Herblore training
This guide lists methods and optimizations for training Herblore from 1 to 120. Costs shown are determined by the expected amount of money lost after selling the potions. For players growing their own herbs and gathering their own resources, these losses represent the difference between selling the raw materials and selling the finished potions. Net losses or gains will vary slightly as prices fluctuate between the date of purchase of the raw materials and the date of sale of the finished potions; some potions may sell rather slowly. Always bear in mind that updates, new quests, or other game changes can suddenly and dramatically alter the economics of base resources and finished potions, even so far as rendering resources briefly unavailable or making potions briefly unsellable; be patient and be prepared to change strategies as needed.
Note: The number and cost of the potions you need may vary slightly depending on whether you purchase herbs as grimy, clean, or (where applicable) unfinished .
Useful equipment and abilities[edit | edit source]
Item | Description | |
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Portable well | Acts as a free water source as well as an infinite supply of vials of water. All types of potions made using a portable well give 10% more Herblore experience along with a 5% chance of creating an extra potion. Combination potions do not have a chance generating an extra potion although 10% more Herblore experience will be gained. |
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Perfect juju herblore potion / Perfect plus potion | 5% more experience from making combination potions for one/four hours. Only applies to 6-dose combination potions. |
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Botanist's outfit | Each piece of the Botanist's outfit increases Herblore experience by 1%. Wearing a full set will give an extra 1% bonus experience, for 6% bonus experience in total. |
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Modified botanist's mask | In addition to granting a 1% Herblore experience bonus, gives a 5% chance to duplicate potions the player is making. This bonus stacks with the boost given by portable wells. |
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Factory outfit | Wearing 3/5 parts of the outfit gives a 10% chance of creating 4-dose potions instead of 3-dose. Stacks with bonuses from Morytania legs 4 and Desert amulet 4.
Wearing all 5 parts will give bonus experience making unfinished potions equivalent to cleaning the relevant herb. The full set costs 12,000 Brianpoints, or 1,200 thaler. |
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Scroll of cleansing | Gives the player the Wasteless Herblore ability, which grants a 10% chance that:
Requires 49 |
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Shadow-touched training | The set effect spawns Manifested knowledge every 4 minutes, which can grant 10% of a small experience lamp's experience. |
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Torstol incense sticks | Each potency level of torstol incense sticks provides a 0.5% increase to base XP gain. The potency level will increase every 10 minutes and will reach its maximum at level 4 (+2% to base XP). Overloading consumes 6 sticks but instantly provides the maximum potency. |
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Brooch of the Gods | Doubles the likelihood that a Portable well will create two potions. |
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Wise | The wise perk on a weapon or tool in the main or off-hand slot can give up to 4% more experience. |
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Inspire Genius | Players with level 118 Archaeology can activate the Inspire Genius relic power at the mysterious monolith for a 2% experience increase to Herblore. |
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Botanist's amulet | 5% chance to create 4-dose potions instead of 3-dose. 5 charges. |
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Morytania legs 4 | 20% chance of creating a 4-dose prayer renewal instead of 3-dose while mixing them in Morytania. |
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Desert amulet 4 | 20% chance to create a 4-dose super antifire instead of 3-dose, while in the desert. |
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Envenomed perk | 10% chance to create 4-dose potions when mixing Weapon Poison or Antipoison potion variants instead of 3-dose. |
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Voice of Seren | During Meilyr Hour, 20% more herblore experience from making combination potions in Meilyr District. |
Affordable and fast methods (1-99)[edit | edit source]
The following methods are the fastest methods to get from level 1 to 81, and features affordable and fast methods to get from 81 to 99 while creating super potions useful for overloads. These are recommended for new players as they don't require heavy initial investment to get from level 81 to 99.
- Always brew these potions on
Portable wells found at Lumbridge Bank on World 84, for a chance at creating extra potions and 20% additional XP (10% from well + 10% from pulse cores).
- Always decant your resulting potions from 3-doses to 4-doses using War's decant interface at War's Retreat, and then sell the 4-dose potions.
- Always discover the actual trading price of a potion by attempting to instantly buy one at a higher price, and sell your results at that higher price instead.
The following quests will get you from level 1 to level 19:
- Druidic Ritual quest
- Jungle Potion quest
- Recruitment Drive quest
- The Dig Site quest
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Make Attack potions. Inventory setups on the right show the bank presets required for each step.
Items needed:
Clean the herb if it's grimy, use the herb on the vial of water, and then add the secondary.
It is best to do this if you don't have the requirements for The Dig Site.
These give 25 experience each. It will take 25 Attack potions to get level 12.
Some people choose to use Chaos druids to lessen their costs of herblore. They provide plenty of guam Herbs.
Additionally to save some cash, combine the potions together so you make 4 doses, instead of 3, to save money on buying vials.
Assuming you buy all of the items on the Grand Exchange, clean herbs are used, and all potions are sold at the end, you will spend (-) or earn (+):
9,150 in total or 14.64 per experience point.
If decanting potions to 4 doses, 7,162.5 in total or 11.46 per experience point.
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Make Strength potions. Inventory setups on the right show the bank presets required for each step.
Items needed:
Clean the herb if it's grimy, use the herb on the vial of water, and then add the secondary.
To lessen the cost, kill Hill giants (Level 44) for their fairly common limpwurt drop or grow Limpwurt (farming) in a patch in the Wilderness specifically for Limpwurts. There's also a resource dungeon with Limpwurt spawns (needs at least level 20 Dungeoneering to enter). The safest, cheapest, quickest, way to obtain Limpwurt roots, is to grow them in a flower patch; which yields 3 roots per seed.
An alternative to this is to kill Hobgoblins. They have a more likely chance to drop Limpwurt roots. They can be found west of the Crafting Guild or in Rellekka where the Rock crabs are.
These give 40 experience each. It will take 144 Strength potions to get level 26.
Assuming you buy all of the items on the Grand Exchange and clean herbs are used, and all 3-dose potions are sold at the end, you will spend (-) or earn (+):
3,600 in total or 0.63 per experience point.
If decanting potions to 4 doses, 11,304 in total or 1.96 per experience point.
