Introduction - What is Firemaking?
In Runescape, Firemaking is a consumer, artisan skill used to light several items, but most importantly logs. Lighting logs will create a fire on which you can cook your food. To light a fire you will need either a tinderbox, a Forge Regent familiar, a Pyrelord familiar, or having started barbarian training any strung bow. These are listed as follows
You can buy a tinderbox from any general store. You can use it to light logs, lanterns, candles and more by using the tinderbox on them, or by using a method described above.
The best way to train Firemaking is by burning logs. To get these you will need to cut trees and therefore firemaking is closely related to woodcutting. You can also obtain logs by purchasing them from the Grand Exchange, or by trading with other players. In the different sections in this guide you can find information on how to light each type of item and some information on the experience rewards.
There are a few ways to light a log, with a tinderbox, a Dwarven Army Axe, or with a bow (as well as using the Forge Regent and Pyrelord familiars). To use a bow you have to undertake Barbarian Training (the XP earned is the same either way).
1. You can drop the logs on the ground, right click them and then choose the "light logs" option in the menu that pops up.
2. You can click on your tinderbox and then click on the log in your inventory. You will automatically drop the log and light it.
3. You can also choose to drop the log and then use your tinderbox on the log (this method isn't the fastest but maybe you prefer it).
4. You can click on your log and then click on the bow in your inventory. You will automatically drop the log and light it.
After lighting a fire, your character will move off the fire. The default direction is towards the west, unless that way is blocked.
*An additional 10 XP is received when combining a normal log with a firelighter.
Bonfires are a great alternative to lighting many fires in a row, that can be tended by other players. They are much less click-intensive, allow for talking, and even promote socialization as you gain more experience with more people using the same bonfire. Not only does this benefit Firemaking, but also comes with some bonuses, such as temporary Constitution boosts, a bonus for cooking food on a bonfire, and even small rewards in the form of Fire spirits. Bonfires do not work in Dungeoneering.
To start making bonfires, you need a player-made fire to feed. The log used to start the fire determines how long the fire will last, with higher level logs providing longer lasting bonfires. Once there is one, either right-click on the fire and choose "Add Logs," or left-click "Craft" on logs in your inventory, and choose "Add to bonfire," which will cause you to start adding logs to the nearest bonfire. Even by yourself, you will be gaining more experience than making lines of fires by feeding the logs into a bonfire, as shown in the table below (where the number next to the Experience headers indicates the amount of people contributing to a bonfire).
* Maple, magic and blisterwood log bonfires grant a varying amount of experience based on a player's Firemaking level. The experience shown in this table is the experience for burning them in a bonfire at level 99 Firemaking. For other levels, please see the Tip.it Firemaking Calculator.
In addition, the more people feeding a bonfire, the more bonus experience is gained. This stacks with boosts such as the flame gloves, the ring of fire, and both the penance horn and penance master horn, but NOT with firemaking familiars.
Bonfires and Constitution
In addition to the obvious benefits to firemaking, the warmth of the bonfire will boost your Constitution after adding 5 logs of the same type in a row to a bonfire. Your Firemaking level will control the Constitution boost, and the type of log added will dictate how long the boost lasts. Try not to mix these up. A life point bonus and bonfire buff timer will show up on your buffs/debuffs interface while they are active, as shown below.
A permanent increase of 25% to the duration of bonfire health boosts can be bought from the Soul Reaper rewards shop. The same buffs can also be achieved by using Cremation with 5 or more bones rather than logs.
Bonfires and Cooking
Any food cooked on a bonfire will grant 10% more Cooking experience. This stacks with any other boosts and bonuses as well.
Every so often while feeding a bonfire you may find that you have released a Fire spirit. Be sure to talk to it when you see it, as it will give you a small reward, such as charms, ore, coins, gems, and runes. The better the log use to summon it, the better your reward will be in general. Clicking on the link will bring you to a page with every variant of Fire spirit for your perusal.
Cremation is an ability open to both free players and members that was available from the 2014 Halloween event and can be obtained randomly whilst killing various types of ghosts. The ability allows for bones to be burned on player started fires (permanent fires do not work) and it gives 250% prayer experience per bone and gives 200% of the experience you would have gained from burying the bones normally as firemaking experience.
As bones are part of the Prayer skill, there are no level requirements to cremate bones and the experience reward is the same regardless of logs used to make the fire.
The knowledge of how to make a pyre ship is acquired during Barbarian Training.
To make a pyre ship you will require a log, either a bow or a tinderbox, a woodcutting hatchet and some chewed bones. Chewed bones are obtained from mithril dragons within the ancient cavern. Make sure that you are using chewed bones and not mangled bones; both look identical, but if you use mangled bones a level 166 Barbarian Spirit will be released.
