The 1.0 release of RuneScape Dragonwilds pulls together everything the game has been building toward during early access, and the result is a progression system that feels far more interconnected than it first appears. Instead of 12 isolated skill grinds and a quest log full of busywork, Dragonwilds in 1.0 rewards players who line up their skills, gear, and side quests with the region they are currently working through. This guide walks through both halves of that journey: when to level each skill, and which quests actually pay you back for your time.

RuneScape Dragonwilds Progression Guide 2026
Best Skills To Level& Side Quests To Do (1.0)
Your skill levels do not determine your power level in RuneEscape Dragonwilds. Your armor and weapons do, and if you are wearing mixed gear, the game averages the pieces and rounds down. What skills actually do is gradually open up the toolkit, quality-of-life unlocks, and efficiency bonuses that your character needs to keep up with the region you are in.
The same logic applies to quests. The main story and Dragon Slayer line should keep rolling along as normal, but side quests vary wildly in value. Some hand you weapons you can carry into endgame, others hand you a cape with identical stats to the one you are already wearing or a set of pots for someone's house. The route below focuses on rewards that genuinely move your character forward.
With that framing in mind, here is how to approach skill leveling first, then how to layer the right quests on top of it.
RuneScape Dragonwilds 1.0 Skill Progression: What Skills to Level and When
RuneScape Dragonwilds offers multiple paths for progression, and when you first open the skill menu, it is easy to treat each one as an independent grind. Everything you do in the game is tied to a skill, from mining, cooking, and construction to farming, fishing, and agility. Eventually it may start to feel like the real goal is pushing each of them up to 99 by the end of the run, if that is what you are aiming for.
That is not the best way to look at the skill system in Dragonwilds. Once you start paying attention to what these skills actually open across their tracks, they begin to line up with your progression through the entire game. Instead of viewing Dragonwilds as 12 separate skills to grind in isolation for one specific spell or passive ability, it is far better to treat them as one connected progression system. In my opinion, this is the main progression path in the game. Your armor and gear tell you what power level you are at, but your skills give you a much better idea of what your character should actually be capable of at that point.
With that in mind, here is a region-by-region walk from Brynmoor all the way to Umbral Sands, covering the skill levels and ability gains that make a real difference at each stage.
Brynmoor and Power Levels 1 to 2
Brynmoor is made up of Temple Woods, Bramblemede Valley, and Whispering Swamp, and it carries you from power level 1 to power level 2. You are setting up every core system here, so do not grind aggressively. Aim at the early unlocks that make the rest of the run easier.
Agility 10 gives you Chasm Dash at 1, Windstep at 5, and Double Jump at 10. Double Jump alone changes how exploration feels, so this is the first intentional target on a fresh character.
Cooking 12 opens power level 2 food and takes power level 1 ingredients to zero burn chance, lining up almost exactly with Brynmoor's own jump to tier 2.
Rune Crafting 11 to 15 covers Astral at 3, Water at 11, and Earth at 15. Do not chase Law runes yet, they are a long way off at level 50.
Construction 20 gives you Summon Shelter, letting you rest and recover during long excursions. Earlier unlocks include medium pieces at 3, the Eye of Oculus at 11, and furniture at 16.
Farming 15 to 20 gets you Plant Cure at 3, Rain Catcher at 6, Compost Bin at 10, Uproot at 15, and Tree Farming at 20. Plant trees around your base the moment you can.
Fishing 10 unlocks Fishing Frenzy for extra catches, then let it climb naturally. Fishing is the longest grind in the game.
Artisan should be left to tick upward passively while you smelt, tan, and craft. Super Heat at 20 speeds up every fire-based station. Higher Artisan also lowers durability loss on crafted gear.
Mining and Woodcutting levels do not gate ore or tree types, your tool's power level does. Keep your pickaxe and axe matched to your current tier.
Combat skills work the same way. Pick one of Attack, Magic, or Ranged and let it grow naturally. Attack gives Parry at 5 and Special Attacks at 8. Magic opens Water at 7 and Surge at 11. Ranged gives Quick Action at 3 and Trickshot at 8.
Once you have those early breakpoints handled, the game widens up as you move south.
Ghornfell and Power Levels 3 to 4
Ghornfell covers Fractured Plains, Stormtouched Highlands, and Blood Blight Swamp, carrying you from bronze gear at tier 3 into iron at tier 4 before the Velgar fight.