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Make Energy potions. Inventory setups on the right show the bank presets required for each step.
Items needed:
Clean the herb if it's grimy, use the herb on the vial of water, and then add the secondary.
These give 67.5 experience each. It will take 322 Energy potions to get level 38.
Assuming you buy all of the items on the Grand Exchange and clean herbs are used, and all 3-dose potions are sold at the end, you will spend (-) or earn (+):
−695,606 in total or −32 per experience point.
If decanting potions to 4 doses, −611,966.5 in total or −28.16 per experience point.
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Make Prayer potions. Inventory setups on the right show the bank presets required for each step.
Items needed:
Clean the herb if it's grimy (grimy may be more or less expensive than clean), use the herb on the vial of water, and then add the secondary.
These give 87.5 experience each. It will take 1,066 Prayer potions to get level 52.
Assuming you buy all of the items on the Grand Exchange and clean herbs are used, and all potions are sold at the end, you will spend (-) or earn (+):
1,140,620 in total or 12.23 per experience point.
This cost can be significantly reduced by combining the prayer potion (3)s into prayer potion (4); 1,066 3-dose potions will make 799.5 4-dose potions. By referencing the price of each dosage regards to prayer potions, the latter usually offers a higher price per dosage in the Grand Exchange thus saving you money.
If decanting potions to 4 doses, 1,295,524 in total or 13.89 per experience point.
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Make Super strengths. Inventory setups on the right show the bank presets required for each step.
Items needed:
Clean the herb if it's grimy, use the herb on the vial of water, and then add the secondary.
These give 125 experience each. It will take 1616 super strength potions to get to level 63.
Assuming you buy all of the items on the Grand Exchange and clean herbs are used, and all potions sold at the end, you will spend (-) or earn (+):
2,085,867 in total or 7.91 per experience point.
If decanting potions to 4 doses, 4,798,021.5 in total or 18.2 per experience point.
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Make Super restores. Inventory setups on the right show the bank presets required for each step.
Items needed:
Clean the herb if it's grimy, use the herb on the vial of water, and then add the secondary.
These give 142.5 experience each. It will take 3,724 Super restores to get level 72.
Assuming you buy all of the items on the Grand Exchange, and clean herbs are used, and all potions sold at the end, you will spend (-) or earn (+):
607,012 in total which is about 1.1 per experience point.
If decanting potions to 4 doses, 753,179 in total which is about 1.4 per experience point.
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Make Super ranging potions. Inventory setups on the right show the bank presets required for each step.
Items needed:
Clean the herb if it's grimy, use the herb on the vial of water, and then add the secondary.
These give 162.5 experience each. It will take 7,961 Super ranging potions to get level 81.
Assuming you buy all of the items on the Grand Exchange and clean herbs are used, and all potions sold at the end, you will spend (-) or earn (+):
2,300,729 in total or 1.78 per experience point.
If decanting potions to 4 doses, 9,425,824 in total or 7.29 per experience point.
Make any of the following types of potion depending on your budget. All of these potions can be sold for return on investment.
You can alternatively use some of the super potions to create extreme potions used for overloads.
Level required |
Product | Ingredients | XP per potion | Potions needed from 81-99 |
Total profit/loss from 81-99 |
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81 ![]() |
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180 | 60,232 | 62,099,192 |
76 ![]() |
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172.5 | 62,850 | 41,103,900 |
72 ![]() |
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162.5 | 66,718 | 19,281,502 |
66 ![]() |
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150 | 72,278 | 108,633,834 |
55 ![]() |
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125 | 86,733 | 68,605,803 |
45 ![]() |
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100 | 108,417 | 142,785,189 |
View Calculator:Herblore/Potions for cost and cost/experience for each potion.
Expensive and fast methods (88-120)[edit | edit source]
The following methods are the fastest known methods to train Herblore, at the cost of upwards of 100 million coins to get to level 99, or billions of coins to get to level 120. They consist of creating extreme potions whose only use is in overloads. They are not recommended for new players as new players do not require 40,000 overloads for any activity.
Make Extreme attacks.
Items needed:
Use the clean avantoe on the super attack potion (3).
Extreme attack potions give 220 experience each. It will take 39,313 extreme attacks to reach 99. It will take 2,076 extreme attacks to reach 89.
Assuming you buy all of the items on the Grand Exchange and clean herbs are used, you will spend:
−2.1 per experience point for a total of −957,036 for level 89 or −18,123,293 for level 99.
Make Extreme strengths.
Items needed:
Use the Clean dwarf weed on the super strength potion (3).
Extreme strength potions give 230 experience each. It will take 35,618 extreme strengths to reach 99. It will take 5,180 extreme strengths to reach 91.
Assuming you buy all of the items on the Grand Exchange and clean herbs are used, you will spend:
−1.38 per experience point, for a total of −1,647,240 for level 91 or −11,326,524 for level 99.
Make Extreme magics.
Items needed:
Use the Ground mud runes on the Super magic potion (3).
Extreme magic potions give 250 experience each. It will take 28,527 Extreme magics to reach 99.
Assuming you buy all of the items on the Grand Exchange and clean herbs are used, you will spend: −76,851,738 in total or −10.78 per experience point.
Alternatively, it will take 7,397 extreme magics to reach level 94 at a cost of −19,927,518.
Extreme magics are one of the fastest and cheapest methods for training Herblore at high levels if you have the patience to grind mud runes.
Make Prayer renewals.
Items needed:
Prayer renewal potions give 190 experience each. It will take 24,354 Prayer renewals to reach 99.
Assuming you buy all of the items on the Grand Exchange and clean herbs are used, you will spend:
3.49 per experience point, for a total of 16,146,702 for level 99.
Make Poison bombs.
Items needed:
Poison bombs give 950 experience each. It will take 3,005 Poison bombs to reach 101.
Assuming you buy all of the items on the Grand Exchange and clean herbs are used, you will spend:
−139,885,755 in total or −49 per experience point.
Make Sticky bombs.
Items needed:
Sticky bombs give 1,000 experience each. It will take 7,722 Sticky bombs to reach 105. It will take a further 5,172 Sticky bombs from 105-107.
