one of them climbs to 99 on the same escalating curve the old browser RPGs used, and almost every one of them feeds another — the logs you chop become arrow shafts, the ore you mine becomes the armour you're wearing when a troll finds you. This is what each skill is for and what to actually train at which level.

Seventeen skills, and how they split up

Seven decide how a fight goes: Attack, Strength, Defence, Vitality, Ranged, Magic and Prayer. Three pull raw material out of the world: Woodcutting, Mining and Fishing. The remaining seven turn that material into something you want — Cooking, Firemaking, Smithing, Fletching, Crafting, Runecrafting and Herbalism. Herbalism sits across both halves: you pick its herbs from patches out in the field and brew them at a workbench.

There is no class to pick and nothing to respec. The character who fells yew trees is the same one wearing Solarite platelegs and the same one burying bones for Prayer points. That interlock is the whole design — pushing one skill almost always feeds two others, which is why a Woodcutting session quietly funds Firemaking, Fletching and, through arrow shafts, your Ranged levels too.

All 17 skills in Lark. Every one trains to level 99. "Unlocks" counts the distinct levels at which that skill gives you something new.
SkillFamilyWhat it doesUnlocks
AttackCombatHow often your melee blows land, and which weapons you may wield.7
StrengthCombatHow hard those blows hit when they land.5
DefenceCombatHow often enemies miss you, and which armour you may wear.7
VitalityCombatYour life total — it simply is your Vitality level.5
RangedCombatBows and arrows: damage at a distance, and which bows you can draw.4
MagicCombatStaff-cast spells, paid for in runes.19
PrayerCombatYour prayer-point pool, and which wards and boosts you can invoke.14
WoodcuttingGatheringFells trees for logs — the feedstock for Firemaking and Fletching.16
FishingGatheringPulls raw fish from the water — the feedstock for Cooking.14
MiningGatheringBreaks ore, gems and essence out of rock — the feedstock for Smithing.15
CookingArtisanTurns raw food into food that heals you mid-fight (and stops you burning it).12
FiremakingArtisanLights logs into campfires you can cook on anywhere in the world.12
SmithingArtisanSmelts ore into bars and hammers bars into weapons and armour.51
FletchingArtisanCuts logs into bows and arrow shafts.14
CraftingArtisanWorks hide, cloth, gems and silver into gear and jewellery.21
RunecraftingArtisanBinds aether shards into the runes that pay for spells.15
HerbalismArtisanCleans grimy herbs and brews them into combat potions.16

One curve, and it goes all the way to 99

Every skill uses the same table. Each level costs roughly 10% more experience than the one before it, so the price doubles about every seven levels. Level 10 is 1,154 XP. Level 50 is 101,333 — under one percent of the way to the top. Level 99 is 13,034,431, and level 92 is the genuine halfway mark at 6,517,253. Maxing all seventeen means a total level of 1,683 and roughly 221.6 million experience.

Levels 1–40 in any skill go by in a sitting; the back half of a skill is the real commitment. The repo's own pacing workbench measures this rather than guessing: its sample report clears the bronze combat band on goblins in about 0.4 hours, the steel band on bandits in 1.5, verdite on yetis in 3.0, and the solarite band on magma salamanders in about 14.8. XP per hour keeps climbing the whole time; the hours balloon anyway. That's the curve doing its job.

There is no way to buy experience with real money. The only way to convert gold into experience is the Champions' Hall lamp vendor (lamps also drop as quest rewards and as a 30-day login-streak prize), behind a 50 Quest Point door in Goldhaven: 15,000 coins for a 3,000 XP Lamp of insight at 50 Quest Points, and 45,000 for a 10,000 XP Lamp of mastery once you hit 60. In-game gold only, and a deliberately terrible rate.

Combat XP is decided by what's in your hand

Lark has no combat-style toggle. The weapon decides what trains, per point of damage you deal:

That last line catches people out. An archer who kills everything from seven tiles away with a longbow, or a mage who never lets anything close, will still have Defence 1 twenty hours in. If you want Defence, you have to stand there and get hit — which is exactly why melee builds drift into being tankier than ranged ones without anyone planning it.

Vitality starts at level 10, not 1, and your maximum life is literally your Vitality level: 10 at the start, 99 at the cap. Gear gates are fixed per tier — armour on Defence, weapons on Attack (bows on Ranged, staves on Magic): Bronze 1, Iron 5, Steel 10, Amethine 20, Verdite 30, Solarite 40, and the tier above them — Magmite and Wyrmsteel — at 60. Halberds and spears ask five levels more than their tier, the price of reaching a tile further than everyone else. More on how those matchups play out in the combat guide.

