Gridmaster skilling relics

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Gridmaster skilling relics improve gathering, production and skill training in Gridmaster on World 2. Claim a reward from its completed task, then use the board's Relics tab to change its settings. The ::gridmaster command also opens the gathering settings and skill-link choices.

Claimed passive relics work together. There is no limit on how many of these relics you can have active. The three gathering rewards each let you choose a different bonus, and each skill-link relic has three permanent skill choices.

For alchemy, noting, Recall, teleport charges, clues and banked monster drops, see Gridmaster utility relics. See Gridmaster relics for the complete relic directory.

Choosing a gathering bonus

The gathering rewards offer Power Miner, Lumberjack or Animal Wrangler. You can claim each bonus once, so the three rewards can eventually give you all three. These are passive bonuses: you still need the normal pickaxe, axe, fishing supplies or Hunter tools, and must meet the gathering level requirements.

Choose the bonus for the resources you want to gather first. Power Miner supplies bars and gems, Lumberjack supplies logs or arrow shafts, and Animal Wrangler combines Fishing with Hunter benefits.

Each bonus improves failed rolls for its matching skill — Mining, Woodcutting or Fishing — with a separate 50% chance to rescue a failed roll. This does not mean every attempt has a flat 50% success rate. For example, an ordinary 40% success chance becomes 70% when the failed 60% of attempts receive this extra chance.

The automatic processing and banking benefits do not work with a temporary inventory or equipment, in Chambers of Xeric, Tombs of Amascut or the Gauntlet. Special resources used only inside encounters are also excluded. Primary resources go to your bank first; if the bank cannot hold all of them, the remainder goes to your inventory or the ground. Extra resources from other effects can still arrive in your inventory.

Power Miner

Power Miner banks the primary ore, stone or gem from an ordinary Mining success. A full inventory does not stop this gathering route. Rocks skip their ordinary depletion roll for the first three successful resources in that mining action; from the fourth onward, normal depletion rolls resume.

Use Smelt and Cut gems in the Relics tab, or Auto-smelt and Auto-cut gems in ::gridmaster, to choose how resources arrive.

Setting Effect Practical use
Both off Bank the resource unchanged. Keep ores for furnace recipes or uncut gems for later Crafting.
Smelt on A matching primary ore becomes its bar and gives the bar's smelting XP. No extra ore or coal is consumed. Coal itself stays coal. Mine iron for iron bars, or higher ores for their matching bars.
Cut gems on A matching uncut gem becomes its cut form and gives its normal gem-cutting XP. Gather cut gems and Crafting XP at gem rocks.

Automatic smelting and gem cutting do not check the processing skill's level or require a furnace, chisel or recipe ingredients. Mining requirements still apply. Iron ore becomes an iron bar, rather than a steel bar. The primary resource is replaced by the processed result; you do not receive both.

Power Miner takes priority over the infernal pickaxe's automatic processing and ordinary profession auto-banking for that primary resource. Pickaxe and skillcape bonus ores are separate, so leave some inventory space if you use them.

Lumberjack

Lumberjack lets you choose Bank, Burn or Fletch for ordinary primary logs. Change Logs in the Relics tab or ::gridmaster to cycle between the three modes.

Mode Result
Bank The log goes to your bank.
Burn A matching burnable log is consumed for its normal Firemaking XP. No log is banked.
Fletch A matching log becomes arrow shafts and gives the shaft recipe's Fletching XP. The shafts go to your bank.

Burn and Fletch do not require the normal Firemaking or Fletching level, a tinderbox or a knife. You still need the Woodcutting level and a usable axe to chop the tree. Logs with no matching processing recipe are banked unchanged. For example, a maple log in Fletch mode produces 60 arrow shafts and 20 base Fletching XP.

Lumberjack takes priority over the infernal axe and ordinary profession processing for the primary log. Bird nests and extra logs from the dragon axe special are separate rewards.

With Pyromancer, Bank mode gives logs and Firemaking XP together if you meet the log's Firemaking level. Burn mode can award both Lumberjack's burning XP and Pyromancer's chopping XP when that level requirement is met.

Animal Wrangler

Animal Wrangler banks primary Fishing catches and reduces the pause between ordinary Fishing attempts from 2 ticks to 1 tick. Bait and other normal Fishing requirements still apply.

Turn on Auto-cook to give a matching raw food a 50% chance to arrive cooked, with its normal Cooking XP. The remaining catches arrive raw. This automatic cooking has no Cooking-level requirement. Animal Wrangler also prevents food from burning in the ordinary Cooking action, although the recipe's Cooking-level requirement still applies.

For Hunter, Animal Wrangler:

  • Guarantees the catch roll for eligible trapped creatures and implings, after their normal level and other checks.
  • Reduces supported trap placing, dismantling and checking delays from 2 ticks to 1 tick.
  • Doubles chinchompa loot and chinchompa catch XP.
  • Stops impling jars from breaking when looted.

