This category has the following 74 subcategories, out of 74 total.
Skills affect how well your character will perform certain actions. Skills are divided into three main categories:
Skills go up in rank through practice (performing the act the skill influences).
Skills are learned abilities of your character. The skill level shows how good your character is at that skill. Skill levels can be increased by allocating skill points earned from gaining levels. Skills can also be improved by reading specific books or completing quests within the games.
In Fallout: Brotherhood of Steel, "skills" work like perks in other Fallout games. They are not listed here for this reason.
|Skill||Fallout||Fallout 2||Fallout 3||Tactics||Van Buren|
|Skill||Fallout||Fallout 2||Fallout 3||Tactics||Van Buren|
|Skill||Fallout||Fallout 2||Fallout 3||Tactics||Van Buren|
|This article is about skills in your skill bar. For the skill type "skill", see skill (skill type). For types of skills, see skill type.|
Skills are special actions carried out by characters in Guild Wars and are one of the central and most important concepts of combat. With a single campaign, every profession has access to a set of around 70-80 skills, including about 15 elite skills, that are unique to that respective profession and most of them are dependent on one of this profession's attributes.
The following table lists counts of skills by campaign and profession with the count of elite skills within each noted in parentheses. PvE-only skills are listed after the slash. Temporary skills are excluded.
|Profession||Core||Prophecies||Factions||Nightfall||Eye of the North||Total|
|Warrior||40 (5)||35 (11)||30 (10) / 1||25 (10) / 1||10||140 (36) / 2|
|Ranger||40 (5)||35 (10)||30 (10) / 1||25 (10) / 1||10||140 (35) / 2|
|Monk||40 (5)||36 (10)||30 (10) / 1||25 (10) / 1||10||141 (35) / 2|
|Necromancer||40 (5)||37 (10)||30 (10) / 1||25 (10) / 1||10||142 (35) / 2|
|Mesmer||40 (5)||32 (9)||30 (10) / 1||25 (10) / 1||10||137 (34) / 2|
|Elementalist||40 (5)||39 (10)||30 (10) / 1||25 (10) / 1||10||144 (35) / 2|
|Assassin||-||-||75 (15) / 1||25 (10) / 1||10||110 (25) / 2|
|Ritualist||-||-||75 (15) / 1||25 (10) / 1||10||110 (25) / 2|
|Paragon||-||-||0 / 1||75 (15) / 1||10||85 (15) / 2|
|Dervish||-||-||0 / 1||75 (15) / 1||10||85 (15) / 2|
|Common||1 / 1||-||-||0 / 3||0 / 50 (3)||1 / 54 (3)|
|Total||241 (30) / 1||214 (60)||330 (90) / 10||350 (110) / 13||100 / 50 (3)||1235 (290) / 74 (3)|
A character can only learn skills of his primary and current secondary profession, changing secondary professions will temporarily hide the skills for the old secondary profession until you change back to it. Learning a skill means it is made available for this character to equip, but does not affect other characters this player has. This rule generally also applies to mobs in Guild Wars, but some mobs have multiple professions.
There are currently six ways to learn a skill in PvE:
Note that only way to learn elite skills, is either using Elite Tome or using Signet of Capture on high-level bosses in the Crystal Desert, the Southern Shiverpeaks, the Ring of Fire, and throughout Cantha and Elona.
There are two kinds of characters: roleplaying characters and PvP characters. Other than a few basic skill of each profession and the skills automatically given to PvP characters, each skill must be unlocked in order to use it on PvP characters.
Unlocking a Skill is closely related to learning a Skill.
Skills are equipped by opening the Skills and Attributes panel and dragging them from there to the Skill Bar while inside staging areas. Without exception, a maximum of eight skills can be equipped by a character at any time. Each skill can only be equipped once (you can't have multiple copies of a skill on your Skill Bar). Only one elite skill and up to three PvE-only skills can be equipped at a time. While in explorable areas, missions, or arenas, the Skill Bar cannot be altered.
There are some exceptions to these rules:
Note that, upon zoning, your skill bar will be reset to what it was before you last left town, except for the ones acquired by Signet of Capture, which are permanently in your skill inventory now. If you have more than one elite skill on your bar because of a recent capture, however, all but the right-most one will be removed from the bar upon zoning.
To use a skill, all of the following conditions have to be met:
Targets are invalid if they are the wrong type (foe, ally, fleshy creature, minion, corpse, spirit), or protected by some effects (Spell Breaker, Obsidian Flesh). Some skills don't require targets (Lava Font).
The skill need not be from one of the character's professions. In practice, characters are usually restricted to skills of their own Profession. However, the mesmer skills Arcane Mimicry, Arcane Thievery, Arcane Larceny, Simple Thievery, Inspired Enchantment, Revealed Enchantment, Inspired Hex and Revealed Hex allow other skills to be used. If the mesmer "borrows" a skill that does not match his current professions, it will be used with an attribute rank of zero, unless the mesmer first uses the elite skill Signet of Illusions, which applies the attribute points in Illusion Magic to the next 1-3 borrowed skills used.