Prayer, Magic and Ranged train differently

Prayer doesn't train by praying. You bury bones — 5 XP for Bones, 15 for Big bones, 72 for Dragon bones — or carry a pack of them to an altar and offer the lot for 2.5× the experience plus a full prayer bar. Your Prayer level is also your prayer point pool, so training it buys both better prayers and longer uptime on them. Protect from Melee unlocks at 8, Zeal 12, Protect from Ranged 16, Steel Skin 20, Protect from Magic 24. The efficiency tier — Deflect Melee, Ranged and Magic, same mitigation for far less drain — lands at 43, 46 and 49, and Sanctuary, which wards every style at once, at 92.

Magic trains by casting, and the spell you can afford is the damage step: Wind Strike at level 1 caps at 4 damage, and the ladder climbs about every six levels to Aether Ray at 94 with a fixed max of 36. Crumble Undead at 39 is the specialist — 8 damage, doubled against undead. Magic also opens the map. Seven teleports are pure level gates: Goldhaven at 10, Stonewatch 20, Tidehaven 30, Saltmarsh 38, Sandmere 45, Frosthollow 51, Ashreach 58. The other eight destinations, from Oakvale at 14 up to Lastwatch at 62, are quest treasure — you learn each one by finishing that region's quest. Runes are the running cost, which is why Runecrafting and Magic are natural partners.

Ranged is the combat skill with the most obvious supply chain, because you fletch your own bows from your own logs. Shortbow at Ranged 1, Oak shortbow 20, Willow 35, Maple 50, Yew 70, Spirit 80 — and each wood's longbow sits five levels above its shortbow — except the plain pair, where the Longbow jumps to Ranged 10, trading speed for reach.

Gathering: what to chop, mine and catch, and when

Every swing is a roll. A node's success chance starts low at the level that unlocks it and rises to its ceiling at 99 — a plain tree runs 35% to 95%, a yew starts around 10% — so a node you just unlocked will feel awful and a node you outlevelled feels like a conveyor belt. Tools matter more than they look: each metal tier on your axe or pick multiplies the chance by 8%, so a Solarite pickaxe is 40% better than a bronze one. Smith yourself an iron pick at Smithing 25 early; one tier is +8% on every swing, and it only compounds from there.

Woodcutting and Mining have a small reaction beat. Every fourth to sixth swing the grain parts or a seam glints and a marker appears for 1.2 seconds — tap it and you get a free bonus resource plus 1.5× XP. Ignoring it costs nothing, so it never becomes a tax. Fishing is the same idea inverted: wait for the bite, then click within 1.4 seconds to reel it in (Sure Hands at Fishing 55 widens that window to 1.9).

The honest per-skill advice: in Woodcutting, the real jumps are Willow at 30, Yew at 60 (210 XP a log) and Elder at 90 (490). In Mining, Iron 15, Coal 20, Amethine 30, Verdite 41, Solarite 55 — and don't ignore Aether shards, minable from level 1 and the entire fuel supply for Runecrafting. Fishing runs Shrimp 1, Trout 15, Salmon 25, Lobster 40, Swordfish 48, Monkfish 62, Shark 76, Anglerfish 85 and Manta ray 93; the top rungs are deep-sea spots, so you'll be fishing the coast, not a pond. Herb patches need no tool at all, and what you pick improves with the skill: Wild bristlewort from the start, Wild marshbloom from 5, Wild sunpetal from 25.

