CraftScape
progression

Hunter, Implings and Puro-Puro

Six trap types, ten impling species and a dedicated Puro-Puro dimension to catch them in.

10 impling species

Hunter is CraftScape's trapping skill. You lay traps for birds, kebbits, salamanders and chinchompas, swing a net at butterflies and implings, and turn the catch into fur armour, magic weapons, potion ingredients and throwing ammunition. Implings are the draw at the top end: every one you release hands over loot pulled from across the game.

How trapping works

Three traps are objects you carry. A bird snare, a box trap and a rabbit snare go down on any solid block you click. The other three use fixed spots on the map, each marked by a floating icon and a label: a boulder for a deadfall, a young tree for a net trap and a pitfall for the big-game trap. Click the marker while carrying the right supplies and the trap arms itself.

Animals wander in on their own, and a trap only draws creatures whose Hunter requirement you met when you set it. Each approach is a separate roll, and a failure sends the animal wandering off again. Your level decides how many traps you can run at once: one to start, a second at 20, a third at 40, a fourth at 60, a fifth at 80, a sixth at 100 and a seventh at 120. Running more traps lowers the odds on all of them, most sharply when you go from one trap to two, but the extra coverage still wins on catches per hour.

Collect by clicking your own trap, and only you can: another player clicking it does nothing. You get the creature's drops and the Hunter experience, and any carried trap goes back into your pack. Do not stray far while you wait, since traps more than about thirty blocks behind you break down and you are told how many you lost. Logging out clears every trap you have on the ground.

The six traps

The bird snare works from level 1 and takes the five songbirds: crimson swift at 1, golden warbler at 5, copper longtail at 9, cerulean twitch at 11 and tropical wagtail at 19. Every bird always gives bones, raw bird and a handful of feathers. The box trap opens at 27 and holds ferrets, chinchompas and skillchompas. The rabbit snare also opens at 27, catches white rabbits, and burns a ferret as bait every time you set one. Rabbits always give bones and raw rabbit, and very rarely a rabbit's foot.

A deadfall needs a knife and a log, and only the log is used up. It catches kebbits: wild at 23, barb-tailed at 33, prickly at 37 and sabre-toothed at 51. All four always give bones, plus a very rare claw from the wild kebbit, a rare barb-tail harpoon from the barb-tailed one, and a guaranteed spike or set of teeth from the last two. A net trap wants a rope and a fishing net, both handed back when you collect it, and catches green salamanders at 29, orange at 47, red at 59 and black at 67. Live salamanders are two-handed magic weapons that burn tar as ammunition.

The pitfall is the big-game trap and also runs on a knife and a log. It takes the spined larupia at 31, the horned graahk at 41 and the sabre-toothed kyatt at 55. All three always drop big bones and rarely a fur. Asyff, who runs the Fancy Clothes Store, turns a fur into the matching hat, top or legs for coins. The finished pieces are light hybrid armour, need Hunter 28, 38 and 52 to wear, and improve your catch odds while worn.

Crystal Skillchompa
Crystal Skillchompa

Butterflies, potions and charms

Butterflies are caught by hand rather than by trap. Hold a butterfly net, keep an empty butterfly jar in your pack and click the insect. Ruby harvest opens at 15, sapphire glacialis at 25, snowy knight at 35 and black warlock at 45. The catch fills the jar. Click a full jar while holding it to release the butterfly and get the empty jar back for the next one.

Full jars are Herblore stock. Kebbit teeth dust, ground from sabre-toothed kebbit teeth with a pestle and mortar, goes into all three hunter potions. The plain one needs Herblore 36 and two herbs alongside the dust. The super version needs 65 and a ruby harvest and a sapphire glacialis, and the extreme version needs 85 and a snowy knight and a black warlock. All three raise the chance that a trap actually closes on an animal for as long as they last.

Two amulets do the same job permanently and never run out. String a kebbit claw with a ball of wool at Crafting 25, or a rabbit's foot the same way at 37, then wear it. Kebbit spikes go the other way: a chisel and Fletching 30 turn one spike into six kebbit bolts, the ammunition for the hunters' crossbow that Leon sells and that Ranged 60 unlocks. Artimeus, standing beside him, stocks butterfly nets and jars, bird snares, box traps, rabbit snares and impling jars.

Implings and their jars

Implings are flying sprites that cannot be attacked. To take one you need a butterfly net in hand and an empty impling jar, which opens at Hunter 17. Ten species roam the world, each with its own requirement: baby at 17, young at 22, gourmet at 28, earth at 35, essence at 42, eclectic at 50, nature at 57, magpie at 65, ninja at 75 and dragon at 85. A catch pays both Hunter and Exploration experience.