Currently, all skills can be classified as belonging to a campaign or being "core":
Some skills between the Prophecies and Factions campaigns are duplicates. For example, Prophecies' Heal Area and the Factions' Karei's Healing Circle differ only in their names and icons. For players with access to both campaigns, these duplicate skills allow you to make builds that can effectively use the same skill twice. Touch rangers make effective use of duplicates; by using both Vampiric Touch and Vampiric Bite, the ranger can "double" the use of the duplicated skill.
Activating a skill follows a certain timeline. T is short for time, the time difference between now and the time when activating the skill:
< Casting time
< Casting time + recharge time
Casting time + recharge time
> Casting time + recharge time
|Effects||Waiting for player to activate the skills||In range to activate||The skills is being activated||The Casting is complete||Recharging||
|Recharged and ready for re-use|
A skill can be identified by a number of characteristics:
A skill's name is a unique identifier for each skill, and an Icon has a purely aesthetic value. There are currently no game mechanics that depend on a skill's name or icon. However all skills follow a color scheme depending on the profession and some skill types follow specific patterns. For example all Item Spells have the character whose ashes the item spell represents between two curtains.
Skill costs have to be paid as soon as a skill is activated. The caster is charged the cost immediately upon activation regardless of whether the skill is succesfully performed or not. There aren't any skills that cost both energy and adrenaline.
A skill's effects resolve as soon as the skill's activation time is over and the skill resolves. At resolution, every effect is checked individually whether or not the target is valid for this effect.
Almost all linked skills have one or more effect variables in their description, which are colored green for easy recognition. In the game, each variable is of the form x...y, where x is the variable's value at 0 rank of the linked attribute, and y is the value at 12 rank. The value progresses linearly (before rounding) with respect to the linked attribute level, and always have integer values (before rounding) at rank 0 and 15. The formula is
VL = round(V0+L*(V15-V0)/15)
where VL is the value at rank L. Round to the nearest integer.
Skills are a player's abilities that may be developed throughout the game. Skills are trained by various actions which use that skill, which give experience in the skill, until enough experience is earned for the next level. Some skills allow players to cook, chop down trees, make fires, use magic, make runes, and so on. Some skills support each other. For example, logs obtained from Woodcutting can be used for Firemaking, and fires from Firemaking can be used for Cooking food, and food can be used to replenish hitpoints to help in Combat. The higher your levels are the more of the skill you will have access to.
All skills but Hitpoints start out at level 1. Hitpoints start out at level 10. Players can advance a skill to level 99; after that, they can increase their experience up to 200,000,000 - but gain no more levels for doing so. A player's combat level begins at 3, because of 10 Hitpoints. The maximum combat level a member can reach is 138. Non-members can reach up to level 126, this is because a non-member can't train the Summoning skill. See the hiscores for the relative rankings of the different skills.
If a knowledgeable player were to start a new character, with certain assumptions for efficiency in activities like training combat and summoning with slayer, it would take approximately 3600 hours to go from all level 1 skills to all level 99 skills.
If a player is in the top 2,000,000 players in a skill, and is of level 30 or greater in that skill, they will appear on the hiscores.
It has also been confirmed by Mod MMG that a new skill will be introduced to RuneScape sometime during 2010. Which skill this is, however, has not been announced. On Monday the 25th of January Mod SteveW responded to a comment on the Runescape Channel saying that the new skill would be released in a month with 28 days. The next day, Tuesday the 26th of Jauary, Mod Crow posted on the YouTube Runescape Channel the following: "Hi all, just thought I would quickly clear up something. It appears no one really got Mod SteveW's attempt at humour when he said it will be in a month with 28 days in it. ALL month's have 28 days in them! It was a cheeky way of saying 'No sneak information' from the Steveanator." This seems to be a confirmation that the skill will be released in Febuary, however, all months in fact have at least 28 days, so Jagex likely did not want to set any sort of date for the release.
We’ll also be casting a critical eye over our existing skills, searching for holes, and filling them with new training activities and rewards. That’s before we even mention the new skill that is coming in 2010!