Once you have all the required items in your inventory, simply click "construct pyre site" to craft the pyre ship and send the barbarian on its way.
As a reward for setting the spirit free, it will leave an item behind for you, which if you are lucky, might even be the highly sought after dragon full helm.
A prayer bonus is also given for releasing the spirit. The type of log you used will determine how many bones you can bury afterwards that will receive a 300% exp increase. When you bury a bone with the 300% boost a message will appear in your chat screen.
The table below shows the skill requirements needed for making each type of pyre ship and how many bones get the exp boost.
Pyre logs are needed to get fine cloth for splitbark armour. This armour is meant for mages. To make pyre logs you need to have completed the Shades of Mort'ton quest. You will need to buy some olive oil from Razmires' general store, then you need to use the olive oil with the holy flame in the temple, which you built during the Shades of Mort'ton quest to make some sacred oil.
Sacred oil is needed to make pyre logs, and can be obtained during the Shades of Mort'ton minigame. The following amount of doses are needed to turn normal logs into pyre logs.
Pyre logs are used to burn shade remains on funeral pyres. When you do this there is a chance you will get one of several keys, which are needed to go deeper into the Shade Tombs, where you can acquire loot and (possibly) fine cloth. More information on this can be found in the splitbark armour guide.
Firemaking is also an important aspect of the Dungeoneering skill, becoming available in class 2+ dungeons. You can obtain the necessary logs by cutting down branches on the dungeon's walls or buying them from the Smuggler. Please be aware however that you cannot use Dungeoneering logs on a bonfire.
You can also light things other than logs, like lanterns and candles. No firemaking experience is earned for lighting these items. Lights are required to save your life in the Lumbridge Swamp Cave (located in Lumbridge Swamp), in Mos Le'Harmless Caves (on Mos Le'Harmless island), in the Contact! quest dungeon, and so on. In the dark, you will be attacked by swarms, unable to escape. Many an adventurer has died this way.
A nasty part of this situation is that lower level lights can go out. The very worst is a simple candle, because many players fail relighting it multiple times until they die. Candles can be extinguished by gusts of cave wind, and can ignite hazardous cave gas with fatal results! Falling into water (such as failing an agility obstacle over water) may extinguish your light source. The worst lantern is the Candle lantern. If you fall with this in the Lumbridge Cave it will break. If you fall with the Oil lantern it will go out and you can relight it with a tinderbox. The Bullseye lantern, Mining helmet and Seer's headbands will never go out even if you fall.
Note that all light sources are non-tradeable when lit. They can be extinguished by left clicking them. This means that the firemaking levels are absolute requirements.
* Seer's Headbands from the Seers' Village Tasks do not actually need lighting, but certain firemaking levels are required to earn them.
** Mining helmets are dropped by level 11 miners (located in the Lumbridge Cave). You can wear the mining helmet and save an inventory space. Once lit, it won't go out.
*** The olympic torch items do not need lighting, nor do they need to be held in order for them to act as a light source. These could only be obtained as a reward during the Gielinor Games holiday event.
Making Glass Lantern Parts:
The table below shows which items can be made of glass and used for your lanterns. For further details on making glass, refer to our Crafting Guide
Making Lamps and Lanterns:
Note that you must talk to the candle seller outside Lumbridge Swamp Caves to "learn" how to make lamps and lanterns.
Lamp Oil: Get some Swamp tar (spawns in Lumbridge Swamp and Mort Myre Swamp). Use it with the 'Lamp Oil Still' on the table inside the Chemist's house in Rimmington (Not the Fractionalizing Still outside), or next to the Lamp stall in Dorgesh-Kaan. Then use your Oil Lamp, Oil Lantern or Bullseye Lantern with the still to collect your Lamp Oil. Oil refills are never needed.
Haunted Wood Torches
The city of Dorgesh-Kaan is kept alight by hundreds of magical lamps. These lamps often break and can be repaired (52 Firemaking required) in order to gain some firemaking experience.
Once you have a Light orb, you will need to search around in the houses of Dorgesh-Kaan, until you find a broken light.
Simply use the light orb with the broken light to repair it. You will gain 1000 firemaking experience for each broken light you repair. Additionally, 5000 extra firemaking experience will be gained if you manage to repair 100 lights.
The Jadinko Lair is located in the south-east corner of Karamja. Inside the lair, long jade roots hang down from the ceiling. The rooms containing mutated jadinkos have jade roots that will curl and uncurl at random. Chopping the curled jade roots (required woodcutting level 83) will yield curly roots. To light the roots use them on dry patches - there are six of them in total in the lair. Two patches are located in each corridor leading into the Jadinko Queen's room. After lighting a fire you can add more curly roots to the fire to refuel it. Refueling the fire earns the same amount of xp as starting a fire from scratch.