Assuming you buy all of the items on the Grand Exchange and clean herbs are used, you will spend: −124,370,532 for 105 or −16.11 per experience point.
From 105-107 you will spend:
−53,980,164 in total or −10.44 per experience point.
Make Vulnerability bombs.
Items needed:
Vulnerability bombs give 1,100 experience each. It will take 51,598 Vulnerability bombs to reach 118.
Assuming you buy all of the items on the Grand Exchange and clean herbs are used, you will spend:
−232,448,990 in total or −4.1 per experience point.
Make Powerburst of feats.
Items needed:
Powerburst of feats give 1,600 experience each. It will take 11,709 Powerburst of feats to reach 120.
Assuming you buy all of the items on the Grand Exchange and clean herbs are used, you will spend:
−271,976,652 in total or −14.52 per experience point.Training tips[edit | edit source]
- It is recommended to train Herblore during Double XP Live events as this not only saves time, but also halves the cost of this skill.
- Daily challenges are also useful. They give the same Herblore XP as a huge XP lamp and only ask you to make 2 potions of your choice. Highly recommended to extend.
- It's possible to train Herblore with Slayer as many of the creatures drop a range of ingredients, however it may take a lot of time to gather the relevant herbs and ingredients required. Higher-levelled monsters that drop herbs tend to drop lower level ones more frequently than high level herbs.
- If making unfinished potions, buy Vials of water packs to save more money. You can buy over 6000 vials of water a week, saving at least 216,000 coins. This is enough vials of water to make potions nonstop for around 2.5 hours
- Players can choose to continue with certain potions for longer than stated in this guide if the net value of making them is much higher than alternatives.
- A really effective, free, but very dangerous method of training Herblore is taking part in the Wilderness Warbands. Up to level 66, you are guaranteed to get one or more levels per camp raided (25 supplies). There are many Warband Friend Chats to join in order to complete Wilderness Warbands daily and safely.
- Bank presets can save time when training by making potions. Instead of repeatedly withdrawing e.g. 14 vials and 14 herbs, do that once and store it as a quick preset. Then store 14 unfinished potions & 14 secondaries as the second quick preset.
- Here is an advanced method to make more than 14 three-dose potions per inventory which uses Beasts of Burden (BoB). Let's suppose that a one has a war tortoise. One can withdraw 23 unfinished potions and 5 secondaries in their inventory and 18 secondaries in their BoB. It is suggested to do this with a bank preset which has a BoB linked. When one makes potions, the production interface will show the option to make 23 potions, but one will not actually make potions with ingredients in one's BoB. The game says that the player has run out of ingredients. Instead, one can click the "Take Beast of Burden items" button to get more ingredients without interrupting production. At maximum efficiency, this method saves 39% of banking time, but it requires more constant clicking. The player does not have the usual 16.8 second period of no actions. This method also works with making unfinished potions and combination potions. BoB's are particularly useful when making overloads as these require many ingredients. Without the use of a BoB one can make up to 4 overloads per inventory, while with a Mammoth BoB one can make up to 10 overloads without banking.
- If concerned about the cost of making potions, many potions that incur low enough losses can break even or become profitable by using the Scroll of Cleansing, Portable Well, 3 pieces of the Factory outfit, the Modified Botanist's Mask, and Botanist's Amulets.
Acquiring ingredients[edit | edit source]
Acquiring vials of water[edit | edit source]
Store | Location | Packs Available | Total Vials |
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Meilyr Clan Store | Meilyr Clan | 40 | 2000 |
Jatix's Herblore Shop | Taverley
(East of River) |
40 | 2000 |
General Store | East Ardougne
(South of Lodestone) |
6 | 300 |
General Store | Shilo Village | 20 | 1000 |
Sigmund the Merchant | Rellekka | 6 | 300 |
Jossik | Lighthouse | 20 | 1000 |
In addition to this, a Modified Botanist's Mask will give 150-200 noted vials of water per day.
Acquiring herbs[edit | edit source]
- If a player's Farming skill is sufficiently high enough, they can easily farm their own herbs and be self-sufficient regarding them in that point. Most herb seeds give good yields, enough to do more than break even.
- The Macaw summoning familiar is very useful for gathering herbs if a player chooses to not go via the farming route for herb-acquisition, as it greatly increases the chance that enemies will drop herbs. It requires level 41 Summoning. A Macaw pouch is made using Green Charms, Clean guam herbs, and 78 Spirit shards per pouch. Guam is already common and cheap, so the Macaw more than makes up for the herb being it's tertiary cost.
- Herblore can be a very expensive skill since the ingredients usually cost more than the finished product. However, if the player does not mind taking their time, they can grab the herbs and ingredients from slaying monsters while in combat. Most monsters tend to drop one herb, but stronger monsters will more likely drop a large number of herbs. Some monsters are also good for gaining their secondary ingredients, though some of them can be gained without having to kill monsters. Try to aim for one or two potions at a time however to maximise the experience gained per hour.
- Such examples to make Herblore cheaper is by killing bosses. Bosses like K'ril Tsutsaroth drop Grimy lantadymes in stacks of 10 and noted, useful for making Antifire potions or Super magic potions. Then, you can either collect Blue dragon scales from the blue dragon location at Taverley dungeon for the antifire potion, or kill Fungal mages for their relatively common drops of Potato cactus, which are dropped in stacks of 8 and noted. Another example would be making Super strength potions. One can kill General Graardor's bodyguards as they drop Limpwurt roots in stacks of 5 (noted) and killing something which drops kwuarms frequently.
- Unfinished potions can be purchased from the Grand Exchange in bulk, this will save a lot of time, but cost more coins.
- The Chaos Druid Tower is one of the places high levelled thieves use to train their herblore. It is a good idea to clean herbs and occasionally make Prayer potions and Fishing potions, bank and repeat this process until you earn 2,000-3,000 experience. After that, make the majority potions that require second ingredients.
- However, if the player feels that that location is not as good as others, there are a few more places for quick herbs. One can use the Chaos druid resource dungeon in the Edgeville Wilderness as there are many Chaos druids there along with free spawns of grimy ranarr, irit, harralander, and marrentill, with plenty of Chaos druid spawns. Another location would be Salarin the Twisted's dungeon, as Salarin drops the Sinister key which gives plenty of low-high level herbs and his Chaos druid warriors who can drop herbs frequently too.