Every gatherable node in the world: the level it needs, what it yields, and the base experience per gather.
SkillNodeLevelYieldsXP
WoodcuttingTree1Logs25
WoodcuttingOak15Oak logs37.5
WoodcuttingPine20Pine logs50
WoodcuttingWillow30Willow logs67.5
WoodcuttingMangrove33Mangrove logs78
WoodcuttingTeak35Teak logs85
WoodcuttingPalm40Palm logs90
WoodcuttingMaple45Maple logs100
WoodcuttingCharred stump50Charred logs150
WoodcuttingBirch55Birch logs160
WoodcuttingYew60Yew logs210
WoodcuttingMagic tree75Spirit logs330
WoodcuttingRedwood80Redwood logs345
WoodcuttingElder tree90Elder logs490
MiningCopper rocks1Copper ore17.5
MiningTin rocks1Tin ore17.5
MiningAether shard1Aether shard8
MiningFallen star1Uncut ruby130
MiningIron rocks15Iron ore35
MiningCoal rocks20Coal50
MiningSilver rocks20Silver ore40
MiningGem rocks20Uncut sapphire50
MiningGem rocks27Uncut emerald67.5
MiningAmethine rocks30Amethine ore80
MiningCrystal cluster30Uncut sapphire70
MiningGem rocks34Uncut ruby85
MiningGold rocks40Gold ore65
MiningVerdite rocks41Verdite ore95
MiningGem rocks43Uncut diamond107.5
MiningSolarite rocks55Solarite ore170
MiningAmethyst75Amethyst250
MiningMagmite rocks85Magmite ore340
MiningDragonstone rocks92Uncut starstone540
FishingFishing spot1Raw shrimp10
FishingFishing spot5Raw sardine20
FishingFishing spot8Raw anchovies12
FishingFishing spot15Raw trout50
FishingFishing spot25Raw salmon70
FishingDeep-sea spot35Raw tuna80
FishingLobster pots40Raw lobster90
FishingDeep-sea spot48Raw swordfish130
FishingDeep-sea spot62Raw monkfish120
FishingDeep-sea spot76Raw shark160
FishingDeep-sea spot85Raw anglerfish200
FishingDeep-sea spot93Raw manta ray255
HerbalismHerb patch1Wild bristlewort12

The production chains that actually matter

Fish → Cooking. Every raw food has two numbers: the level to cook it and the level where it stops burning. Shrimp cooks at 1 and stops burning at 34; trout 15 and 50; lobster 40 and 68; shark 76 and 94; manta ray 93 and 98. Firemaking 40 tends the flame and trims the burn chance while you are still below a food's stop-burn level. What you get is your food ladder — shrimp heal 3, lobster 12, shark 20, manta 22 — and food is the thing that decides whether a hard fight is winnable.

Logs → Firemaking or Fletching. Burning is the simplest experience in the game: light a log with a tinderbox for 40 XP, up to 340 for elder logs at Firemaking 90. The Ember Kiln outside Frosthollow turns it into an actual activity — feed it logs for XP and tiered supply crates, then let the coals rest ten minutes before the next run. Fletching wants the same logs: arrow shafts at level 1 (fifteen per log), the bow ladder above, and broad arrows at 52 that finally give mined amethyst a job.

Ore → Smelting → Smithing is the longest chain: three skills between the rock and the armour you wear. Bronze bars at Smithing 1 (copper + tin), iron at 15 — iron only succeeds half the time, which everyone discovers the hard way — steel at 30 (one iron, two coal), Amethine 40, Verdite 55, Solarite 70, and Magmite ore into an orikalkum bar at 85. Spending them at the anvil follows a fixed pattern relative to each tier's base level: dagger at the base, scimitar and mace +3, sword +4, helm +5, shield +6, platelegs +7, platebody +8. So a Solarite platebody is Smithing 78 and five bars. Two Magmite weapons need more than levels: the scimitar and the mace, both Smithing 90, stay unforgeable until Cinderwidow Yara has walked you through the Ember Forge in Heart of the Mountain. The Magmite two-handers and the armour set are level-gated only.

Aether shards → Runecrafting at the workbench: air runes at 1, fire 14, cosmic 24, chaos 33, law 42, nature 44, death 65, one shard each. Crafting covers leather and stones: cowhide into leather at 1, gem cutting from sapphire at 20 up to starstone at 55 (a cut can fail — 90% success), and gold-bar amulets a couple of levels above each cut. Herbalism cleans, mixes, then finishes: Attack potion at 3, Strength 12, ranging 22, defence 30, magic 34, prayer 38, then the supers between 45 and 70 — several of which are taught rather than found, with super attack and super strength unlocked by The Bogwitch's Bargain in Saltmarsh. See the quest guide for what gates what.

