How to reach Rimebound, open its thirteen regions and raise the skill cap to 129.
Contents
Discover the Fourfold Sanctum
Reach Sailing 88 and complete a qualifying deep-sea voyage: Abyssal pilgrimage or a later voyage. A completed, claimed qualifying voyage has a 40% discovery chance, with discovery guaranteed on the third qualifying voyage if the first two did not find it.
Discovery creates a permanent dock in Tidehaven. Defeat the four Sanctum guardians; their completed victories remain recorded. Completing the Sanctum opens access to Rimebound progression and raises the skill-level cap from 99 to 129.
Open regions in order
Rimebound adds thirteen skills, bringing the total to forty. Its frontier gates open sequentially. After Amberwild, each of the eleven outer regions requires a level in the previous region's skill plus gold. Crown of Winter follows The Confluence without an additional skill-level or gold requirement.
The following costs are for the individual gate, not cumulative spending.
- Amberwild — Bushcraft. Entry after the Sanctum; no gold cost.
- Giltwater Bend — River Panning. Bushcraft 16 and 1,500,000 gold.
- Lanternmire — Mycology. River Panning 19 and 2,100,000 gold.
- Pearlgrave Lagoon — Diving. Mycology 23 and 3,000,000 gold.
- Hearthwake — Settlement. Diving 27 and 4,300,000 gold.
- Bluevein Shelf — Arctic Mining. Settlement 32 and 6,100,000 gold.
- Crucible Reach — Metallurgy. Arctic Mining 38 and 8,700,000 gold.
- Copperkettle Vale — Brewing. Metallurgy 43 and 12,300,000 gold.
- Gearfall Basin — Engineering. Brewing 48 and 17,500,000 gold.
- Fangscar Highlands — Trophy Hunting. Engineering 54 and 24,800,000 gold.
- Mourning Hollow — Occultism. Trophy Hunting 60 and 35,200,000 gold.
- The Confluence — Elementalism. Occultism 66 and 50,000,000 gold.
- Crown of Winter — Mountaineering. Open after The Confluence; no gold cost.
Expect connected supply chains
Rimebound skills feed one another. Bushcraft supplies support Brewing and Settlement; River Panning produces metals used in advanced alloys and jewellery; Mycology supplies mushrooms for brews and rituals. Arctic Mining feeds Metallurgy and elemental runes.
Opening a region unlocks its skill, not every recipe in that skill. Check the exact recipe level and inputs before collecting a large stock of materials.
Use Settlement projects after crafting
Hearthwake projects only become built when you use their crafted item. Built projects grant permanent benefits such as work speed, maximum health, critical-craft chance and Prayer restoration. They have no recurring upkeep.
The workshop is a practical milestone: Workshop beams at Settlement 63, once used, combine with Engineering 25 to unlock Auto supply.
Begin an expedition
At Crown of Winter, choose a Mountaineering expedition and bring its supplies. Supplies are paid once per trip. You earn XP as the expedition advances; weather changes its pace rather than its total trip XP.
Stopping pauses the current expedition, so returning lets you resume it. Reaching the summit awards a cache to open from your inventory. Inspect expedition and reward entries for the specific materials and equipment available.