Crafting training

OSRS Crafting 1–99 Guide

Crafting is a choice between time, cash and supplies you already have. Compare the finished item’s value as well as the input price, and decide whether your goal is the next jewellery unlock or the bank teleport on the cape.

Updated

Choose the cost before buying the materials

Crafting offers quick levels, but its fastest methods can consume a lot of coins. Compare what the materials cost with what the finished item sells for, then buy a manageable batch. For an Iron, obtaining sand, seaweed, hides or gems is often the bigger job than using them.

Starting at level 1? See the quest route ↓

Quest from 1 to 11 Crafting

Optional quest route · order, requirements and next training method

Two short quests skip the opening leather items. Sheep Shearer is free-to-play; Murder Mystery needs membership. Neither needs combat or a starting Crafting level.

  1. Level 1 → 2 +150 Crafting XP

    Sheep Shearer

    Before you start: 20 balls of wool.

    Speak to Fred at the farm north of Lumbridge. Shear sheep and spin the wool upstairs in Lumbridge Castle, or bring ready-made balls of wool.

  2. Level 2 → 11 +1,406 Crafting XP

    Murder Mystery

    Before you start: No skill or quest requirements.

    Go to Sinclair Mansion north of Seers’ Village and speak to the guard. Compare the suspects’ evidence and fingerprints to identify the murderer.

Continue from level 11

At 11, make leather boots to 14, leather bodies to 18, then leather chaps to 20. Bring a needle, thread and leather to a bank; at 20 you can switch to cutting sapphires if the cost suits you.

Go to the training instructions →

In free-to-play, finish Sheep Shearer, then make leather gloves to 7 and boots to 14. You can use the same leather route from there.

Levels count the XP listed above from a fresh start. Making your own supplies, quest fights or optional lamps can put you further ahead.

Do not buy all the way to 99 before trying the method. Check one inventory’s steps, then a small buy-and-sell batch. High-volume materials and an attractive guide price do not guarantee that your whole order fills immediately.

Fastest Crafting training

For a main buying supplies, move from early leather or quest XP into gems, then compare battlestaves and dragonhide bodies. The most expensive material is not automatically the best purchase.

Levels 1–20: Leather for the opening levels

Leather gets you started without a quest chain. These levels are short enough that using a stack you already own matters more than finding a perfect hourly rate.

Getting there

Buy leather, or take cowhides to Ellis in Al Kharid and pay to tan them into soft leather. The bank is south of his shop.

Bring and unlock

A needle, thread and soft leather. Hard leather is a different material. Keep the needle and thread in your inventory when banking.

  1. Use the needle on leather and choose the best item you can make.
  2. Bank the finished items and withdraw more leather. Thread lasts roughly five items; one thread per leather would greatly overbuy it.

Levels 1–7: Leather gloves

Make these until boots unlock, or use quest XP to skip the first bank trips.

Levels 7–14: Leather boots

A simple bridge into bodies. Cowls and vambraces are also available if you want every small XP increase.

Levels 14–18: Leather bodies

Still only one leather per item, with more XP than the opening gloves.

Levels 18–20: Leather chaps

A short final leather stage before sapphires.

Do short quests that you need anyway before buying an early leather grind. Sheep Shearer gives 150 XP; Murder Mystery gives 1,406.

Compare XP rates for these methods
XP and supplies

About 1,800 items/hr is a planning allowance below the three-tick production limit; tanning and shopping are additional.

Make gloves to 7, boots to 14, bodies to 18 and chaps to 20. Then switch to cutting gems for speed, or glassblowing for longer breaks between inventories. You can skip much of this opening with quest XP.

Levels 20–62: Cutting gems

Fast bank training with a small number of clicks per inventory. The trade-off is the spread between uncut and cut gems, which can change enough to make a lower gem the better buy.

Getting there

Any bank works for assembly. The Grand Exchange is convenient while buying supplies; a bank chest with a clear click target makes repeated inventories easier.

Bring and unlock

A chisel and 27 uncut gems. A Jeweller’s chisel has a 10% chance to cut two gems at once, awarding XP for both. It also improves the success chance for opals, jade and red topaz.