Attack · 7 unlocks, from level 1 to 60
  • Level 1 — Wield Bronze weapons
  • Level 5 — Wield Iron weapons
  • Level 10 — Wield Steel weapons
  • Level 20 — Wield Amethine weapons
  • Level 30 — Wield Verdite weapons
  • Level 40 — Wield Solarite weapons
  • Level 60 — Wield Wyrmsteel weapons
Strength · 5 unlocks, from level 1 to 99
  • Level 1 — Base melee damage
  • Level 20 — Noticeably harder hits
  • Level 40 — Heavy blows
  • Level 60 — Crushing power
  • Level 99 — Maximum hit
Defence · 7 unlocks, from level 1 to 60
  • Level 1 — Wear Bronze armour
  • Level 5 — Wear Iron armour
  • Level 10 — Wear Steel armour
  • Level 20 — Wear Amethine armour
  • Level 30 — Wear Verdite armour
  • Level 40 — Wear Solarite armour
  • Level 60 — Wear Wyrmsteel armour
Vitality · 5 unlocks, from level 10 to 99
  • Level 10 — Maximum life equals your Vitality level (start: 10)
  • Level 30 — 30 maximum life
  • Level 50 — 50 maximum life
  • Level 75 — 75 maximum life
  • Level 99 — 99 life — very hard to kill
Ranged · 4 unlocks, from level 1 to 70
  • Level 1 — Shortbow + arrows — attack from a distance
  • Level 20 — Steadier, stronger shots
  • Level 40 — Deadly accuracy at range
  • Level 70 — Yew & spirit bows — master archer
Magic · 19 unlocks, from level 1 to 94
  • Level 1 — Cast Wind Strike · Cast with a staff — stronger spells demand pricier runes
  • Level 5 — Cast Water Strike
  • Level 9 — Cast Earth Strike
  • Level 13 — Cast Fire Strike
  • Level 17 — Cast Wind Bolt
  • Level 23 — Cast Water Bolt
  • Level 29 — Cast Earth Bolt
  • Level 35 — Cast Fire Bolt
  • Level 39 — Cast Crumble Undead
  • Level 41 — Cast Wind Blast
  • Level 47 — Cast Water Blast
  • Level 53 — Cast Earth Blast
  • Level 59 — Cast Fire Blast
  • Level 65 — Cast Fire Wave
  • Level 70 — Cast Wind Surge
  • Level 76 — Cast Water Surge
  • Level 82 — Cast Earth Surge
  • Level 88 — Cast Fire Surge
  • Level 94 — Cast Aether Ray
Prayer · 14 unlocks, from level 8 to 92
  • Level 8 — Invoke Protect from Melee
  • Level 12 — Invoke Zeal
  • Level 16 — Invoke Protect from Ranged
  • Level 20 — Invoke Steel Skin
  • Level 24 — Invoke Protect from Magic
  • Level 40 — Invoke Fervour
  • Level 43 — Invoke Deflect Melee
  • Level 44 — Invoke Iron Skin
  • Level 46 — Invoke Deflect Ranged
  • Level 49 — Invoke Deflect Magic
  • Level 60 — Invoke Aegis
  • Level 74 — Invoke Rigour
  • Level 78 — Invoke Bulwark
  • Level 92 — Invoke Sanctuary
Woodcutting · 16 unlocks, from level 1 to 90
  • Level 1 — Chop Tree
  • Level 15 — Chop Oak
  • Level 20 — Chop Pine
  • Level 30 — Chop Willow
  • Level 33 — Chop Mangrove
  • Level 35 — Chop Teak
  • Level 40 — Chop Palm
  • Level 45 — Chop Maple
  • Level 50 — Chop Charred stump
  • Level 55 — Chop Birch
  • Level 60 — Chop Yew
  • Level 62 — Steady Axe — Your woodcutting swings are 10% faster.
  • Level 75 — Chop Magic tree
  • Level 80 — Chop Redwood
  • Level 82 — Bountiful Boughs — 8% chance to fell a second log from a tree.
  • Level 90 — Chop Elder tree
Fishing · 14 unlocks, from level 1 to 93
  • Level 1 — Catch shrimp
  • Level 5 — Catch sardine
  • Level 8 — Catch anchovies
  • Level 15 — Catch trout
  • Level 25 — Catch salmon
  • Level 35 — Catch tuna
  • Level 40 — Catch lobster
  • Level 48 — Catch swordfish
  • Level 55 — Sure Hands — You have longer to react before a fish slips the hook.
  • Level 62 — Catch monkfish
  • Level 76 — Catch shark
  • Level 85 — Catch anglerfish
  • Level 88 — Bountiful Catch — Your chance to reel in two fish at once rises to 20%.
  • Level 93 — Catch manta ray
Mining · 15 unlocks, from level 1 to 92
  • Level 1 — Mine Copper · Mine Tin · …
  • Level 15 — Mine Iron
