LevelingGuides
OSRS Wintertodt Fletching vs No Fletching: 50-99 Guide
Compare fletching bruma kindling vs feeding logs at Wintertodt for 50-99 Firemaking. Learn XP rates, reward points, attention levels, and when buying gold is the shortcut.
Game screenshots and facts are cited from the Old School RuneScape Wiki (strategy, equipment, drops, and related pages). Writing is original editorial, not a copy of the wiki article.

Wintertodt is one of OSRS's most popular Firemaking training methods, and the choice between feeding bruma roots directly or fletching them into kindling is the single biggest decision you'll make at the boss. Both paths work to 99, but they trade Firemaking XP, Fletching XP, reward rolls, and attention in ways that matter differently for mains, irons, and players who just want to bank easy supplies.

This guide breaks down the fletching vs no-fletching comparison using the Wintertodt combat loop, reward point system, and XP multipliers. You'll learn the exact requirements, how to survive without dying, realistic XP per hour, and when buying gold for supplies or a Firemaking service is a rational shortcut instead of grinding hundreds of kills.

Who This Guide Is For
This guide is for players starting Wintertodt at 50 Firemaking or returning to optimize their 50-99 grind. It compares two core approaches: feeding bruma roots directly for maximum Firemaking XP per hour, and fletching those roots into kindling for more reward points and Fletching XP at the cost of slower Firemaking. If you want high-effort world hopping, solo reward farming, or an AFK-ish group method, this guide will show you where each style fits.
Ironmen benefit strongly from Wintertodt's supply drops, while mains often value the fastest XP or the profit from reward cart rolls. Regardless of account type, knowing the point thresholds and XP multipliers will help you decide when to fletch and when to just feed.
Requirements and Setup
Wintertodt is a skilling boss, not a combat boss, but it still has hard requirements and a death penalty. You need 50 Firemaking to enter the Doors of Dinh, and dying inside is unsafe—normal item loss rules apply, and Hardcore Ironmen lose their status. Bringing the right items and warm clothing makes the difference between a frustrating round and a smooth one.
- 50 Firemaking — required to fight Wintertodt
- Axe — any axe works; steel or better maintains max cut speed at 46 Woodcutting and above
- Tinderbox or bruma torch — needed to relight braziers; torch can be wielded to save inventory space
- 4 pieces of warm clothing — clue hunter outfit, pyromancer, or other warm items; wearing four reduces passive cold damage to around 10-15% of max
- Knife (optional) — required only if fletching bruma roots into kindling
- Hammer (optional) — required only if repairing broken braziers for Construction XP
- Rejuvenation potions or food — restore warmth; unfinished potions and bruma herbs are obtainable inside
Optional but recommended: Druidic Ritual completed to make your own rejuvenation potions, and a player-owned house to gain Construction XP from repairing braziers.
Most supplies—axe, tinderbox, knife, hammer, unfinished potions, and bruma herbs—can be picked up from crates and roots inside the Wintertodt camp, so you can start with minimal gear. However, bringing your own better axe, fletching knife, and warm clothing saves time and inventory spaces.