Keep the chisel; replace the uncut gems
  1. ChiselUncut sapphire
    1 chisel + 27 uncut gems

    Use the chisel on a gem and choose make-all. The chisel stays in your inventory.

  2. Sapphire
    Bank the cut gems

    Withdraw another uncut batch. Cutting gives the XP; making jewellery from those gems is a separate recipe.

  1. Use the chisel on an uncut gem and choose Cut all. Bank the finished gems and repeat.
  2. Check the cut gem’s selling price before buying a large stack of uncut gems. A cheap-looking input is only half the comparison.

Levels 20–27: Sapphires

An accessible first gem. Check the cut price as well as the uncut price.

Levels 27–34: Emeralds

A useful XP increase without buying the much more expensive higher gems.

Levels 34–43: Rubies

Worth continuing if diamonds cost too much for the time they save.

Levels 43–62: Diamonds

Fast through the middle levels; compare with fire battlestaves at 62.

Do not extend the route to onyx or zenyte just because their XP is higher. Their supply and capital requirements make them poor bulk-training choices.

Compare XP rates for these methods
XP and supplies

2,780 gems/hr with a chisel; 3,055 with a Jeweller’s chisel. These references include efficient banking.

Cut sapphires from 20, emeralds from 27, rubies from 34 and diamonds from 43. At 62, fire battlestaves open the next part of this route. Staying with a cheaper gem is fine if the staff supplies cost too much.

Levels 62–77: Attaching orbs to battlestaves

Battlestaves give good XP without the short inventories of dragonhide bodies. They tie up more cash in each inventory, so start with a batch you can afford to finish and sell.

Getting there

Any bank works for assembly. The Grand Exchange is convenient while buying supplies; a bank chest with a clear click target makes repeated inventories easier.

Bring and unlock

Withdraw 14 battlestaves and 14 already charged orbs of the same element. Unpowered orbs do not attach directly.

  1. Use a charged orb on a battlestaff and make the batch.
  2. Bank and repeat. Sell finished staves or save them for alching later, but include that extra alching time if you compare the complete process.

Levels 62–66: Fire battlestaves

A strong alternative to diamonds when charged fire orbs are inexpensive.

Levels 66–77: Air battlestaves

A reasonable stopping point for the route if dragonhide bodies are too expensive. Water and earth staves work earlier at 54 and 58.

Varrock diary battlestaves from Zaff cost 7,000 each. That discount applies to your daily stock, not an unlimited GE purchase. Charging your own orbs is a separate Magic and travel loop.

XP and supplies

Assembling bought battlestaves and charged orbs can reach 2,450 staves per hour. Making and alching them together is closer to 800 per hour, with Magic XP as well.

Attach fire orbs to battlestaves from 62, then use air orbs from 66. At 77, red dragonhide bodies give faster XP with shorter inventories. Compare prices before switching: air battlestaves remain usable all the way to 99.

Levels 77–99: Dragonhide bodies

Three leathers become one body in a short crafting action. This uses a large cash stack quickly, but red and black bodies give strong XP when you want to finish a goal in fewer hours.

Getting there

Any bank works for assembly. The Grand Exchange is convenient while buying supplies; a bank chest with a clear click target makes repeated inventories easier.

Bring and unlock

Buy tanned dragon leather, not raw dragonhide. Bring a needle and thread, or the Costume needle obtained from the Costumer on Aldarin after Death on the Isle.

  1. Withdraw 24 leathers with a normal needle and thread, or 27 with the Costume needle. Make eight or nine bodies respectively.
  2. Use bank deposit locks to keep your tools while depositing the bodies. Refill leather and repeat.
  3. Compare red bodies with black at 84. The last unlock can be considerably more expensive for a relatively small increase in XP.

Levels 77–84: Red d’hide bodies

Faster than staves while keeping a lower cost than black bodies in many markets. Green and blue bodies are alternatives at 63 and 71.

Levels 84–99: Black d’hide bodies

The fastest regular body in this route. Buy only after comparing its net cost with red leather.

For the faster tick-saving opening, use an alternate account to hold an aggressive gnome beside a booth at the Gnome Stronghold south bank. On the crafting account, equip an empty shortbow on Rapid, attempt to attack the gnome, then immediately start crafting. Learn clean banking first; that technique only makes a small difference to this method.

