--all comments I make a from a f2p low level perspective-- I think people are getting the right ideas.. the ease of levelling in each specific skill has the equation: difficulty = ([time] x [money] x [work or clicks required]) / [rewards/usefulness/enjoyment of the skill] (please remember this equation is just an example and isnt refined) --For example: a useful skill that makes alot of money won't be too difficult to level, because people will be enjoying and looking forward to getting a high level in that particular skill. Enjoying the skill shortens the time taken in the player's perspective. So time taken will be shorter as well. That skill may be ... rune crafting. At level 92, runecrafting nature runes is increased to 2x nats per ess. From that point on, a person will be on the gravy train, either -gaining huge amounts of exp by people running nature runes for him, -gaining huge amounts of money abyss runecrafting, earning 4x the amount of the ess he bought (assuming pure ess is 150gp each and natures are 300gp each). --(short time (player's perspective) x low money x lots of work) / (high reward) = low difficulty --Another example: Firemaking/fletching. Usefulness is pretty low, since fletching doesn't make as much money as it used to, and firemaking is just a a cheaper path to a skillcape. ( I mean, you can't earn money by burning magic logs and collecting their magic ashes. lol.) Therefore, low usefulness will bore the player since there's not much to look forward to. Boredom = lengthening of time in the player's perspective. So time taken is longer. Money will be lost and not gainable for firemaking and maybe fletching. So money will be higher than runecrafting. Work and clicks might be low (high for firemakinig), but the rewards will be low as well. A skillcape, maybe unlocking some quests, and maybe being able to make some money fletching magic longbows and arrows for people doing the lost city quest on Entrana Island. --for firemaking = (long time x higher cost x lots of work) / (low reward) = higher difficulty --for fletching = (med/long time x higher cost x less work (since the fletch x was introduced)) / (low reward) = high difficulty, but lower than firemaking. You must remember time is taken from the player's perspective of enjoyment Money is the amount earnt in the process of levelling, take away the cost of materials (profit) Work, or clicks is how hard you have to work to level. Running through the wilderness doing abyss runecrafting will be higher work, so is clicking each individual log to light them. usefulness and reward is how good the reward is once you reach a high level. please correct me if im wrong ^^. And also forgive my english, I'm english second language ;)