  • Level 20 — Mine Coal · Mine Silver · …
  • Level 27 — Mine Gem
  • Level 30 — Mine Amethine · Mine Crystal cluster
  • Level 34 — Mine Gem
  • Level 40 — Mine Gold
  • Level 41 — Mine Verdite
  • Level 43 — Mine Gem
  • Level 55 — Mine Solarite
  • Level 58 — Rich Seam — 10% chance to strike a second ore from a rock.
  • Level 75 — Mine Amethyst
  • Level 80 — Deft Pick — Your mining swings are 10% faster.
  • Level 85 — Mine Magmite
  • Level 92 — Mine Dragonstone
Cooking · 12 unlocks, from level 1 to 93
  • Level 1 — Cook Shrimp · Cook Cooked beef
  • Level 5 — Cook Sardine
  • Level 8 — Cook Anchovies
  • Level 15 — Cook Trout
  • Level 25 — Cook Salmon
  • Level 35 — Cook Tuna
  • Level 40 — Cook Lobster
  • Level 50 — Cook Swordfish
  • Level 62 — Cook Monkfish
  • Level 76 — Cook Shark
  • Level 85 — Cook Anglerfish
  • Level 93 — Cook Manta ray
Firemaking · 12 unlocks, from level 1 to 90
  • Level 1 — Light Logs
  • Level 15 — Light Oak logs
  • Level 20 — Light Pine logs
  • Level 30 — Light Willow logs
  • Level 35 — Light Teak logs · Light Mangrove logs
  • Level 40 — Light Palm logs
  • Level 45 — Light Maple logs
  • Level 50 — Light Charred logs · Light Birch logs
  • Level 60 — Light Yew logs
  • Level 75 — Light Spirit logs
  • Level 80 — Light Redwood logs
  • Level 90 — Light Elder logs
Smithing · 51 unlocks, from level 1 to 95
  • Level 1 — Smelt Bronze bar · Smith Bronze axe · …
  • Level 4 — Smith Bronze scimitar · Smith Bronze mace
  • Level 5 — Smith Bronze pickaxe · Smith Bronze sword · …
  • Level 6 — Smith Bronze full helm · Smith Bronze halberd · …
  • Level 7 — Smith Bronze shield · Smith Bronze greatsword
  • Level 8 — Smith Bronze platelegs · Smith Bronze greataxe
  • Level 9 — Smith Bronze platebody · Smith Bronze maul
  • Level 15 — Smelt Iron bar · Smith Iron dagger
  • Level 18 — Smith Iron scimitar · Smith Iron mace
  • Level 19 — Smith Iron sword
  • Level 20 — Smelt Silver bar · Smith Iron full helm · …
  • Level 21 — Smith Iron shield · Smith Iron greatsword
  • Level 22 — Smith Iron platelegs · Smith Iron greataxe · …
  • Level 23 — Smith Iron platebody · Smith Iron maul
  • Level 25 — Smith Iron pickaxe · Smith Iron axe
  • Level 30 — Smelt Steel bar · Smith Steel dagger
  • Level 33 — Smith Steel scimitar · Smith Steel mace
  • Level 34 — Smith Steel sword · Smith Nails
  • Level 35 — Smith Steel full helm · Smith Steel pickaxe · …
  • Level 36 — Smith Steel shield · Smith Steel greatsword
  • Level 37 — Smith Steel platelegs · Smith Steel greataxe
  • Level 38 — Smith Steel platebody · Smith Steel maul
  • Level 40 — Smelt Amethine bar · Smelt Gold bar · …
  • Level 43 — Smith Amethine scimitar · Smith Amethine mace
  • Level 44 — Smith Amethine sword
  • Level 45 — Smith Amethine full helm · Smith Amethine pickaxe · …
  • Level 46 — Smith Amethine shield · Smith Amethine greatsword
  • Level 47 — Smith Amethine platelegs · Smith Amethine greataxe
  • Level 48 — Smith Amethine platebody · Smith Amethine maul
  • Level 55 — Smelt Verdite bar · Smith Verdite dagger · …
  • Level 58 — Smith Verdite scimitar · Smith Verdite mace
  • Level 59 — Smith Verdite sword
  • Level 60 — Smith Verdite full helm · Smith Verdite halberd · …
  • Level 61 — Smith Verdite shield · Smith Verdite greatsword
  • Level 62 — Smith Verdite platelegs · Smith Verdite greataxe
  • Level 63 — Smith Verdite platebody · Smith Verdite maul
  • Level 65 — Smith Solarite pickaxe · Smith Solarite axe
  • Level 70 — Smelt Solarite bar · Smith Solarite dagger
  • Level 73 — Smith Solarite scimitar · Smith Solarite mace
  • Level 74 — Smith Solarite sword
  • Level 75 — Smith Solarite full helm · Smith Solarite halberd · …