XP and supplies

1,685 bodies/hr with needle and thread; 1,705 with the Costume needle. Tan hides before starting; alching the finished bodies takes extra time.

Make red dragonhide bodies from 77 to 84, then black dragonhide bodies to 99. Each body uses three leathers, so you will bank frequently. Stay with red bodies if the extra price of black leather is not worth the time saved.

Cutting dragonstones is another high-budget option from 55. Check their price and trade volume against bodies in the calculator before treating the highest gem tier as a route to buy in bulk.

Low-attention Crafting training

Glass gives long banked batches. Golems add a self-contained gathering and Crafting loop if you have the island access.

Levels 1–99: Blowing molten glass

A comfortable bank method with roughly a minute between inventories. The later items improve XP without making the banking loop more demanding.

Getting there

Any bank works for assembly. The Grand Exchange is convenient while buying supplies; a bank chest with a clear click target makes repeated inventories easier.

Bring and unlock

A glassblowing pipe and 27 molten glass. Pipes are sold at crafting shops, including the one in Yanille.

A glassblowing inventory
  1. Glassblowing pipeMolten glass
    Pipe + 27 molten glass

    Use the pipe on the glass, choose your item and let the inventory finish.

  2. Lantern lens
    The item changes with your level

    Lantern lenses are one option. The recipe still uses one molten glass per item; your pipe is reusable.

  1. Use the pipe on molten glass and select the item you want. Let the inventory finish.
  2. Bank the items and withdraw more glass. Keep useful unpowered orbs if you intend to charge them later.

Levels 1–4: Beer glasses

The first glass item; use it if glass is already in your bank.

Levels 4–12: Candle lanterns

An early XP upgrade using exactly the same material.

Levels 12–33: Oil lamps

Continue here until vials if you are staying with glass.

Levels 33–42: Vials

Useful to fill with water later, although buying filled vials may save that extra work.

Levels 42–46: Fishbowls

A short bridge into unpowered orbs.

Levels 46–49: Unpowered orbs

Keep these if charging orbs is part of your Magic and Crafting plan.

Levels 49–87: Lantern lenses

A little more XP than orbs. Extra lenses are mainly a training output.

Levels 87–99: Empty light orbs

Higher XP, with no GE sale price. Do not expect to sell the finished stack.

Empty light orbs open at 87 and give 70 XP, but have no GE sale value. They can be used for Dorgesh-Kaan lamps later; do not count that extra work as immediate sale proceeds.

Compare XP rates for these methods
XP and supplies

1,750 glass items/hr including banking. The separate sand-and-seaweed route includes Superglass Make before blowing.

Use the glass items below as they unlock, reaching lantern lenses at 49 and empty light orbs at 87. The same make-all loop works to 99. On an Iron, keep useful unpowered orbs rather than turning every piece of glass into the highest-XP item.

Levels 60–99: Golems with local goat furs

An alternative to bank crafting that combines Mining, shaping and locally hunted furs. The lower-intensity loop can suit an Iron who wants to collect supplies on the spot.

Getting there

Complete Fallen From Grace to learn the activity on Wyrmscraig. Return using your unlocked sailing route to the island; the quest introduces Auchrie and the golem plinths.

Bring and unlock

A pickaxe, hammer, chisel and goat-hunting supplies. Each golem needs four sunstones, another sunstone made into a core, and one suitable fur. Tatty furs do not work.

  1. Mine sunstone. The monolith is the quieter option; individual rocks reward moving between them within five ticks with momentum.
  2. Click an empty plinth with four sunstones, then shape all four sides. Debris beside the plinth marks a finished side.
  3. Chisel another sunstone into a core and insert it with a fur to complete the golem.
  4. For faster shaping, click as the shaping XP drop appears to shorten the next action. Improve that rhythm before buying expensive furs for a maximum-rate attempt.

The 100k reference includes hunting local goat furs. Rates above 185k use high Mining, faster shaping and better furs; replacing the fur alone does not reproduce that setup.

XP and supplies

About 100k Crafting XP/hr for the lower-intensity loop including goat hunting. Sunstone has no GE price; random gemstone rewards are not assigned a guaranteed value.