- Primal fruits can be gathered through a bush, fruit tree, and cacti harvest run. These plants may take up to 6 hours to fully replenish. Each harvest run may provide up to 60,000 - 100,000 Herblore xp in fruits for converting into primal extracts.
Most efficient methods[edit | edit source]
This shows the best methods for those who can make under 5m, 5-10m, 10-20m, 20-50m, or over 50m gp per hour. These suggestions are based on current Grand Exchange prices. Be very cautious of a method if the items don't trade near the Grand Exchange prices. These are subject to change as prices change. Refer to the efficiency page for more information.
Outside of DXP Live[edit | edit source]
Levels | Make |
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9-40 | Defence potion |
40-112 | Summoning potion |
112+ | Primal extract |
Levels | Make |
---|---|
9-38 | Defence potion |
38-40 | Prayer restore potions |
40-55 | Summoning potion |
55-72 | Super strength potions |
72-76 | Super ranging potions |
76-104 | Super magic potions |
104-107 | Extreme cooking potions |
107+ | Vulnerability bombs |
Levels | Make |
---|---|
9-26 | Defence potion |
26-36 | Energy potions |
36-38 | Combat potions |
38-40 | Prayer restore potions |
40-52 | Summoning potion |
52-55 | Summoning potion or
Super energy potions |
55-72 | Super strength potions |
72-76 | Super ranging potions |
76-87 | Super magic potions |
87-95 | Super magic or
Super invention potions |
95-101 | Super magic,
Super invention potions, or Extreme invention potions |
101-104 | Sticky bombs
(calculated at 1,000 gp per bomb) |
104-105 | Extreme cooking potions |
105-107 | Sticky bombs
(calculated at 1,000 gp per bomb) |
107+ | Vulnerability bombs |
Levels | Make |
---|---|
9-22 | Defence potion |
22-26 | Restore potions |
26-36 | Energy potions |
36-38 | Combat potions |
38-40 | Prayer restore potions |
40-52 | Summoning potion |
52-55 | Super energy potions |
55-64 | Super strength potions |
64-66 | Super hunter potions |
66-72 | Super defence potions |
72-76 | Super ranging potions |
76-87 | Super magic potions |
87-95 | Super invention potions |
95-99 | Extreme invention potions |
99-101 | Poison bombs |
101-104 | Sticky bombs
(calculated at 1,000 gp per bomb) |
104-105 | Extreme cooking potions |
105-107 | Sticky bombs
(calculated at 1,000 gp per bomb) |
107+ | Vulnerability bombs |
Levels | Make |
---|---|
9-22 | Defence potion |
22-26 | Restore potions |
26-36 | Energy potions |
36-38 | Combat potions |
38-40 | Prayer restore potions |
40-43 | Summoning potion |
43-45 | Summoning potion or
Divination potions |
45-48 | Super attack potions |
48-52 | Super antipoison |
52-54 | Super energy potions |
54-55 | Super energy or
Runecrafting potions |
55-63 | Super strength potions |
63-64 | Super restore potions |
64-66 | Super hunter potions |
66-72 | Super defence potions |
72-76 | Super ranging potions |
76-81 | Super magic potions |
81-87 | Super magic potions or
Saradomin brews |
87-95 | Super invention potions |
95-99 | Extreme invention potions |
99-103 | Poison bombs |
103-104 | Sticky bombs
(calculated at 1,000 gp per bomb) |
104-105 | Extreme cooking potions or
Sticky bombs |
105-107 | Sticky bombs
(calculated at 1,000 gp per bomb) |
107-118 | Vulnerability bombs |
118+ | Powerburst of feats |
During DXP Live[edit | edit source]
This shows the best methods for those who can make under 5m, 5-10m, 10-20m, 20-50m, or over 50m gp per hour. These suggestions are based on current Grand Exchange prices. Be very cautious of a method if the items don't trade near the Grand Exchange prices. These are subject to change as prices change. Refer to the efficiency page for more information.
Note, this only takes gp/xp and xp/hr into account and not the usefulness of the potions. If you need overloads, then it's advised to start making extreme attacks at level 88 and make as many overloads as you need.
For levels 1-9 complete Druidic Ritual and Jungle Potion.