  • Level 76 — Smith Solarite shield · Smith Solarite greatsword
  • Level 77 — Smith Solarite platelegs · Smith Solarite greataxe
  • Level 78 — Smith Solarite platebody · Smith Solarite maul
  • Level 85 — Smelt Orikalkum bar
  • Level 88 — Smith Magmite full helm
  • Level 90 — Smith Magmite halberd · Smith Magmite spear · …
  • Level 91 — Smith Magmite greatsword
  • Level 92 — Smith Magmite greataxe · Smith Magmite platelegs
  • Level 93 — Smith Magmite maul
  • Level 95 — Smith Magmite platebody
Fletching · 14 unlocks, from level 1 to 85
  • Level 1 — Fletch Arrow shafts · Fletch Arrows
  • Level 5 — Fletch Shortbow (unstrung) · Fletch Shortbow
  • Level 10 — Fletch Darts · Fletch Longbow (unstrung) · …
  • Level 20 — Fletch Oak shortbow (unstrung) · Fletch Oak shortbow
  • Level 25 — Fletch Oak longbow (unstrung) · Fletch Oak longbow
  • Level 35 — Fletch Willow shortbow (unstrung) · Fletch Willow shortbow
  • Level 40 — Fletch Willow longbow (unstrung) · Fletch Willow longbow
  • Level 50 — Fletch Maple shortbow (unstrung) · Fletch Maple shortbow
  • Level 52 — Fletch Broad arrows
  • Level 55 — Fletch Maple longbow (unstrung) · Fletch Maple longbow
  • Level 70 — Fletch Yew shortbow (unstrung) · Fletch Yew shortbow
  • Level 75 — Fletch Yew longbow (unstrung) · Fletch Yew longbow
  • Level 80 — Fletch Spirit shortbow (unstrung) · Fletch Spirit shortbow
  • Level 85 — Fletch Spirit longbow (unstrung) · Fletch Spirit longbow
Crafting · 21 unlocks, from level 1 to 90
  • Level 1 — Craft Leather
  • Level 9 — Craft Leather coif
  • Level 14 — Craft Leather body
  • Level 16 — Craft Holy symbol
  • Level 18 — Craft Leather chaps
  • Level 20 — Craft Sapphire
  • Level 22 — Craft Sapphire amulet
  • Level 27 — Craft Emerald
  • Level 28 — Craft Hard leather
  • Level 29 — Craft Emerald amulet
  • Level 33 — Craft Hard leather body
  • Level 34 — Craft Ruby
  • Level 36 — Craft Ruby amulet
  • Level 41 — Craft Studded chaps
  • Level 43 — Craft Studded body · Craft Diamond
  • Level 45 — Craft Diamond amulet
  • Level 55 — Craft Starstone
  • Level 57 — Craft Starstone amulet
  • Level 60 — Careful Cut — 5% chance to keep the gem when a cut goes wrong.
  • Level 75 — Steady Cut — 10% chance to keep the gem when a cut goes wrong.
  • Level 90 — Master Cut — 15% chance to keep the gem when a cut goes wrong.
Runecrafting · 15 unlocks, from level 1 to 80
  • Level 1 — Bind Air rune
  • Level 2 — Bind Mind rune
  • Level 5 — Bind Water rune
  • Level 9 — Bind Earth rune
  • Level 14 — Bind Fire rune
  • Level 24 — Bind Cosmic rune
  • Level 33 — Bind Chaos rune
  • Level 35 — Bind Amulet of the Glade
  • Level 40 — Bind Amulet of the Tempest
  • Level 42 — Bind Law rune
  • Level 44 — Bind Nature rune
  • Level 46 — Bind Amulet of Renewal
  • Level 50 — Bind Amulet of the Mountain
  • Level 65 — Bind Death rune · Bind Amulet of Blood
  • Level 80 — Aether Thrift — 15% chance to save the essence when you bind runes.
Herbalism · 16 unlocks, from level 1 to 90
  • Level 1 — Gather grimy herbs at a patch
  • Level 3 — Brew Bristlewort leaf · Brew Bristlewort mix (unf) · …
  • Level 5 — Brew Marshbloom · Brew Marshbloom mix (unf) · …
  • Level 12 — Brew Strength potion
  • Level 22 — Brew Ranging potion
  • Level 25 — Brew Sunpetal bloom · Brew Sunpetal mix (unf)
  • Level 30 — Brew Defence potion
  • Level 34 — Brew Magic potion
  • Level 38 — Brew Prayer potion
  • Level 45 — Brew Super attack
  • Level 55 — Brew Super strength
  • Level 60 — Brew Super ranging
  • Level 66 — Brew Super defence
  • Level 70 — Brew Super magic
  • Level 75 — Lasting Brew — Your potions last 25% longer.
  • Level 90 — Double Batch — 10% chance to brew a second potion for free.