Hunter loot goes to your inventory. The Fishing banking setting does not bank Hunter catches. You still need space for loot and returned traps. Animal Wrangler guarantees a trap's catch roll once a creature attempts it; Natural Instinct helps creatures choose your traps in the first place.

Production and supplies

Production Prodigy

Production Prodigy maintains a +12 temporary level boost in Crafting, Smithing, Herblore, Fletching and Cooking. It does not raise your base levels. A higher existing boost is kept, and a drained skill is restored to at least its base level plus 12. For example, 63 base Herblore stays at least 75 while you own the relic.

Supported recipes process inventory batches with most per-item delays removed. Normal level, tool and ingredient checks still apply. Some actions pause between batches of 28; potion recipes with stackable secondaries retain their normal per-item pause.

Skill Supported examples
Crafting Cutting gems, leather armour, battlestaves, amulet stringing, jewellery at a furnace, molten glass, glassblowing, pottery and spinning.
Smithing Smelting bars, anvil smithing and cannonballs.
Herblore Faster unfinished-potion and eligible finished-potion batches; an extra-result chance when cleaning herbs.
Fletching Cutting logs, stringing bows, cutting bolt tips, and supported arrow, bolt, dart and javelin assembly.
Cooking Ordinary food cooking and wine making.

Eligible completed actions have a 25% chance to send an extra result to your bank, with the XP for the amount successfully banked. The normal result remains in your inventory. If the bank cannot accept the extra result, that extra quantity and its XP are lost. Ammunition rolls can copy a batch rather than a single piece.

The extra-result chance excludes temporary inventories and equipment, encounter-only items, raid potions and potion recipes with stackable secondaries. Making unfinished potions is faster, but does not have the extra-result roll. Automatic processing by gathering rewards does not use this production roll.

The relic also increases ammunition assembly limits tenfold: 100 darts or tipped bolts, and 150 arrows or javelins per supported action, limited by your supplies. This is not a general increase to every recipe's output.

Master Chef

Master Chef prevents burning in ordinary Cooking and removes most per-item cooking pauses, with a pause between batches of 28. Cooking levels and ingredients are still required.

Food eaten through the normal eating action heals 10% more, rounded up, with at least 1 extra hitpoint for food that heals. A food normally healing 20 heals 22; one normally healing 15 heals 17. The normal hitpoint cap and eating delay still apply. This bonus follows other food-healing bonuses. It does not increase the food's Wintertodt warmth restoration.

Master Chef and Production Prodigy can work together: Master Chef prevents burning, while Production Prodigy adds its level boost and eligible extra cooked food. Animal Wrangler already supplies the ordinary no-burn benefit, so Master Chef's additional benefits are batch cooking and stronger healing.

Friendly Forager (Herbalist)

Friendly Forager gives you a herb sack. Carry it in your inventory while Mining, Fishing, checking successful Hunter traps or catching implings to gather extra grimy herbs.

A successful eligible action can add 1 herb at most every 5.4 seconds. The herb is chosen from types whose cleaning requirement is no more than your current Herblore level +25, and which have fewer than 30 of that type stored in the sack. Gathering the herb also awards its base cleaning XP. No herb is generated if every eligible type is full. Woodcutting does not trigger this herb generation.

Use the sack's Check and Empty options to manage its contents, and empty it regularly to keep foraging. Eligible herbs use your current level, so Production Prodigy's Herblore boost can broaden the herb selection.

When mixing ordinary potions, Friendly Forager produces 4 doses instead of 3 when the potion has a four-dose version. Eligible recipes with exactly one secondary ingredient have a 90% chance to keep that secondary. You must still carry the secondary to start the recipe. Divine potions and multi-secondary recipes do not receive this secondary-saving effect, and raid potions do not receive these Herbalist mixing benefits.

Super combat potions instead have a separate 90% chance to keep the primary torstol; their three secondary potions are still used normally. Production Prodigy's extra potion can use the same four-dose output when its extra-result conditions are met.

Metallurgist

Metallurgist batches ordinary furnace smelting and anvil smithing, skipping most per-item pauses with a pause after each 28 items. Each supported smelt or anvil recipe has a 20% chance to keep all its required materials. You must possess the materials before the action can begin.

Coal requirements are halved, rounded up. A two-coal recipe needs one coal; a four-coal recipe needs two. One-coal recipes still need one. Steel uses one coal with Metallurgist. The material-saving roll can then save that coal and the ore together.

Metallurgist and Production Prodigy combine: saving materials does not prevent the normal product, and Production can add a separate banked product. Metallurgist's batching does not speed up cannonball production; that route uses Production Prodigy. Power Miner's automatic ore conversion is separate from furnace material saving.

Essence Surge

Essence Surge doubles the runes produced by ordinary Runecrafting altars. It applies after level-based multiple runes and the rune-yield equipment bonus. An action that would yield 140 runes yields 280. Essence consumption is unchanged, and this relic does not double the action's Runecrafting XP.