Levels | Make |
---|---|
9-38 | Defence potions |
38-40 | Prayer restore potions |
40-55 | Summoning potions |
55-72 | Super strength potions |
72-76 | Super ranging potions |
76-107 | Super magic potions |
107+ | Super magic potions or
Vulnerability bombs |
Levels | Make |
---|---|
9-26 | Defence potions |
26-36 | Energy potions |
36-38 | Combat potions |
38-40 | Prayer restore potions |
40-52 | Summoning potions |
52-55 | Super energy potions |
55-72 | Super strength potions |
72-76 | Super ranging potions |
76-87 | Super magic potions |
87-101 | Super invention potions |
101-104 | Sticky bombs
(calculated at 1,000 gp per bomb) |
104-105 | Extreme cooking potions |
105-107 | Sticky bombs
(calculated at 1,000 gp per bomb) |
107+ | Vulnerability bombs |
Levels | Make |
---|---|
9-22 | Defence potion |
22-26 | Energy potions |
26-36 | Combat potions |
36-40 | Prayer restore potions |
40-52 | Summoning potion |
52-55 | Super energy potions |
55-64 | Super strength potions |
64-66 | Super hunter potions |
66-72 | Super strength potions |
72-76 | Super ranging potions |
76-87 | Super magic |
87-95 | Super invention potions |
95-99 | Extreme invention potions |
99-101 | Extreme invention potions or
Sticky bombs |
101-104 | Sticky bombs
(calculated at 1,000 gp per bomb) |
104-105 | Extreme cooking potions |
105-107 | Sticky bombs
(calculated at 1,000 gp per bomb) |
107+ | Vulnerability bombs |
Levels | Make |
---|---|
9-22 | Defence potion |
22-26 | Restore potions |
26-36 | Energy potions |
36-38 | Combat potions |
38-40 | Prayer restore potions |
40-45 | Summoning potion |
45-52 | Super antipoison |
52-54 | Super energy potions |
54-55 | Super energy or
Runecrafting potions |
55-63 | Super strength potions |
63-64 | Super restore potions |
64-66 | Super hunter potions |
66-72 | Super strength potions |
72-76 | Super ranging potions |
76-81 | Super magic potions |
81-87 | Super magic potions or
Saradomin brews |
87-95 | Super invention potions |
95-99 | Extreme invention potions |
99-101 | Poison bombs |
101-104 | Sticky bombs
(calculated at 1,000 gp per bomb) |
104-105 | Extreme cooking potions |
105-107 | Sticky bombs
(calculated at 1,000 gp per bomb) |
107-118 | Vulnerability bombs |
118+ | Vulnerability bombs or
Powerburst of feats |
Levels | Make |
---|---|
9-13 | Defence potion |
13-22 | Antipoison |
22-26 | Restore potions |
26-36 | Energy potions |
36-38 | Combat potions |
38-40 | Prayer restore potions |
40-43 | Summoning potion |
43-45 | Divination potions |
45-48 | Super attack potions |
48-52 | Super antipoison |
52-54 | Super energy potions |
54-55 | Runecrafting potions |
55-63 | Super strength potions |
63-64 | Super restore potions |
64-66 | Super hunter potions |
66-72 | Super defence potions |
72-76 | Super ranging potions |
76-79 | Super magic potions |
79-81 | Super cooking potions |
81-87 | Saradomin brews |
87-95 | Super invention potions |
95-96 | Extreme invention potions |
96-99 | Overloads
(make extremes prior to DXP) |
99-103 | Poison bombs |
103-107 | Sticky bombs
(calculated at 1,000 gp per bomb) |
107-112 | Vulnerability bombs |
112-118 | Vulnerability bombs or
Powerburst of masterstroke |
118+ | Powerburst of feats |
Profitable methods[edit | edit source]
Harralander tar[edit | edit source]
After level 44 players may make 15 harralander tar 372, using clean harralander 1,777 and 15 swamp tar 228. This grants 72.5 experience, and is often profitable. Currently, this generates a profit of 383 per action. The Grand Exchange trading cap on swamp tar is 20,000.
Super defence[edit | edit source]
After level 66 players may make Super defence (3) 8,794, using Cadantine potion (unf) 4,016 and white berries 4,130. This grants 150 experience, and is often profitable. Currently, this generates a profit of 648 per action.
Charming potions[edit | edit source]
After level 102 players may make Charming potions 1,988, using primal extract 896, spark chitin 1,645 and 4 of each type of Summoning charm, granting 1,000 experience per potion made. Currently, this generates a profit of −553 per action. Charms are untradeable and players may prefer to use them for Summoning training instead. This method is only recommended for players with no interest in gaining further Summoning experience.
Efficient Herblore Profits[edit | edit source]
A guide/calculator for other efficient Herblore profits can be found here: Calculator:Herblore/Efficient Profit
Other methods[edit | edit source]
Making Primal Extracts[edit | edit source]
Primal extract are potions made by combining primal fruit pulp with empty vials at 90 herblore. These can be farmed by the player without needing new seeds every run. 4 lychee fruits can be picked from each of the 5 bushes, 6 Carambola fruits can be picked from each of the 7 fruit trees, 3 golden dragonfruit fruits can be picked from each of the 4 cacti. This amounts to 140, 252, and 96 primal fruit pulps, respectively. This is a total of 488 primal fruit pulps, amounting to 70,760 Herblore xp when creating primal extracts. The harvested fruits can be increased using wolpertinger pouches for double bush fruits and giant ent pouches and the legendary greenfinger aura for increased fruit yield resulting in 100,000+ Herblore xp when creating primal extracts. Buying the same fruit would cost 346,655 (a run with no boosts) - 558,919.65 (744 pulp, or an average run with both familiars, master farmer outfit and a legendary greenfingers aura) and the fruit can be sold for that amount instead. A full run can be done every 6 hours, but the cactus and fruit trees grow back their produce every 2 hours.
Between 1600 and 2200 primal fruit can be turned into extract per hour depending on level, including the time to make the pulp from fruit, for 237,378.9-312,109.3 herblore experience per hour. The gp cost of pulp depends on the cost of the fruit used, as pulp has a buy limit of 100 and is rarely directly traded. See Primal fruit pulp for the cheapest sources of pulp. Using the above run with no boost, one primal fruit pulp costs 747.1. Since one primal extract can be sold for 896 the following profit or loss can be expected, assuming 12 ticks of banking between inventories:
Range | Profit per pulp | gp per xp | expected extract/hour | xp/hour | gp per hour |
---|---|---|---|---|---|
90-101 | 147.9 | 1.02 | 2,130 | 312,109.3 | 315,024.25 |
102-111 | 1,043.9 | 7.2 | 3,640 | 266,684.9 | 1,899,895.65 |
112-120 | 1,939.9 | 13.38 | 4,860 | 237,378.9 | 3,142,635.91 |
If pulp is purchased directly from other players for 1,111, the following values can be expected:
Range | Profit per pulp | gp per xp | expected extract/hour | xp/hour | gp per hour |
---|---|---|---|---|---|
90-101 | −216 | −1.49 | 2,450 | 355,250 | −529,200 |
102-111 | 679 | 4.68 | 4,100 | 297,250 | 1,391,950 |
112-120 | 1,574 | 10.86 | 5,400 | 261,000 | 2,833,200 |
This method is also useful for ironmen, as the seeds only need to be obtained once per patch and vials can be obtained easily by decanting 4-dose potions into 1-dose potions, decanting them back into 4-dose potions and then banking the empty vials.
Deployable herb burner[edit | edit source]
Deployable herb burner is a very rare drop from ghost variants. However once it is obtained, it can be used indefinitely to train herblore without making any potions and therefore has no concern of reselling them. Using a clean herb on the Deployable herb burner results in the herb being destroyed, providing 10 times the Herblore experience given for cleaning herbs, as well as Firemaking experience. Currently the most cost-effective herbs to be used on burner are tarromin and harralander.