Knacks, and the cape at 99

From the high fifties, skills start handing out knacks — small permanent perks derived purely from your level. Nothing to buy, equip or remember. Mining's Rich Seam at 58 gives a 10% chance of a second ore and Deft Pick at 80 swings 10% faster; Woodcutting gets Steady Axe at 62 and Bountiful Boughs at 82 (8% chance of a second log); Fishing gets the wider reel window at 55 and a 20% double catch at 88. The production skills have them too: Crafting's Careful, Steady and Master Cut at 60, 75 and 90 rescue a botched gem 5, 10 and 15% of the time; Herbalism's Lasting Brew at 75 stretches potion effects by a quarter and Double Batch at 90 sometimes brews two; Runecrafting's Aether Thrift at 80 hands back the shard 15% of the time.

At 99 the realm owes you a mastery cape — one per skill, seventeen distinct colours, worn through the Wardrobe. They are cosmetic and always will be. Lark's monetisation rule is that cosmetics live in their own fields and never touch equipment bonuses or stats, so a mastery cape is a statement about the hours, not a stat stick. That's the whole prize: a number that stops at 99 and a colour that says you got there.

Common questions

Which skills should I train first?

Woodcutting, Mining and Fishing all start at level 1 with no requirements, and they immediately feed something else. Chop trees and burn the logs for Firemaking. Fish shrimp and cook them at a fire — that's your first real food supply. Mine copper and tin, smelt bronze bars, and smith an iron pickaxe once Smithing hits 25. Everything after that gets faster because of those three.

Why won't my Defence level go up?

Because Defence only trains from damage you take — 5 XP per point — and never from damage you deal. If you're killing things with a bow from range, or safespotting, you're earning zero Defence. The fix is to fight in melee against something that can actually hit you back. It's also why Vitality and Defence rise at very different rates depending on how you fight.

Where do I find herbs and rune essence?

Herb patches are visible gather nodes out in the world and need no tool at all — pick one at Herbalism 1. What you get scales with the skill: Wild bristlewort from the start, Wild marshbloom from level 5, Wild sunpetal from 25. Tougher monsters drop grimy herbs too. Rune essence is Aether shards, mined from Aether shard rocks at Mining 1, and bound into runes at a workbench.

Do I need every skill to finish the quests?

No. Most quests gate on Quest Points and story order rather than skill levels, and the skill requirements that do exist are modest — Heart of the Mountain in Ashreach asks for 24 Quest Points and Mining 15, not a maxed account. You'll want combat levels and food for the harder fights, but there's no quest that demands 99 in anything. See the quest guide for the full spine.

How long does a 99 actually take?

Longer than the first 90 levels combined. Level 92 is the halfway point of the 13,034,431 XP needed for 99, so the back half of any skill is roughly the same work as everything before it. The pacing workbench in the repo measures combat bands taking about 0.4 hours at bronze and around 14.8 at solarite — XP per hour keeps rising, and the hours still balloon. That's intentional, not a bug.

Does a two-handed weapon really change what I train?

Yes, and it's the one build decision that matters most. A one-hander puts 2.8 XP per damage into Attack and 1.2 into Strength; a two-hander flips it exactly. Total melee XP is the same either way, so it's not a trap — but if you want high Attack for gear tiers, carry a scimitar, and if you want raw Strength, swing a maul. Bows and staves put all 4 XP on the single skill.

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