Agility 27 to 32 is the sweet spot here. Level 15 opens both Ghornfell courses, 22 adds Hopper, 27 gives Common Burrower for the early burrow network, 30 unlocks the Fellhollow course, and 32 grants Air Dash.
Cooking 27 to 41 matches the region perfectly. 27 opens power level 3 food, 41 opens power level 4 and clears burning on tier 3 ingredients. Hit 27 while working through the tier 3 zones and 41 before the Velgar attempt.
Rune Crafting 38 gets you Summon Elemental Spirits at 19, Fire runes at 25, pure essence from siphoning at 34, and Nature runes at 38.
Farming 28 or higher gives you Water Barrel at 24, Humidify at 28, the Well at 32, Harvester at 36, Speedy Farmer at 39, and Iron Sutures at 42. Humidify is the quality-of-life jump that changes farming from a chore into a background system.
Fishing 20 to 40 covers the Oak Rod and tier 3 catches like anchovies, herring, and salmon. The Infernal Rod at 30 auto-cooks catches, the Fish Barrel comes at 34, and Troubled Waters upgrades Fishing Frenzy at 43.
Construction 40 gives Bastion Stone at 30, Barbecue Stone at 35, and the Personal Chest at 40 for portable storage.
Artisan 28 to 48 adds Storage Ledger at 28, Display Furniture at 40, and Overdrive at 48 for faster mechanical stations.
Mining and Woodcutting: upgrade to bronze then iron tools to pull copper, tin, silver, gold, coal, oak, blightwood, bloodwood, and willow as the region opens up.
By the time Velgar goes down, your skills should start lining up with each other rather than feeling independent.
Fellhollow and Power Level 5
Fellhollow pushes you into steel gear, the Withering Heights, and eventually Imaru. This is where skills stop being basic unlocks and start giving you proper quality-of-life upgrades.
Agility 50 gives Backpacker, adding 75 to max carry weight. It is one of the strongest general-purpose unlocks in the entire game. Air Dash at 32, Breakfall at 35, Wind Stomp at 40, and Phase Dash at 44 fill out the ladder, with the Dowdun burrow network at 55 and Recall at 57 waiting on the other side.
Cooking 50 opens power level 5 food and clears burning on tier 4 ingredients.
Rune Crafting 50 to 53 is a milestone target. Law runes at 50 feed loadstones, home teleport, and the Personal Chest. At 53, rune essence weighs 50% less. Fire at 25, Nature at 38, and Lesser Anemma Siphoning at 46 are the stepping stones.
Artisan 56 gives Magical Mending, letting you repair dropped equipment without returning to a station.
Farming 50 to 60 turns Humidify into Cleansing Rain at 50, adds a Scarecrow at 55, and gives Super Compost Bin at 60. The Willow farming plot handles cadava berries, corpse cotton, erit, pumpkins, and watermelon.
Fishing moves to the Willow rod for lobsters, undead eel, and undead bass. Fish Net at 55 pulls up to five fish from a node, and 60 drops the cooldown.
Combat skills reach their mid-game kits. Attack adds Whetstones at 40 and Enchant Weapon with Water at 50. Magic opens Confuse at 30, Raider Confuse at 44, and Enfeeble at 61. Ranged picks up Enchanted Crossbow Bolts at 35, Venomous Trapper at 40, Fire Starter at 45, and Lucky Bolts at 60.
Agility 50, Construction 40, Rune Crafting 50, and Artisan 56 all stack together to let your character live out in the world much longer between base visits. That is the real identity of the mid-game.
Dowdun Reach and Power Level 6
Dowdun Reach drops you into mythril gear, Maple tier resources, the Black Knight Fortress, and eventually the Black Knight Titan.
Agility 65 to 67 opens the Dowdun course at 51, the Dowdun burrow at 55, Recall at 57, the Umbral Sands course at 65, and the Umbral Sands burrow at 67.
Cooking 75 opens power level 6 food, but the jump from 50 to 75 is massive compared with earlier tiers. Treat 75 as a long-term Dowdun goal, not a gate.
Rune Crafting now shifts into pure efficiency. Rune essence at 53, improved Elemental Spirits at 64, Greater Siphoning at 71, and individual rune efficiency upgrades climbing toward Law efficiency at 94.
