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The American Heritage dictionary
defines synergy as the interaction of two or more agents
or forces so that their combined effect is greater than the sum of their
individual effects. RuneScape skills arent agents or forces,
but synergy is evident here in that training two or more skills together
is more efficient than training them separately. In addition, there
are many situations where the outputs from one skill act as inputs to
another, creating natural tie-ins between skills that you should definitely
take advantage of in your skill planning.
Some skill synergies are obvious
and well-known to most people; others are far more subtle. Ill
now lay out some of the synergies you should be aware of, starting with
a look at how combat interacts with non-combat skills, and then the
various ways non-combat skills work with each other.
Synergies Between Combat and Non-Combat Skills
It is not generally possible to train
both combat and non-combat skills simultaneously, though there are a
few special exceptions. Mostly, the synergies between combat and non-combat
skills are related to resources that pass between them. There are also
a few synergies that dont involve resources; as well see,
these often have to do with skills making combat easier.
Resource synergies can go in one
of two directions. First, there are non-combat skills that provide resources
to assist in combat; obvious examples would be food, potions, runes
and ammunition, which are inputs to combat. And conversely, there
are resources provided by combat activities that are essential to training
non-combat skills; examples here are bones for Prayer, dragonhides for
Crafting and charms for Summoning. These items are, of course, combat
outputs.
Again, these synergies dont
mean that you can train these non-combat skills as you train combat.
Rather, they are ways in which you can tie your training of multiple
skills together:
Agility: Theres not a lot of synergy
here, because Agility both uses and produces very little in the way
of resources. High Agility does help access certain monsters, but thats
about it.
Construction: Theres not much in
the way of synergy here, though having a well-designed player-owned
house will help with combat activities.
Cooking: There is a strong input synergy
to combat, which obviously is food for healing. There is a weaker synergy
in the other direction; some monsters drop considerable amounts of raw
food and food ingredients, though it admittedly is not many.
Crafting: This skill has a broad set of
synergies with combat. First, the skill provides items such as combat
jewelry, leather armor, and especially dragonhide armor for fighters.
On the output side, many of the essential resources for Crafting come
as combat drops, such as cowhides, gems, seaweed and especially dragonhides.
Farming: The synergy here is mostly in
the form of herb and allotment seed drops, which are a primary way in
which these essential items enter the game.
Firemaking: Virtually no combat synergies
here.
Fishing: There are no meaningful synergies
here either, though you can get a few Strength points from barbarian
fishing. (Remember that raw fish is an input to Cooking, not combat.)
Fletching: This skill produces bows, crossbows
and ammunition for Ranged fighting. In the other direction, there are
some monsters that drop items like bolt tips and arrowtips, and even
one or two that drop bowstrings. Gems are also used in Fletching, and
come largely from combat.
Herblore: Herblore and combat have strong
bidirectional synergies. Combat is one of two primary means of getting
herbs for making potions, and also a way in which many secondary ingredients
are obtained. The potions made from these herbs are then important inputs
to combat.
Hunter: The only notable synergy here
is chinchompas, which can be caught using Hunter and then used to get
lots of Ranged XP in combat.
Mining: There arent any significant
synergies here.
Prayer: This is a combat-related skill
so the synergies are obvious: getting a higher Prayer level makes combat
easier, and combat is also the primary source of bones for training
Prayer. This is one of the skills that can be trained alongside combat.
Runecrafting: This is one of the primary
sources of runes for combat magic.
Slayer: Obviously there are strong synergies
here: this skill not only can be trained along with combat, it
must be!
Smithing: The relationship between Smithing
and combat has changed over the years; at one time it was mainly Smithing
that supplied combat, but now it is often the other direction. At one
time, Smithing was an essential source of armor and weapons for fighting,
but now most players mid-level and above use more advanced equipment
that isnt smithed. In contrast, combat is now an excellent source
of both ores and bars for smiths.
Summoning: This skill is tightly tied
to combat in both directions, with charms being obtained only via combat,
and Summoning familiars being designed to assist in combat.
Thieving: Theres little to no synergy
between combat and this skill.
Woodcutting: Like most resource skills,
there is no real synergy with combat here.
Synergies Among Non-Combat Skills
Where the synergies between combat
and non-combat skills tend to be simple matters of input and output,
the relationships among non-combat skills are often far more complex.