Other items that are lit using the firemaking skill but earn no experience:
As well as the above items there are also some other items you can light for experience. Such as origami balloons which can be made using the crafting skill. Also you can light your regular logs in a fireplace within a player-owned house for double the normal exp.
Hot Air Balloon Transport
Before you can use the easy option to quickly travel you must first unlock each route the same way as you did in the quest with a different type of logs for each (if you fail a route you will lose all your logs from that trip even if you didn't use them!). You gain 2,000 firemaking xp for each route unlocked. After you unlock a route you can use it by only paying 1 of the required logs. Note: You do not gain any firemaking experience for the logs used to make a trip after the route is unlocked.
After completing the All Fired Up quest it will unlock the Beacon Network minigame. For a more in depth strategy of this minigame please refer to our Beacon Network Guide. The experience which can be gained for lighting each beacon is listed in the table. Rewards from this game which assist firemaking training are listed in the Skill Aids section.
On top of the additional experience for lighting each beacon, a bonus amount of experience will also be granted for lighting beacons in a row. The experience for this is:
There are a few items which help boost your firemaking. For example, lighting beacons from the Beacon Network minigame offers you rewards which provide an experience boost while firemaking.
In addition, for players who are familiar with the Barbarian Assault minigame, there is an option that can double the experience gained from igniting logs.
Players that have obtained a Penance horn can set the switch in the wave's waiting rooms to 'XP' and the Penance horn will charge up as the player makes progress through the waves. You can obtain an uncharged Penance Horn for free by talking to Commander Connad in the Barbarian Assault Lobby.
The Penance horn works similarly to the Morphic tools from the Stealing Creation minigame. The Penance horn bonus will not be applied if you are firemaking with a familiar instead of a tinderbox. As a player firemakes logs, the horn will gradually lose charge. When the horn is out of charges, it will have to be recharged before it can continue doubling the XP gained from the laps. Players who have achieved Mastery in at least one role in Barbarian Assault can buy the Master Penance Horn. Its charges degrade slower than the Penance Horn, therefore making it lasting longer.
Phoenix Lair Distraction & Diversion
Upon completion of the In Pyre Need quest, you are granted access to the Phoenix Lair D&D. Once per day, you may enter the lair of the Phoenix and defeat it for a whopping 7,500 Firemaking xp! For more information on this daily Firemaking experience reward, head to the Phoenix Lair Guide.
Skill mastery and Beyond
Cape of Achievement
Once you have mastered the skill and reached level 99 you may want to buy a Firemaking cape from Ignatius Vulcan in the forest south of Seers Village. If you already have another 99 skill, or obtain another one while wearing the cape (unless you have it keepsaked), it will become a Firemaking cape (t).
Please refer to the Achievement Capes guide for more details.
After obtaining 99 Firemaking it becomes possible to obtain a Fiery shard randomly, which can be combined with other shards from the other artisan skills (Construction, Cooking, Crafting, Fletching, Smithing, Herblore, Runecrafting) to create an artisan's cape and artisan's helm. The cape has the same stats as a trimmed skill cape and the helm is purely cosmetic.
True Firemaking Mastery
Achieving 99 is the ultimate goal for many players, however the skill does not stop there. For players wanting to show off their dedication to a skill it is possible to obtain "True Mastery" by obtaining "120 Firemaking" which is 104,273,167 XP. The Firemaking master cape can then be purchased from Ignatius Vulcan in the forest south of Seers Village.
It is worth noting that beyond level 99 there is no additional content for Firemaking as the level increases are invisible so training the skill gets no faster. To work out your theoretical Firemaking level check out our XP table.
Original Guide by: Empror1
Revised Guide by: Omnitec
Thanks to: abomb67, Adamskii, Aurhora, Biabf, caldius, DaDieselDude05, datachange99, Deadman Andy, ForsakenMage, Howlin1, Inferno_char, jaklumen, Jammy_Man, Jimmyw3000, kiwi_pearls, KS_Jeppe, Lady_Shahdie, Lass Salleh, Lood333, Mdeoxys, Misplacedme, MultiDark, pokemama, Profins, Shasta_Sms, skillcaster, Soothsayer, Speedyshel, SportsGuy, Sunli, Trev Frank, Warriormonkx, Wizard111111, wyvren2000, Zaaps1 and Crafting team
Last Updated by: Arceus
Last Updated: 27-Dec-2014
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