Every current training method in Old School RuneScape, by skill and by level, generated from the game's own method list rather than written from memory and left to rot.
A table per skill of every method currently worth knowing about and the level each one opens at. The point of it is coverage rather than opinion: if you are level 63 in something and want to know what your options are, this answers that in one line rather than in eight paragraphs.
The method lists are generated from the game's current training data and regenerated when it changes. That matters more than it sounds. Checked while building this, a from-memory list of Fishing methods was missing Leechfin Fishing, deep sea trawling and sacred eels outright, and a Mining one was missing calcified rocks, Rubium rocks and infernal shale. The game moves faster than anybody's recollection of it, and most guides you will find were written once and never revisited.
Where a skill has a page of its own, the row links to it. Those pages carry the rates, the trade-offs and the honest answer to whether a method is worth doing, which is the part no generator can produce.
Sorted the way a player thinks about it: the skill you want, the number of methods currently available in it, and the first and last rungs of the ladder.
| Skill | Methods | Earliest | Endgame |
|---|---|---|---|
| Fishing | 15 | Fly fishing (20+) | Sacred eel (87+) |
| Mining | 13 | Copper/Tin ore (1+) | Amethyst (92+) |
| Woodcutting | 9 | Regular trees (1+) | Rosewood trees (92+) |
| Agility | 11 | Rooftop Agility Courses (1+) | Prifddinas Agility Course (75+) |
| Thieving | 18 | Chambers of Xeric thieving room (1+) | Master Farmers (94+) |
| Runecraft | 17 | Making talisman tiaras (1+) | Wrath runes (95+) |
| Prayer | Not a ladder | Cost based | Cost based |
| Slayer | Not a ladder | Cost based | Cost based |
| Farming | 5 | Bagged plants (1+) | Tree runs (15+) |
| Hunter | 22 | Natural History Quiz (1+) | Herbiboar (80+) |
| Crafting | 11 | Leather items (1+) | Cutting amethyst (83+) |
| Smithing | 7 | Anvil smithing (1+) | Smithing armour (48+) |
| Herblore | Not a ladder | Cost based | Cost based |
| Fletching | 5 | Headless arrows (1+) | Redwood shields (92+) |
| Cooking | 6 | Poison karambwan (1+) | Jug of wine (35+) |
| Firemaking | 4 | Creating pyre logs (1+) | Wintertodt (50+) |
| Construction | 8 | Starting off (1+) | Oak doors (74+) |
| Magic | 16 | Starting off (1+) | Plank Make (86+) |
| Ranged | 8 | Using dwarf multicannon (1+) | Monkeys with Venator bow (80+) |
| Melee | 7 | Gemstone Crab (30+) | Gargoyles (80+) |
A linked skill has a full guide with rates and trade-offs. The rest list their methods here.
Three skills do not have a level-gated method list and it would be dishonest to invent one for them. Slayer is task-based: what you train on is whatever your master assigns, not what your level unlocks. Prayer is a cost decision from level 1, where you offer the most valuable bones you can afford at the best altar you have access to. Herblore is the same shape, making the most valuable potion your level allows.
For those three the useful question is not what to do at level 63, it is what to spend, and that is answered on the pages themselves rather than in a table.
Of the gathering skills covered here, Woodcutting via 2-tick teak at up to 255,000 experience an hour is the quickest, at roughly 55 hours. Thieving is close behind once Pyramid Plunder opens up past 91. Agility and Runecraft are at the slow end and are where most accounts stall.
13,034,431 in every skill. The difference between a 55 hour 99 and a 200 hour one is entirely the rate the method gives, which is why picking the right method for your level matters more than anything else.
The method lists are generated from the game's current training data and regenerated when it changes, so they include methods added recently that most static guides have not picked up. The rates quoted in the prose were read off the source rather than recalled.
Because they genuinely do not work that way. Slayer is task-based, and Prayer and Herblore are cost decisions from level 1 rather than level ladders. Presenting a table for them would mean inventing structure that is not there.
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