Overloads from super potions[edit | edit source]
Players who wish to do any late-game Slayer or bossing should consider using overload potions; these are incredibly powerful stat-boosting potions, but are untradeable, and as such it is most efficient to make the overloads en route to 99 Herblore. Overloads are made by combining the five extreme potions together with a clean torstol, starting at level 88 with the extreme attack.
To level from 88 to 99 requires 8,648,655 xp, which equates to 3,573 overloads, made from the super variants. This requires 3,573 each of clean torstol, super attack (3), super strength (3), super defence (3), super magic potion (3), super ranging potion (3), clean avantoe, clean dwarf weed, clean lantadyme, and mud runes, and 17,865 grenwall spikes. This will cost a total of −328,826,763 coins. To bring this cost down it is recommended to use a portable well, a scroll of cleansing and a botanist's amulet. To make the expensive overload potions go further, it is recommend to create combination potions from them, with holy overloads being the most economic. This brings down the required number of overloads to reach 99.
It is worth noting that the number of extremes made from level 88 will not be sufficient to reach level 96, where you unlock the ability to make overloads, and as such the use of temporary boosts such as that from a god banner or from advanced pulse core will be required.
Combination potions[edit | edit source]
After completion of Plague's End, the option to create combination potions to train herblore is unlocked. Combination potions require a crystal flask as well as two or more four-dose potions to be made. Combination potions are usually slower experience than other high-level potions since only nine or fewer potions can be made per inventory. Since they use potions as their ingredients, and since players usually prefer to make other potions for faster experience, combinations potions often cost nothing to train with or can even make a small profit. However, it should certainly be noted that these potions have more ingredients used in their production stage than the two characteristics of almost every other potion, making each inventory produce fewer potions and finish production faster. This means that they are much more click-intensive than traditional training and require constant focus for the best experience rates.
Combinations potions such as grand ranging potions, grand magic potions, grand strength potions, grand defence potions, and super prayer renewal potions can be made with recipes that do not have to be unlocked in Daemonheim, and with constant focus can produce over 350,000 experience per hour. Super melee potions and super warmaster's potions require recipes that need to be unlocked by finding unreadable pages, which require long amounts of time and high dungeoneering levels to be unlocked. However, both of these potions can make over 450,000 experience per hour and 720,000 experience per hour, respectively. Most of these potions are on high demand, due to their stronger boosts and oftentimes cheaper usage than super potions.
While untradeable combination potions can often make more experience, the fact that money cannot be got back makes them unfeasibly expensive potions to make for training (more expensive and slower than extreme ranging and magic potions).
All combination potions have very unstable prices, so checking prices carefully and selling quickly is recommended when making them for profit. All of them, especially faster experience-making potions such as super warmaster's potions, are sometimes profitable, sometimes mildly expensive and sometimes almost completely unaffordable to train with and hard to sell, so players are warned to be cautious of these fluctuations if they decide to make large investments.
It should also be noted that combination potions are not affected by the portable well's ability to make an extra potion 10% of the time, although they do receive the 10% experience bonus. For potions that require the most ingredients, notably super warmaster's potions, an inventory can be finished in under 5 seconds of production. This means that the split second it takes to walk a step to the well can actually slow down experience rates by more than the 10% it boosts them (although when the method costs money it still reduces cost/xp). Compared to traditional training, the benefit of the portable well is vastly reduced for combination potions. However, the scroll of cleansing considers all of the potions used to make these to be secondary ingredients, which means that each potion has a 10% chance to not be used up when making combination potions. Therefore, this item is most powerful when making combination potions compared to traditional ones (in terms of cost per item, reducing it by 10% of all ingredients rather than 10% of just the secondary one). This 10% can mean the difference between free, profitable and very expensive experience when making combination potions, and players should note that it is almost a requirement to reasonably train using this method.
Shades of Mort'ton[edit | edit source]
After Shades of Mort'ton (minimum Herblore level: 15), make Serum 207. Items needed:
Clean the herb if it's grimy, use the herb on the vial of water, and then add the secondary.
These give 50 experience each and are therefore a slow training method compared to the higher-level alternatives. If you make the Tarromin unfinished potions and add the ashes you can reach around 50,000 experience an hour. You can make a maximum of around 150k experience an hour if you buy Tarromin unfinished potions and add the ashes. They cannot be sold, but the cheap secondary ingredient makes them cost-effective compared to other potions, depending on the current price for Tarromin and the economic situation surrounding the other potions. There are usually plenty of ashes to be had free on the grounds around the Grand Exchange since it is a popular spot to practice Firemaking. However, with the release of Bonfires, there are fewer ashes on the ground.
Assuming you buy all of the items on the Grand Exchange and clean herbs are used, you will spend -8.54 coins per experience point.
As of an update on 14 January 2013, Serum 207 can now be withdrawn from the bank as a note, and can be disposed of very quickly. The serum cannot be sold, but it can be alchemised. While not worth the runes to do this, players who have the Explorer's ring can use its low-alchemy ability or high-alchemy (if ring is 4) on the serum and earn enough coins to purchase new vials to replace the ones lost when the serum is alchemised.
Alternatively, the serum can be used on the afflicted townspeople of Mort'ton to temporarily cure them. As thanks, they will give a reward of either coins, vials (with or without water), logs, or grimy tarromin. Most of these can then be used to make even more serum. This can continue indefinitely, as only one dose is used on a villager at a time. It should be noted that using Serum 208 often yields better/more rewards.
Dungeoneering[edit | edit source]
Another free method of training herblore is to enter a solo Dungeoneering floor, go through a few rooms, gather some money and find some farming patches. One should switch between growing herbs, making potions, and possibly selling to the Smuggler to buy more. Although this is slow experience per hour, it is free of cost, with experience rates varying from 25k-40k per hour, depending on the players Herblore and Farming level. One can train several other skills (such as Woodcutting) at the same time to somewhat increase the overall efficiency and reduce repetitiveness at the cost of getting lower experience rates in individual skills.