Core Loop: Points, Warmth, and Braziers
Every Wintertodt round is a race to keep braziers lit while the boss attacks from a distance. You earn points by interacting with braziers and pyromancers, and those points are paid out as Firemaking XP and reward cart rolls when the Wintertodt is subdued. The minimum threshold is 500 points; below that, you get nothing but the skilling XP you earned during the round.
Point rewards per action
- Lighting a brazier: 25 points
- Adding bruma roots to a brazier: 10 points
- Adding bruma kindling to a brazier: 25 points
- Repairing a destroyed brazier: 25 points
- Healing a pyromancer: 75 points
You also receive Firemaking XP from these actions, calculated as a multiplier of your Firemaking level. Lighting a brazier gives 6x your level, feeding a root gives 3x, feeding kindling gives 3.8x, repairing gives 4x, and fletching a root gives 0.3x Firemaking and 0.6x Fletching XP. Subduing the boss with 500+ points grants a massive 100x your Firemaking level, which is why finishing with at least 500 points is non-negotiable.
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Surviving the cold
Wintertodt's standard attack hits all players outside the safe area every 6 seconds, damaging your warmth meter. The base damage scales with your Firemaking level and the number of lit braziers, but four pieces of warm clothing cut that damage dramatically. Heavy snow area attacks can double the damage, so step out of the 3x3 target zone. Brazier shatters also damage players standing adjacent, so be ready to move. The safe area near the entrance completely avoids attacks but disables fletching.
Fletching Kindling vs Feeding Logs: The Core Comparison
The big choice at Wintertodt is whether to fletch bruma roots into kindling before feeding a brazier. Each root can be fed directly for 10 points and 3x Firemaking XP. Fletching that root first takes time and a knife, but turns it into kindling worth 25 points and 3.8x Firemaking XP per feed, plus 0.6x Fletching XP. The tradeoff is simple: fletching gives more points per root and some Fletching XP, but it slows down your Firemaking XP per hour because you spend ticks fletching instead of chopping or feeding.
This is the decision point. For pure Firemaking speed, do not fletch—just chop roots and feed them. For better rewards per hour, especially Tome of Fire, pyromancer pieces, and supply rolls, fletching is superior because kindling generates 2.5x the points per root. Ironmen often fletch for the extra reward rolls, while mains after 99 as fast as possible usually skip the knife.
| Method | Points per log | FM XP multiplier | Fletching XP | Attention | Relative FM XP/hr |
|---|---|---|---|---|---|
| Feed bruma roots (no fletching) | 10 | 3x | 0 | Low | Highest |
| Fletch kindling then feed | 25 | 3.8x | 0.6x per fletch | Medium | Lower (roughly 20-40% less FM XP/hr) |
| World-hop fletching | 25 | 3.8x | 0.6x per fletch | High | Up to 452k/hr at 99 with perfect syncing |
| Solo method | Max points per round | Varies | Optional | High control | Lower than group no-fletching |
World hopping deserves a special mention: after a kill, you hop to another official Wintertodt world that is already at 50%+ energy. You immediately light a brazier and keep chopping/fletching/feeding. This can nearly double your kills per hour, pushing theoretical rates to 452k Firemaking XP per hour at level 99. However, world syncing is inconsistent, and most players won't hit those numbers without perfect timing and low population competition.
XP Rates and Realistic Time to 99
From level 50 to 99 Firemaking you need 12,933,098 XP. Wintertodt's XP per hour scales with your level because almost all actions multiply your current level. That means the early levels feel slower than the 90s. Typical group games without fletching can reach around 250k-300k Firemaking XP per hour at higher levels, while fletching groups often sit 20-40% lower. World-hopping fletching can theoretically hit 452k per hour at 99, but that requires near-perfect world sync and high attention.
For a realistic ballpark: a casual player doing group Wintertodt with no fletching from 50-99 might take 50-70 hours, while fletching for rewards could stretch that to 70-100 hours depending on efficiency. Solo players, who maximize points and control but have longer rounds, will see even slower XP but far better reward rolls per hour. These are estimates; use the wiki XP tables to calculate your exact path.
If your only goal is 99 Firemaking and you don't care about rewards, burning logs on a campfire is a simpler but more expensive alternative. Wintertodt's advantage is the reward cart and lower supply cost, but it's not the absolute fastest Firemaking method in every scenario.
Rewards: Why Points Matter
Wintertodt's reward cart is the reason many players stay long after hitting 99 Firemaking. Every 500 points guarantees one reward roll from the cart, with extra points over each 500 threshold giving a linear chance at an additional roll. The cart can hold up to 8,000 stored rewards, so you can bank rolls and search later when your other skills are higher. High skill levels remove low-tier drops from the table and make rare uniques more common.
- Pyromancer outfit — four pieces of warm clothing with a Firemaking XP bonus; full set gives 2.5% extra XP.
- Bruma torch — acts as a tinderbox and counts as warm clothing; can also be used for Firemaking outside Wintertodt.
- Tome of Fire — offhand that provides infinite fire runes and a 50% damage boost to fire spells; requires burnt pages to charge.
- Warm gloves — warm clothing slot, useful for fashionscape or maxing warmth reduction.
- Dragon axe — the best axe until infernal axe; many irons get their first here.
- Phoenix pet — rare boss pet from reward rolls.
- Supplies — logs, ores, herbs, seeds, fish, and gems based on your respective skill levels.
Fletching kindling is the most direct way to boost reward points per hour. Since kindling gives 25 points instead of 10, a full inventory of kindling fed to braziers generates far more rolls than the same time spent feeding roots. If you are hunting the Tome of Fire or pyromancer set, fletching is usually worth the XP slowdown.
Common Mistakes at Wintertodt
- Not wearing four warm items. Passive damage will chew through your food and potions, and you'll spend more time healing than earning points.
- Ignoring area attacks. Standing in a 3x3 snowfall deals double damage—movement is free, so step out.
- Skipping brazier relights. Letting a brazier stay extinguished slows the kill for everyone and costs you 25 points and 6x XP per relight.
- Fletching at the wrong time. If Firemaking is your only goal, don't fletch. If rewards are the goal, fletch consistently and use a fletching knife to save a tick per log.
- Not reaching 500 points. Below 500 points you miss out on the 100x Firemaking XP reward and all reward cart rolls—always secure your threshold early.
- Using low-level skilling supplies. The reward cart scales with your levels; searching at low Herblore or Mining can lock in worse loot, so level those skills before searching if possible.
- Dying to a brazier shatter. Standing adjacent to a shattered brazier is easily avoidable; watch for the warning snow overhead.
Solo Method vs Group Fletching: Which Is Faster for Rewards?
Beyond the basic fletching vs no-fletching choice, the solo method changes the entire reward economy. In a solo Wintertodt, you control the boss's energy, keep all braziers lit for longer, and earn significantly more points per round before the kill. Solo rounds can take 15-30 minutes, but they can vault you from just 500 points to 2,000+ or more, meaning 4-5 reward rolls per kill instead of 1-2. That makes solo ideal for ironmen who want pyromancer pieces, the Tome of Fire, or early supplies without relying on group chaos.
The tradeoff is Firemaking XP per hour—solo is much slower than group no-fletching or even group fletching. But if your goal is rewards per hour, solo wins. Many players mix the two: group fletching for casual XP, solo sessions when they want a burst of rolls. If you already have 99 Firemaking but still want the pet or Tome, solo is the proven method.