- — Andrew, Mark Gerhard and Mod Fetzki
Free players have access to 15 skills.
|Attack||Allows players using melee weapons more accuracy per hit and increases their average damage per second. Generally, players with higher attack levels hit more often than players with lower attack levels. A higher attack level also allows you to wield better weapons.|
|Strength||Allows players to deal more damage and equip certain weapons. It also gives access to several agility shortcuts. (members)|
|Defence||Allows players to wear stronger armour and decrease their chance of being hit (a common misconception is that high Defence reduces an opponent's maximum damage).|
|Ranged||Allows players to fight with missiles and projectiles from a distance. It, in conjunction with Strength, also gives access to various agility shortcuts. (members)|
|Prayer||Allows players to pray for assistance, such as combat ability boosts. Effects last until the player runs out of prayer points, or turns their prayers off.|
|Magic||Allows players to cast spells, including teleportation. Reduces chance for magic-based attacks to hit you.|
|Runecrafting||Allows players to make runes in special altars using tiaras or talismans, either for magic, experience or money making|
|Hitpoints||Allows players to sustain more damage without dying. The Hitpoints is skill is basically your 'Health' limit.|
|Crafting||Allows players to craft items from raw materials, such as pottery, ranged armour, jewellery etc.|
|Mining||Allows players to obtain ores and gems from rocks found in some specific places.|
|Smithing||Allows players to smelt ores into bars and smith bars into armour, weapons, and other useful materials.|
|Fishing||Allows players to catch certain fish. The fish can then be sold or cooked and eaten.|
|Cooking||Allows players to cook food. The food can then be consumed to heal a player's Hitpoints. Some foods have special effects (for example, various members-only pies).|
|Firemaking||Allows players to light fires on logs, lanterns, etc. Players can cook on these fires.|
|Woodcutting||Allows players to cut down trees for logs, and to carve out canoes for transportation (members). The logs can then be sold or used in Firemaking or Fletching.|
Members have access to 9 additional skills:
|Agility||Allows players to use shortcuts and increases the rate at which energy recharges. Certain equipment such as the Crystal bow also requires certain agility levels to wear.|
|Herblore||Allows players to clean grimy herbs and to make potions which can be used to boost/restore skills.|
|Thieving||Allows players to steal from market stalls and chests and to pickpocket non-player characters.|
|Fletching||Allows players to create projectiles (arrows, bolts) and bows/crossbows which can be used for Ranged.|
|Slayer||Allows players to kill certain monsters using tactics not used in normal combat. Useful in raising combat skills.|
|Farming||Allows players to grow plants (fruits, vegetables, herbs, trees, etc.) in certain patches across the world of RuneScape.|
|Construction||Allows players to build a house and its contents such as chairs, tables, workshops, dungeon, etc.|
|Hunter||Allows players to track, net, deadfall, snare, and trap animals, which may give useful materials for many other skills (Ranged, etc.).|
|Summoning||Allows players to summon familiars and pets to enhance gameplay in both combat and non-combat skills.|
There are four types of skills in RuneScape: Combat, Resource, Production, and Character Development.
Combat: - These skills involve fighting in Combat.
Resource: - These skills involve regular spawns.
Production: - These skills involve creating Resource items into other, generally more useful, items.
Character Development: - These skills help with travel and making money.
*Magic could be a Production Skill because of Enchantment, Superheat Item and Lunar Spells. It could also be a Character Development Skill because of Teleport Spells (a commonly used method of travel) and Alchemy Spells.
**Summoning familiars have a wide variety of abilities. Although most are designed to help with combat, several have gathering based abilities (not considered Resource because you don't take anything from the environment), others Production abilities, and others help with traveling, making them have Character Development abilities.
***While Slayer is related to combat, it does not contribute to combat level .
The equation below calculates exactly the minimum experience needed for a given level:
The above equation can be approximated with minimal rounding error as:
This approximation can then be used to find the maximum additional experience required to level up:
You want to find the experience that it would take to level up from 28 Strength to 29 Strength:
It takes 83 experience points to get from level 1 to 2 in any skill. Thus, it would take a maximum of 1207 experience points to get from level 28 to level 29.
To calculate the experience gain for combat skills, a simple equation can be used:
Using sacred clay weapons and armour enables the player to gain double experience for a certain period of time.
To calculate the experience gain for Hitpoints, another simple equation can be used
For certain skills, you can use Stealing Creation equipment to double your xp gained.
These skills are:
*The Magic boost only works with combat-related spells.
**The Hunting boost only works with implings and butterflies.
***The Combat boost works while using armour not related to the specific combat type. (ex. using Melee Sacred Clay Legs will give an experience boost to range while the player is ranging.)
These skills are:
|Summoning||15 January 2008||Originally envisioned to be an extension to the Magic skill. (Existed in DeviousMUD.)|
|Hunter||21 November 2006|
|Construction||31 May 2006||Originally planned to be called Carpentry.|
|Farming||11 July 2005||Originally planned to be released along with Carpentry|
|Slayer||26 January 2005|
|Runecrafting||29 March 2004||Released alongside RuneScape 2.|
|Agility||12 December 2002|
|Thieving||30 April 2002|
|Fletching||25 March 2002|
|Herblore||21 February 2002||Was named Herblaw in RuneScape Classic.|
|Fishing||11 June 2001|
|Prayer||24 May 2001||Known as Necromancy at time of release.|
|Crafting||8 May 2001||Known as Tailoring at time of release.|
|Magic||17 March 2001||This original skill was initially divided into good magics and evil magics.|
|This article or section contains information about a scheduled future release or update.