From 60, golems offer a change from bank crafting and use supplies gathered nearby. You can continue to 99, or return to glass when you want a simpler bank session.

Other worthwhile methods

Crafting supplies often come from other skills. Choose how much preparation you want to include in the grind.

Jewellery, amethyst and useful supplies. Jewellery can be worth making when its selling price supports the ingredients. Amethyst uses Mining supplies for ammunition components at high Crafting. Check quantities and current prices for the item you actually want, rather than assuming that all slower recipes make money. Compare Crafting recipes.

Levels 61–99: Sand and seaweed into finished glass

Make your own molten glass, then blow the resulting stack. This route counts the XP and time of both jobs, avoiding a separate glass-production grind hidden behind the blowing rate.

Getting there

Any bank works for assembly. The Grand Exchange is convenient while buying supplies; a bank chest with a clear click target makes repeated inventories easier.

Bring and unlock

Lunar Diplomacy, 77 Magic and the Lunar spellbook. Equip a smoke battlestaff for unlimited air and fire runes, and bring astral runes. Have a glassblowing pipe for the second part.

  1. Withdraw 18 buckets of sand and three giant seaweed, then cast Superglass Make. Bank the glass and repeat.
  2. For the reference pace, leave excess glass on the floor. You keep about 26.1 glass per cast on average. Picking it up saves materials but slows production.
  3. Blow the stored glass into lenses, or empty light orbs from 87. The planner includes the spell’s 180 Crafting XP as well as the XP from blowing.

Levels 61–87: Make glass and blow lenses

Make your own molten glass, then blow the resulting stack. This route counts the XP and time of both jobs, avoiding a separate glass-production grind hidden behind the blowing rate.

Levels 87–99: Make glass and blow light orbs

Make your own molten glass, then blow the resulting stack. This route counts the XP and time of both jobs, avoiding a separate glass-production grind hidden behind the blowing rate.

Giant seaweed farming and sandstone mining still take time. The route shows the sand and seaweed you must gather; it does not treat gathering as free because an Iron cannot buy them.

XP and supplies

600 casts/hr, then 1,750 blown items/hr. Average retained yield is 1.45 glass per sand without picking up overflow. Individual batches vary.

With 61 Crafting and 77 Magic, make your own molten glass using Superglass Make, then blow lantern lenses. Change to empty light orbs at 87 Crafting. Count both the glass-making and glassblowing time for the whole grind.

Build a useful supply chain on an Iron

Grow giant seaweed on Fossil Island and collect buckets of sand through sandstone mining and the grinder in the desert. Lunar Diplomacy and 77 Magic unlock Superglass Make to turn that stock into glass. Lunar Diplomacy requires 40 Defence, so a 1 Defence Iron should use a furnace for molten glass instead. Before those unlocks, blow stored glass or use quest XP and gathered gems.

Save enough unpowered orbs for a staff plan you will actually carry out. Charging orbs, buying battlestaves and alching the finished product are three separate tasks. A staff’s alch value is useful cash, but it does not mean the whole chain takes only the assembly time.

Gems from Shooting Stars, mining and PvM can be turned into jewellery you need: recoils, dueling rings, games necklaces and later teleports. Useful jewellery can be a better early goal than rushing a level with products that sit untouched.

Time and cost for your goal

Compare the completed item with the full ingredient cost. A battlestaff needs a charged orb, a body needs several hides, and self-made glass needs time for its inputs. The planner separates a banked glass route from making and blowing it yourself.

Plan your Crafting route or compare method quantities and costs.

Compare net cost and time saved

The planner buys materials at the GE buy-side price and values saleable outputs at the sell-side price after tax. That is a planning estimate, so test a small order before spending your whole cash stack. Empty light orbs and gathered sunstone are handled separately from tradeable output.

If one route costs another million GP and saves an hour, that is effectively paying a million for an hour of your time. Decide whether you would rather earn that money elsewhere or keep the slower Crafting method. You do not need to pick the absolute fastest method for a useful route.

Choose your next goal

Open the Crafting Training Planner for your method switches and time budget, or compare one method’s quantities in the Crafting Calculator.