Mining 36 to 71 reduces metal ore weight by 25% at 36, adds ore and stone storage at 62, and cuts ingot weight by 50% at 71.
Construction 53 and 62 cuts construction material weight at 53 and lets the Eye of Oculus send dismantled materials back to you at 62.
Artisan 66 to 90 upgrades Super Heat at 66, Overdrive at 80, and Magical Mending at 90.
Farming 60 to 74 adds Super Compost at 60 and Rapid Growth at 74, which advances crops through growth stages and is one of the biggest farming efficiency jumps in the game.
Fishing 70 gives Experienced Angler and the Angler's Hat, giving a chance for catches not to deplete nodes. For most routes, 70 is where fishing effectively caps.
Dowdun Reach is also the best place to build a permanent farm. The courtyard rains constantly and raids do not reach the central area.
Umbral Sands and Power Level 7
Umbral Sands is the top of the current regional progression. Mythril tools, U rods, U farming plots, and desert resources are all in play.
Agility 75 to 85 gives the Lava Fields course at 65, Desert Burrower at 67, Reactive Recall at 70, Explorer at 75 for another 75 carry weight (stacking with Backpacker for a total of 150), Razorbacked Burrower at 80, and Trailblazer at 85.
Cooking has no tier 7 food. Tier 6 at level 75 is the current ceiling until 99, which is where tier 6 becomes fully burnproof. From here, cooking is about efficiency and mastery.
Farming automation stacks up with Rapid Growth at 74, Mug Explosion at 80, and Overgrowth Aura at 90.
Rune Crafting, Mining, Woodcutting, Artisan, and Magic all keep delivering late-game upgrades like Vengeance for Magic, the Lumber Backpack for Woodcutting, and continued Overdrive and Magical Mending improvements.
Tier 7 gear is enough to carry you through the raid, so you do not need the full tier 8 Cauldra set before stepping in. Everything past 99 targets is mastery territory, not progression.
These Are Guidelines, Not Hard Gates
These targets are not hard requirements. You do not need to hit a specific Agility, Cooking, or Farming level before the game lets you into the next region. That is one of the better parts of Dragonwilds, you can play at your own pace and do pretty much whatever you want in whichever order feels right.
The idea is simpler than a checklist. If your skills are climbing alongside your power level, your gear, and the region you are currently working through, Dragonwilds hands you a surprisingly clean road map for what to work on next. The game is a survival crafting title with skilling and questing layered on top, and this skill-driven progression path running underneath all of it is, in my view, the strongest way to approach the game.
With the skills mapped out, the second half of 1.0 progression is figuring out which quests are worth stopping for.
RuneScape Dragonwilds 1.0 Quest Progression: Which Quests to Do and When
Your Dragonwilds quest log makes helping a bloke decorate his house look just as urgent as unlocking one of the best weapons in the game. One gives you a crossbow you can take into endgame, the other gives you some pots. Lovely pots, Corvin. Unfortunately, Imaru isn't accepting housewarming gifts. So before you spend your evening doing One Small Favour across Ashenfall, here's which side quests I'd do first and which ones can wait. The quests below are the side detours competing for your time, judged on how much their rewards actually push your character forward.
Brynmoor Quests
First Steps, Getting Started, Rat Catcher, and Rune Mysteries: do the tutorial quests if you are brand new. Learn the basics before getting killed by a rat.
Growing Pains: yes. Start the crop early, let it grow while you adventure, and come back to the Wise Old Man for farming supplies and the Plant Cure recipe. A reward you will use the entire game.
Shrimp Catcher: it is a fishing tutorial. Only run it if you need the walkthrough or you are catching those fish anyway.
Restless Ghosts: worth starting early. The tome pack covers Mining, Artisan, Woodcutting, and Cooking. At minimum, pull the Ghostspeak Amulet from the well and keep it, because you will need it later in Fellhollow.
Highlighting the Problem: yes if you plan to play Magic. It opens the Staff of Light recipe, one of the strongest weapons in the game. Fold it into any vault run you are already doing.
Goblin Diplomacy: skip. The Goblin War Banner cape has identical defence to every other cape at that tier.
Ghornfell Quests
Granite Maul'd: skip unless you love the weapon. It does not move your progression forward.