There are interactions of items, of course, but also many instances
where skills can be trained together to mutual benefit.
I discuss skill synergies in more
detail when I examine each individual skill, but heres a brief
summary of the most important ones:
Agility: This is mostly a standalone skill
that doesnt rely much on other skills in order to train it. Agility
training does make use of food and potions from Cooking and Herblore,
but its not particularly significant. You can also get a few Agility
points from barbarian fishing.
Construction: This skill has very little
in terms of training synergies. It is tied to Woodcutting because of
the use of high volumes of logs, but this is indirect due to the need
to plank the logs.
Cooking: The synergy between Cooking and
Fishing is one of the best known in the game, and the two are often
trained together. A loose relationship also exists between Cooking and
Farming, since the latter supplies several food ingredients, and Firemaking,
since you can cook on fires.
Crafting: This is mostly an independent
skill that has only a couple of loose affiliations with
others. In terms of output, Crafting is well known for producing bow
strings for Fletching. In the other direction, the skill makes use of
gems from Mining, and gold and silver bars from Smithing, in addition
to the inputs from combat.
Farming: The obvious non-combat synergy
here is between Farming and Herblore. Like Cooking and Fishing, these
are naturals to train together. Weaker relationships exist between Farming
and Woodcutting (birds nests for seeds) and Cooking (sweetcorn,
strawberries, watermelons, etc.)
Firemaking: Woodcutting, obviously! J
There are also minor synergies with Crafting (lanterns, Dorgeshuun light
orbs and so forth) and Cooking.
Fishing: Strongly tied to Cooking as mentioned
above; Barbarian fishing is an oddball that ties Fishing to Agility
as well.
Fletching: This skill mostly relies on
the output of other non-combat skills: Woodcutting for logs; Crafting
for bow strings; Mining (and combat) for gems; and Smithing for arrowtips
and unfinished bolts. Output consists of ammunition used for combat,
while most bows are alched, resulting in a close synergy in training
Fletching and Magic.
Herblore: Very closely related to Farming,
as mentioned above, with a few minor synergies (barbarian fishing supplies
roe and caviar for barbarian potions).
Hunter: The Hunter skill requires little
in the way of inputs; most hunting is done without bait, an exception
being papayas for the new pawyas in Isafdar. Output from this skill
produces a couple of weak synergies: the barbtailed harpoon for Fishing,
for example, raw bird meat is used in Summoning, and bones for prayer.
Mining: Ores for Smithing and gems for
Crafting and Fletching.
Prayer: This skill is related to combat
and not really tied to non-combat skills.
Runecrafting: This skill provides runes
for both combat and non-combat Magic. It is related to Agility indirectly
in that a higher Agility level is beneficial because of all the running
involved. It is also related to mining and combat, because these are
the primary ways of obtaining essence.
Slayer: The Slayer skill is trained alongside
combat, and so indirectly shares many of the synergies that combat does
with other non-combat skills. It has few other synergies with non-combat
skills (one example is the Wild Jade Vine feature, which gives alternating
amounts of Farming and Slayer XP).
Smithing: The skill is very tightly tied
to Mining, due to ores from that skill being used to make bars both
by smiths and for smiths. Smithing produces items for combat directly,
and for combat indirectly via Fletching (arrowtips and unfinished bolts).
Summoning: This extremely broad skills
has interactions with nearly every other one in the game. These are
all relatively minor, mostly taking the form of specific familiars that
enhance other skills. For example, there are familiars that boost Agility,
generate compost for Farming, assist with Runecrafting and so on.
Thieving: Thieving doesnt have inputs
and cannot generally be trained alongside other skills, so it has only
weak synergies related to the items that thieves produce. The most notable
of these are seeds for Farming, courtesy of master farmerswhether
they like it or not (Figure 141)and
gems for Crafting, from the safes at the Rogues Den.
Woodcutting: Strong synergies with Firemaking
and Fletching. Weaker synergies with Construction (wood for planks),
Herblore (birds nests) and Farming (tree seeds from those birds
nests, as well as the ability to cut a player-grown tree).
Figure 141: Not a Noble Profession, But...
Thieving master farmers is a significant source of seeds for Farming.