When Buying Gold or a Service Is the Honest Shortcut
Wintertodt is not the most expensive Firemaking method, but it still costs time and supplies—food, potions, warm clothing, and a better axe all add up. If you're a main who values your time more than the grind, buying OSRS gold to fund faster methods like high-level log burning or to purchase the pyromancer outfit pieces from other players (though they are untradeable, the supplies to get them are not) can be a pragmatic choice. More directly, a Firemaking service or Wintertodt boosting can take over the repetitive loop while you focus on other skills or real life.
There's no shame in shortcutting the grind if your account goals are elsewhere. The honest advice is: if you need 99 Firemaking for a diary or max cape and dread another 70 hours at Wintertodt, use gold to buy supplies or a service. The key is to buy from a reputable marketplace with live rates, not a sketchy RWT site that risks your account. Check the current price before committing.
This guide does not encourage breaking Jagex rules, and buying gold carries risk if you do not use a trusted platform. Always verify the marketplace's reputation and use in-game trade limits responsibly.
Final Next Steps
Your next step depends on your account type and goal. If you're an ironman, start Wintertodt at 50 Firemaking with four warm pieces, a good axe, and a knife—fletch kindling from the start to bank rewards. If you're a main chasing 99, skip fletching and feed roots in a busy official world for maximum XP per hour. If you want the pet or Tome of Fire, plan solo sessions after you're comfortable with the fight.
For a dedicated fletching XP comparison outside Wintertodt, read our Fletching 1-99 guide to plan your knife time. When you're ready to fund supplies or skip the grind entirely, check live gold rates and decide if your hours are better spent elsewhere.
Frequently asked questions
Should I fletch logs at Wintertodt?
Fletching kindling gives 25 points vs 10 for roots, plus 0.6x Fletching XP, but it slows Firemaking XP per hour. Choose fletching if you want more reward rolls or Fletching XP; skip it for fastest 99 Firemaking. Many irons fletch for Tome of Fire and pyromancer pieces, while mains feed roots.
How much XP per hour is Wintertodt no fletching?
Group no-fletching at high Firemaking levels can reach roughly 250k-300k XP/hr, scaling with your level. Low levels see less because XP is a multiplier of your level. World-hopping fletching can theoretically hit 452k/hr at 99, but no-fletching is generally higher than fletching for pure Firemaking speed. Check wiki tables for exact rates.
What are the requirements for Wintertodt?
You need 50 Firemaking. Bring an axe, tinderbox or bruma torch, four pieces of warm clothing, and optional knife/hammer. Druidic Ritual lets you make rejuvenation potions; a POH is needed for Construction XP from repairs. Items can be obtained inside, but warm clothing should be prepared in advance.
Is Wintertodt worth doing for ironmen?
Yes, Wintertodt is a popular early ironman method because it supplies logs, ores, herbs, seeds, fish, and gems, plus unique drops like pyromancer outfit, tome of fire, and dragon axe. Fletching kindling gives more reward rolls per hour, so many ironmen fletch from 50-99 to bank supplies and uniques.
How many points do you need for Wintertodt rewards?
Minimum 500 points for the basic reward: 100x Firemaking XP and at least two reward cart rolls. Every additional 500 points guarantees one extra roll, with a linear chance for partial thresholds. Below 500 points, you get no reward cart rolls and miss the big XP drop, so always secure 500.
Can you die at Wintertodt?
Yes, Wintertodt is a boss and dying is unsafe. Normal item loss rules apply, and Hardcore Ironmen lose their status. The cold damage, area snowfalls, and brazier shatters can kill you if you ignore warmth. Wear four warm items and move out of 3x3 snow to minimize risk.
What is the fastest Wintertodt method?
For pure Firemaking XP, group no-fletching feeding roots is fastest, especially with world hopping after kills to high-energy worlds. Theoretical world-hop fletching can reach 452k/hr at 99, but no-fletching is more consistent. Solo is slowest XP but best for reward points per hour and pet hunting.
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