If you are not carrying a net and a jar, and you are ten levels clear of the impling's requirement, you can take it bare-handed instead and receive the loot on the spot. Otherwise the reward waits in the jar until you click it, and the impling thanks you with a single item from its table before flying off. Very rarely that item is a clue scroll, beginner through elite depending on the species, and if you already hold one of that difficulty you get something else instead.

Every table mixes a tool, noted food, ore, bars, logs, herbs, hides, rune essence and coins, and the tier sets the scale. Baby and young implings hand out bronze and iron oddments. Gourmet, earth and essence move up to steel and mithril tools, coal and bulk essence. Eclectic, nature and magpie deal in gold and adamant bars, uncut emeralds and diamonds and thousands of coins, with graahk fur from the last two. Ninja and dragon give rune bars, dragonhide, dragonstones and tens of thousands of coins, plus kyatt fur from the ninja and a very rare uncut onyx from the dragon.

Puro-Puro

Puro-Puro is a walled crop maze reached from Zanaris, and Zanaris itself needs the Lost City quest and a dramen staff held at the Lumbridge swamp shed. Once you are in the fairy city, step into the crop circle and you drop into the middle of the maze. Walking back onto the patch at the centre sends you out again.

The walls do not stay put. Gaps open and close roughly every half minute, and a route that worked a moment ago may be sealed by the time you come back to it. All ten impling species patrol inside at once, the common ones in numbers, with magpie, ninja and dragon implings present only one or two at a time and re-seeding on long timers. They appear only while somebody is actually in the maze.

Catching is harder here than in the open world, and a failed attempt does more than fail: the impling teleports to another corner of the maze and you have to hunt it down again. The untradeable magical butterfly net improves your odds, but only inside these walls; anywhere else it is just a butterfly net. Experience for a Puro-Puro catch is cut to a third of the usual amount, so treat the maze as a loot run rather than a training spot.

Chinchompas and skillchompas

Chinchompas come out of box traps: the plain chinchompa at 53, the carnivorous at 63 and the black at 73. Caught ones become one-handed stackable throwing weapons that burst on impact and hit everything in a small radius around the target, which makes them strong against tightly packed monsters. They ask Ranged 45, 55 and 65 in turn, and every throw is spent.

Never swing at a wild one. A chinchompa that takes a hit detonates where it stands, dies without giving you anything, and takes a fifth of your maximum health with it if you are standing close. Skillchompas behave exactly the same way. Trap them, do not fight them.

Skillchompas share the box trap. Cobalt appears at 27, viridian at 46, azure at 68, crimson at 89 and crystal at 97. Held in your off hand they speed up gathering, covering mining and woodcutting swings and the wait between fishing catches, with each colour quicker than the one before it. They are consumed as you work, one per action, so bring a stack and expect it to shrink fast.

Six traps

Traps, and what each one catches

Bird snare Hunter 1

A carried trap placed on open ground. Catches the five songbirds and always yields bones, raw bird and feathers.

Box trap Hunter 27

Carried trap for ferrets, chinchompas and skillchompas. The only safe way to obtain a chinchompa, since hitting one in the wild destroys it.

Rabbit snare Hunter 27

Carried trap for white rabbits. Eats a ferret as bait every time you set one, and very rarely yields a rabbit's foot for stringing.

Deadfall Catches from Hunter 23

Set at a marked boulder using a knife and a log, of which only the log is used up. Catches the four kebbits, the source of claws, spikes and teeth.

Net trap Catches from Hunter 29

Set at a marked young tree with a rope and a fishing net, both returned when you collect it. Catches the four salamanders, which double as two-handed magic weapons.

Pitfall Catches from Hunter 31

Set at a marked pit with a knife and a log. Catches larupia, graahk and kyatt for big bones and the fur used in hunting armour.

Butterfly net Hunter 15

Held rather than placed. Catches butterflies into jars, and is also the tool you swing at implings.

Impling jar Hunter 17

Holds a caught impling until you release it for the reward. Sold in bulk by Artimeus, and returned empty every time you open one.

Dragon impling Hunter 85

The top species. Only a couple exist in the open world at any time and they re-seed slowly. Pays rune bars, dragonhide, dragonstones and tens of thousands of coins, with a very rare uncut onyx.

Asyff

Runs the Fancy Clothes Store. Turns larupia, graahk and kyatt fur into the matching hat, top and legs for coins.

24 items

What comes out of it