Heartstrings: optional for now. The Crystal Bow is not strong enough on its own, but the quest is tied to Ceridwen and the Luminance elven content arriving in December, so keep it on a catch-up list.
Dog Days: skip. The Garou King is a dangerous fight for another cape with identical stats.
Cook's Assistant: the Victoria Sponge Cake heals 50 and gives Sugar Rush, but if your healing is already handled, it is not a priority.
Animal Magnetism: situational. Ava's Accumulator recovers ammunition, which is handy for dedicated Ranged players. For most routes, the travel is not worth it.
A Room With a Garou: fast and fine if you want decorations. Not progression.
A Melody Remembered: Ravanna's Ring grows Corpse Cotton on kills. Niche reward for the materials involved.
The Great Body Robbery: a fun one, do it when you have time. The Zombie Arm is enjoyable and the Lightning Rod matters more if you set up in the Stormtouched Highlands, but the rewards are not required to move on.
Fellhollow Quests
This is where side quests start handing out real progression rewards.
The Wild Hunt: priority. The Terrorbird mount transforms travel in a region this large and pays back immediately.
Things That Go Boom in the Night: low priority. The Spectral Chinchompa Cape looks great but is not needed to move on.
Seeking Salvation: yes. The Salve Amulet is strong against the undead across Fellhollow and against Imaru herself.
Even More Restless Ghosts: strong yes, and the reason you kept the Ghostspeak Amulet. The reward opens the Dorgeshuun Crossbow, a weapon worth carrying forward. Bring the building materials and clay decoration up front to avoid repeat trips. It uses bone bolts.
Doric's Quest: the Zombie Axe is a great reward, but reaching it requires the Shadow Sword, which needs a shard of glass dropped by Zogres. Work on it alongside the rest of Fellhollow rather than freezing progression for the drop.
Letters for the Dead: unlocks a postbox and repeatable soul-fragment deliveries. Only worth it if you want the repeatables.
What Remains Is Written: the Abraxus Ring saves runes on utility spells, not combat spells. An Amulet of Magic usually gives more value.
Mirror, Mirror: Ulv's Longbow is nice for opening ambushes but not a required detour.
Priority order in Fellhollow: mount, Salve Amulet, Crossbow, Zombie Axe if the shard drops.
Dowdun Reach Quests
Wanted!: priority. Hunting the beast tamers unlocks the Unholy Symbol, giving 15% more damage across all combat styles in exchange for 15% less health. One trinket for every weapon, and the later Amulet of Glory depends on this drop.
Biohazard: low priority. The Zamorak Cape causes an Afterimage explosion that burns on expiry, which is only useful if you lean on that effect.
What's Theirs Is Mine!: work it in while you travel. The Zamorak Staff and nodestone rewards are worthwhile only if you are passing the objectives anyway.
Umbral Sands Quests
Brink of Extinction: priority. The Plate of Pure Obsidian opens the Obsidian Cape recipe with 4 defence in each combat style. A real cape upgrade over the 2-defence capes carried this far.
Contact!: optional. The Pharaoh's Sceptre summons Buddy, who is fun but unreliable in boss encounters.
Mapping the Sands: optional. The Blue Desert Cape leads into the Bow of Elidinis, but it is an 11-location tour. Chase it if you want that specific bow.
The Full Priority Route
Early game: Growing Pains, Restless Ghosts, and Highlighting the Problem if you want the Staff of Light.
Fellhollow: The Wild Hunt, Seeking Salvation, Even More Restless Ghosts, and Doric's Quest in the background.
Dowdun Reach: Wanted!
Umbral Sands: Brink of Extinction.
Keep Heartstrings on a catch-up list for the Luminance elven update. For everything else, check whether the reward actually helps the content you are currently doing before taking a separate trip.
Dragonwilds 1.0 rewards players who stop treating the skill list as 12 separate grinds and the quest log as a to-do checklist. Match your skill milestones to the region you are in, pick the side quests that drop weapons or capes you will actually carry forward, and let the longer grinds like Fishing and Cooking climb at their own pace. Everything past the regional progression line falls into mastery territory, which is a fine endgame goal but not something to chase before finishing the main route. Line up your gear tier, your region, your next few skill unlocks, and your next priority quest, and the game draws a surprisingly clean road map for you from Brynmoor all the way to Umbral Sands.