Pyromancer

Each ordinary primary log chopped can also give the base Firemaking XP for burning that log, without consuming it. You must meet the log's current Firemaking-level requirement for this chopping XP. Woodcutting XP is still awarded normally.

Pyromancer also makes ordinary fires light on their first success roll. Firemaking levels, a suitable lighting method and a valid place for the fire remain required. With Lumberjack, choose Bank for logs plus Firemaking XP, or Fletch for shafts plus Fletching and eligible Firemaking XP.

Master Builder

Master Builder gives each supported furniture build a 50% chance to keep its complete material cost. Levels, tools, materials and hotspot requirements must still be met before building.

Ordinary hotspot construction and furniture removal take 1 tick. Flatpack production can save materials too, but keeps its 8-tick production delay. Repeatedly build and remove suitable furniture in your own house to use the faster hotspot actions.

Farming and Hunter

Farmer's Fortune

Farmer's Fortune makes healthy planted crops grow immediately through their remaining growth stages and prevents new disease rolls. It does not revive an already dead crop or cure an already diseased one. Existing healthy crops finish on their next patch update; planting a new crop triggers growth straight away.

Planting has a 20% chance to keep the full seed or sapling cost. You must still carry the normal number of seeds, meet the Farming level and bring the planting tools. For an allotment, the successful save keeps all three required seeds.

Herbs, allotments, flowers, hops and regrowing fruit give 3 items for each unit of produce harvested, noted when the produce has a noted form. Their supported harvesting loops work in batches of up to 25 instead of pausing for each unit. The tripled quantity does not triple the harvest XP or the number of primary harvest actions.

For example, a herb patch with eight ordinary produce units gives 24 herbs, while awarding the XP of eight harvests. Compost and other effects that increase the patch's starting produce can still affect the amount before Farmer's Fortune triples each harvest.

Fruit-tree produce retains its ordinary regrowth timer after picking. Farmer's Fortune's instant growth does not make picked fruit refill instantly.

Natural Instinct

Natural Instinct adds 2 to your maximum placed traps and removes the creature's chance to ignore an otherwise viable trap. The trap must still be the right type, in range, visible to the creature, ready and not busy. Normal level and placement checks remain.

Supported trap catches give 50% more Hunter XP. This XP bonus applies to the trapped-creature route, rather than impling capture. At level 99, the ordinary five-trap limit becomes 7, or 8 in the Wilderness when its extra-trap condition applies.

With Animal Wrangler, a chinchompa catch gives 3 times its ordinary base catch XP before the current Gridmaster XP rate: Animal Wrangler doubles it, then Natural Instinct adds 50%. The quantity remains Animal Wrangler's doubled quantity; Natural Instinct does not add another chinchompa multiplier.

Agility

Corner Cutter

Corner Cutter gives Agility XP while actually running two tiles in a movement step, at most once every 6 seconds. The base award is 10 + two-thirds of your current Agility level, with the level part rounded down. At level 99, this is 76 base XP per eligible award, before the current Gridmaster XP rate.

Course completion gives 25% more completion XP and 2 lap-counter credits instead of 1. The XP bonus applies to the completion award, rather than every obstacle. Gnome, Barbarian, Wilderness, Prifddinas and the supported rooftop courses use these bonuses. Separate activity checks and task progress can still count the physical lap once.

When marks of grace spawn, Corner Cutter adds 10,000 coins for each mark at the same spawn tile. A spawn of three marks comes with 30,000 coins. Pick up the coins as well as the marks.

Ordinary running already does not drain energy on Sarim. Explicit encounter or other mechanics can still drain it, and Corner Cutter does not remove obstacle level checks, failure damage or movement restrictions.

Linking skills

Combatant, Craftsman and Gatherer each let you permanently choose 3 different skills from their own group. Use Choose skills in the Relics tab or the corresponding skills option in ::gridmaster. Each choice is saved as you make it. You may choose later, but cannot replace a chosen skill.

Relic Eligible skills
Combatant Attack, Strength, Defence, Hitpoints, Ranged, Magic, Prayer
Craftsman Construction, Cooking, Crafting, Firemaking, Fletching, Herblore, Runecrafting, Smithing
Gatherer Mining, Fishing, Woodcutting, Hunter, Agility, Slayer, Thieving

Once all three choices for a relic are made, earned XP in one selected skill gives each of its other two selected skills 50% of the XP actually credited. The shared XP is not multiplied again and does not create another sharing chain. For example, a credited 1,000 Crafting XP gives 500 XP each to your other two Craftsman skills.

Choose one skill you expect to train often and two you want to advance alongside it. Craftsman can link a frequently trained production skill to Construction or Runecrafting. Gatherer can link Mining, Fishing or Thieving with Hunter, Agility or Slayer. Combatant can link Magic with Prayer and another combat skill, including XP earned through Golden God's alchemy and altar offerings.

Only ordinary earned-XP awards using the normal multiplier route trigger sharing. XP lamps and other direct XP grants do not, and no XP is shared when the source skill receives no XP because it is already at the XP cap.