Herbicide[edit | edit source]
Herblore can be trained by using herbicide, acquired for 34,000 Dungeoneering tokens from Dungeoneering. Herbicide destroys the herb drop but gives double the experience you would get for cleaning it. Some good monsters to kill are chaos druids, and turoths, with 55 Slayer. This is quite a slow way to train the skill, but is free, if you would not usually pick up the herbs. However, some herbs are expensive (such as grimy dwarf weed) and players who pick up the herb, clean it and use it in a potion will gain much more experience than having the herbicide cleaning it up. However, the herbicide does clean up low-level herbs players would generally avoid. This has the benefit of also granting combat experience, and could be used on slayer assignments to passively train herblore.
Herb cleaning[edit | edit source]
Cleaning grimy herbs can reward fairly good experience and often results in a profit. To find out if money will be lost or gained, look at the cost of the grimy herb and compare it to the cost of the clean herb.
This method is tedious. However, making potions generally returns small profit or large losses, so many players find herb cleaning worthwhile.
The following rates assume you are cleaning 5,000 herbs per hour. This is much easier if you use bank presets and the action bar.
![]() |
Herb | Grimy | Clean | ![]() |
![]() |
XP/Hour | Profit/Hour | ||
---|---|---|---|---|---|---|---|---|---|
Icon | ![]() |
Icon | ![]() | ||||||
1 | Guam | ![]() |
449 | ![]() |
460 | 2.5 | 11 | 12,500 | 55,000 |
5 | Tarromin | ![]() |
188 | ![]() |
212 | 3.8 | 24 | 19,000 | 120,000 |
9 | Marrentill | ![]() |
5,094 | ![]() |
6,038 | 5 | 944 | 25,000 | 4,720,000 |
20 | Harralander | ![]() |
1,319 | ![]() |
1,777 | 6.3 | 458 | 31,500 | 2,290,000 |
25 | Ranarr | ![]() |
5,468 | ![]() |
5,867 | 7.5 | 399 | 37,500 | 1,995,000 |
30 | Toadflax | ![]() |
4,835 | ![]() |
5,603 | 8 | 768 | 40,000 | 3,840,000 |
35 | Spirit weed | ![]() |
11,285 | ![]() |
11,719 | 7.8 | 434 | 39,000 | 2,170,000 |
40 | Irit | ![]() |
628 | ![]() |
922 | 8.8 | 294 | 41,000 | 1,470,000 |
41 | Wergali | ![]() |
11,675 | ![]() |
11,783 | 9.5 | 108 | 47,500 | 540,000 |
48 | Avantoe | ![]() |
1,475 | ![]() |
1,815 | 10 | 340 | 50,000 | 1,700,000 |
54 | Kwuarm | ![]() |
1,329 | ![]() |
1,750 | 11.3 | 421 | 56,500 | 2,105,000 |
57 | Bloodweed | ![]() |
29,487 | ![]() |
26,946 | 11.5 | −2,541 | 57,500 | −12,705,000 |
59 | Snapdragon | ![]() |
1,425 | ![]() |
1,824 | 11.8 | 399 | 59,000 | 1,995,000 |
65 | Cadantine | ![]() |
2,672 | ![]() |
3,075 | 12.5 | 403 | 62,500 | 2,015,000 |
67 | Lantadyme | ![]() |
10,890 | ![]() |
11,537 | 13.1 | 647 | 65,500 | 3,235,000 |
70 | Dwarf weed | ![]() |
11,184 | ![]() |
11,864 | 13.8 | 680 | 69,000 | 3,400,000 |
75 | Torstol | ![]() |
11,870 | ![]() |
12,794 | 15 | 924 | 75,000 | 4,620,000 |
77 | Arbuck | ![]() |
17,373 | ![]() |
17,259 | 13.5 | −114 | 67,500 | −570,000 |
91 | Fellstalk | ![]() |
12,742 | ![]() |
12,144 | 16.8 | −598 | 84,000 | −2,990,000 |
Free methods[edit | edit source]
Completing quests[edit | edit source]
Quest | Members | Experience reward |
Herblore requirement |
Other requirements |
---|---|---|---|---|
Druidic Ritual | ![]() |
250 | - | |
Jungle Potion | ![]() |
775 | 3 ![]() |
|
Recruitment Drive | ![]() |
1,000 | 3 ![]() |
|
The Dig Site | ![]() |
2,000 | 10 ![]() |
|
Shades of Mort'ton | ![]() |
2,000 | 15 ![]() |
|
Zogre Flesh Eaters | ![]() |
2,000 | - | |
Heroes' Quest | ![]() |
2,725 | 25 ![]() |
|
Land of the Goblins | ![]() |
3,000 | 37 ![]() |
|
A Fairy Tale II - Cure a Queen | ![]() |
3,500 | 57 ![]() |
|
A Guild of Our Own (miniquest) | ![]() |
4,000 | 46 ![]() |
|
Grim Tales | ![]() |
5,000 | 52 ![]() |
|
Glorious Memories | ![]() |
5,000 | 43 ![]() |
|
A Void Dance | ![]() |
5,000 | 49 ![]() |
|
My Arm's Big Adventure | ![]() |
10,000 | - |
|
Eadgar's Ruse | ![]() |
11,000 | 31 ![]() |
|
Salt in the Wound | ![]() |
15,000 | 47 ![]() |
|
Evil Dave's Big Day Out | ![]() |
20,000 | 30 ![]() |
|
Kindred Spirits | ![]() |
25,000 | 60 ![]() |
|
Plague's End | ![]() |
50,000 | 75 ![]() |
|
River of Blood | ![]() |
75,000 | 80 ![]() |
|
The Light Within | ![]() |
90,000 | 80 ![]() |
|
Total | 332,250 |
Herby Werby[edit | edit source]
Herby Werby is a safe, weekly Distraction and Diversion that takes place on Anachronia. The main objective is to aid some of Anachronia's Ancient Zygomites in destroying the corrupted flora in their cavern. The creatures however are frenzied and are burning both the corrupted and healthy plants alike, so the player must help burn corrupt herbs, and/or stop the burning of healthy herbs.
Burning corrupted herbs gives Firemaking experience while stopping zygomites holding healthy (green) herbs gives Herblore experience. As a result, players wishing to maximize their Herblore gains should focus solely on stopping zygomites with ancient herbs.