As such, the information found in this article should consist only of facts said in official Jagex® releases, but NOT speculation.
Remember: The RuneScape Wiki is NOT a crystal ball.
|“||We are working hard on a new skill, which will be available to free-to-play and members and which shows our continued commitment to the free game.||”|
— Mark Gerhard
The image shows Mod MMG (Mark Gerhard, CEO) confirming that Sailing would not be a skill in the time of his career as CEO, but during a live Q&A session with Mark Gerhard (Mod MMG), he claims he was only joking, but lead belief that the new skill is less likely to be Sailing.
Quote from MMG in the live Q&A session on 6 July 2009:
|“||Q) In your CC you allegedly said that Sailing will not become a skill while you're CEO, true? Thanks for taking the time to read||”|
|“||A) Hi Kaoru
I was only joking around about sailing, maybe there will be sailing maybe there won't be?
Jagex has also mentioned that the skill will be open to free players as well as members. Currently, very little is known about this unreleased skill.
Q) "Probably a question you saw coming - Can you shine anymore light on the new skill that's coming?"
A)Mod Mark: "Honestly, it’s not the Sailing skill. That was a crazy rumour based on a picture of a mage on a dock, who apparently is sailing a ship. He isn’t, and there is no Sailing skill. Interestingly, several of the team here at Jagex love sailing, so it did give us some cool ideas for the future. Oh, and the new skill is far better than sailing."
"Without giving away the new skill, could you briefly describe the awesomeness of said skill?"
Mod MMG replied:
"Haha, I really can't without giving bits of it away. All I can say is that I personally found it unique, inventive and thoroughly enjoyable. I certainly hope the players will feel the same way. What I can say is that it’s not too far away now so you will be able to make your own mind up soon."
It is also revealed on the RuneScape official youtube channel, Mod Paul M gave a hint at the new skill. The only hint was that it started with a 'B'. However, there has also been a hint that the "B" was just a red herring. 
Mod arko on the french forums, february '09:
"Je suis désolée mais les développeurs ne sont pas intéressés par de nouvelles compétences pour le moment."
Translated: "I'm sorry, but our gamecreators are not interested in new skills at the moment."
This means that they were already busy on a new skill.
The current skills screen, stretched to show all skills
The old skills screen, prior to 2003 in the RS2 beta
Back in RuneScape Classic, people caught botting would be stat-swiped, meaning all their skills would be taken back to 1, including Hitpoints, making a Combat Level of 1. The only active player known to have been stat-swiped back in RuneScape Classic and is continuing to play now is Life Hated.
This window displays all skills available in the game from normal professions. If you have unlocked any Force Sensative or Jedi professions, they will be listed on this page, in the left column.
If youi click on "My Skills," the column on tbe left will show all professions you currently have skill in. When you click on one, the skill sheet will show that profession's tree, with each skill in green representing the skills you have acquired.
At the bottom is a bar and numbers representing your current skill points. These are unused points that you can spend on learning new skill boxes. In addition to the required number of skill point available, you must have enough of the specific type of experience in order to learn a new skill. To find out the amount and what type, simply click on the skill box. The information will be shown at the bottom of the window, below the skill points bar.
As of the NGE, this is obsolete. We now have the Expertise System, which is accessed by pressing the U button. You use Expertise Points to access new features in the Expertise System. 5 Expertise Points are granted at level 10, and 1 point every other level after that. Levels 1 - 9 do not give Expertise Points.
Skills measure one's proficiency in a certain ability. Skills include:
All skills, except Magic Level start at level 10, but you can increase them by training. The rate at which the skill increases depends on the player's vocation. For example, a knight's melee skills increases faster than any other vocation. The same goes for paladins' distance skills, and for druids and sorcerer's magic level. The shielding skills of both Knights and Paladins increase at the same speed, and fishing advances at the same rate for all vocations. Also note that Axe Fighting, Club Fighting, Sword Fighting and Fist Fighting can be increased by X amount of skill points depending on the Ring.
The higher the skill, the better you are at a given ability. Higher weapon skills (Distance, Club, Sword, and Axe Fighting) yield higher damage and accuracy. Higher shielding skills make you more likely to block an attack with your shield. Higher magic level allows you to cause more damage with Attack Runes and Spells, or heal more hitpoints with Healing Runes and Spells. Higher fishing skill gives you a better chance of catching fish.
The highest skills are organized in a rank. Each game server has its own statistics, and you can see them arranged by the skill of your choice. The fight for the first place on the skill rank tables has lead to a wave of power gaming.