Every successful action rewards between 1 and 4 points and a maximum of 100 points can be earned weekly.
At certain herblore milestones the experience will be increased as follows:
- 85 Herblore: Herby Werby 150% Experience.
- 95 Herblore: Herby Werby 200% Experience.
- 105 Herblore: Herby Werby 250% Experience.
- 115 Herblore: Herby Werby 300% Experience.
It's also important to note that bonus experience, double XP and experience boosts (skilling outfit, pulse core, etc.) are working during this activity.
Supply runs[edit | edit source]
Supply runs are a safe activity that take place on Mazcab every 12 hours (at midnight and noon game time). The activity begins with goebie supplies spawning at the supply rock near to Querci in Kanatah and is available until 25 minutes past the hour. Players may take up to 10 goebie supplies per day from the supply rock. Upon taking goebie supplies players become flagged for safe PvP and can be attacked by other players, with death resulting in the loss of all goebie supplies that the players are carrying. After obtaining goebie supplies players must travel north-west through the Nemi Forest to Otot, where the supplies may be exchanged for experience with Quercy. The player will be given a choice between two skills in which to gain experience: Agility or Crafting, Farming or Herblore and Hunter or Woodcutting. Different skills are offered on different worlds. As of the updates on 19 October 2015, carried goebie supplies disappear when logging out, entering the lobby, or hopping worlds, preventing players from switching worlds to find their preference in offered skills.
Between 495, with level 1, and 48,515, with level 99, experience can be gained from exchanging 10 goebie supplies. Assuming the activity is completed in 5 minutes, experience is awarded at a rate equivalent to between 5,940, with level 1, and 582,180, with level 99, experience an hour.
Wilderness Warbands[edit | edit source]
Wilderness Warbands is a dangerous Distraction and Diversion that takes place in the Wilderness. The aim of the Distraction and Diversion is to infiltrate a camp occupied by god-following NPCs and loot supplies, which can then be exchanged with Quercus for experience. Players can gain Herblore experience if they obtain and hand in Herblore supplies. Players can gain between 49.5 at level 1, and 4,851.5 at level 99, Herblore experience per supply that they exchange. Players can loot up to 25 Herblore supplies while playing Wilderness Warbands, which grant between 1,237.5 and 121,287.5 Herblore experience in total when given to Quercus. Players can calculate the exact amount of experience that they will receive, based on their Herblore level and the number of supplies obtained, using the calculator on the Wilderness Warbands article.
Wilderness Warbands takes place every 7 hours. The Distraction and Diversion begins with a camp appearing in the Wilderness in one of 3 possible locations. A server-wide announcement will notify players of the camp's location when it spawns. Players can also find out the camp's location by talking to Quercus, who is located north-west of the Varrock Grand Exchange. Players must travel to the camp, avoid the sentries posted around its perimeter and sabotage the camp's god's beam, which is found in the centre of the camp. Successfully sabotaging the beam will result in NPCs allied to the invading players teleporting to the area to fight the NPCs guarding the camp. Players can also intervene in the fight if they wish. After all enemy NPCs have been killed, players can loot the tents in the camp to gain supplies. Each Wilderness Warband has 3 tents which contain supplies that grant experience in 3 of 5 possible skills (Farming, Mining, Construction, Herblore and Smithing). Players may loot up to 25 supplies from tents in the camp. Players may gain additional supplies by killing other players and taking any supplies that defeated players may have looted, as supplies are dropped upon death. Participating in looting tents will skull the player and cause them to become attackable by any other player, regardless of combat levels. Players cannot teleport out of the Wilderness while they have supplies in their inventory, and logging out while inside the Wilderness causes all supplies to be destroyed. Therefore, players must escape from the Wilderness by running out of the area. To avoid being killed by other while participating in Wilderness Warbands players are advised to join one of the dedicated friends chats for the Distraction and Diversion.
Monday | Tuesday | Wednesday | Thursday | Friday | Saturday | Sunday |
---|---|---|---|---|---|---|
02:00 UTC | 06:00 UTC | 03:00 UTC | 00:00 UTC | 04:00 UTC | 01:00 UTC | 05:00 UTC |
09:00 UTC | 13:00 UTC | 10:00 UTC | 07:00 UTC | 11:00 UTC | 08:00 UTC | 12:00 UTC |
16:00 UTC | 20:00 UTC | 17:00 UTC | 14:00 UTC | 18:00 UTC | 15:00 UTC | 19:00 UTC |
23:00 UTC | N/A | N/A | 21:00 UTC | N/A | 22:00 UTC | N/A |
Potion selector[edit | edit source]
This table recommends potions to create by herblore level. To be included in this table, a potion must not be too expensive, its secondary ingredient must be readily available on the Grand Exchange, and the potion must have medium or high demand (see Calculators/Potions).
This table does not include columns for the loss made by buying all items on the Grand Exchange.
Herblore Level | Buying all ingredients on Grand Exchange | Growing your own herbs | ||||||||
---|---|---|---|---|---|---|---|---|---|---|
Goal: Herblore XP | Goal: Herblore XP | Goal: Profit | ||||||||
Potion | XP | Cost/XP | Farming Level | Herb | Potion | Farming Level | Herb | Potion | GP/3-dose potion | |
![]() |
![]() |
25 | 14.64 | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
939 |
![]() |
![]() |
30 | −3.87 | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
1,283 |
![]() |
![]() |
40 | 0.63 | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
767 |
![]() |
![]() |
67.5 | −33.27 | ![]() |
![]() |
![]() | ||||
![]() |
![]() |
80 | −92 | ![]() |
![]() |
![]() | ||||
![]() |
![]() |
84 | −28.2 | ![]() |
![]() |
![]() | ||||
![]() |
![]() |
87.5 | 12.23 | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
7,344 |
![]() |
![]() |
100 | 13.17 | ![]() |
![]() |
![]() | ||||
![]() |
![]() |
106.3 | 19.73 | ![]() |
![]() |
![]() | ||||
![]() |
![]() |
125 | 6.33 | ![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
3,071 |
The summoning potion is not included in this list due to the difficulty in obtaining the materials on the Grand Exchange.
Free-to-play guides | |
Members' guides |