Firemaking training
OSRS Firemaking 1–99 Guide
Firemaking does not have to be one long Wintertodt grind. Burn lines when you want speed, tend a campfire when you want long inventories, or use Wintertodt when its rewards and group routine suit your account.
Updated
Burn logs or train at Wintertodt?
Firemaking has a straightforward log-burning route, with faster logs unlocked as you level. Wintertodt gives you another way to train once you reach 50, with rewards alongside the XP. Consider how much attention you want to give the skill and whether you already have logs to use.
Starting out
Normal logs get you to 15, then oak logs take you to willow at 30. Use logs already in your bank if buying and travelling would take longer than these short stages.
Enlightened Journey gives 4,000 Firemaking XP at 20 and starts useful balloon travel unlocks. Do it when its other requirements fit your account; it is not required just to burn logs or enter Wintertodt.
Fastest Firemaking training
Lighting lines of logs is the main fast training method. Bank close to a long clear lane and move to better logs when their cost makes sense.
Levels 1–99: Lighting logs in a line
The active route: keep lighting a new fire rather than feeding the same one. It is quick once your clicks are steady, with a fresh log burned every four ticks at an efficient pace.
Getting there
Use the open space on the east side of the Grand Exchange for short banking. An easier opening is a clear east-to-west line near Varrock’s fountain, then bank at the west bank.
Bring and unlock
A tinderbox and logs. Leave room to move west after each successful fire. Pyromancer pieces add XP once you have them.
- Use the tinderbox on a log. After it lights and your character steps west, start the next fire.
- When a line is blocked, move to an empty tile and start again. Build the rhythm before trying to change direction between burns.
- At the GE, noted logs can be unnoted with the banker to reduce banking time. Practise that loop in short batches before comparing with a maximum-rate run.
Levels 1–15: Normal logs
40 XP per log before outfit bonuses. Check the next log’s cost before paying more for a shorter grind.
Levels 15–30: Oak logs
60 XP per log before outfit bonuses. Check the next log’s cost before paying more for a shorter grind.
Levels 30–35: Willow logs
90 XP per log before outfit bonuses. Check the next log’s cost before paying more for a shorter grind.
Levels 35–42: Teak logs
105 XP per log before outfit bonuses. Check the next log’s cost before paying more for a shorter grind.
Levels 42–45: Arctic pine logs
125 XP per log before outfit bonuses. Check the next log’s cost before paying more for a shorter grind.
Levels 45–50: Maple logs
135 XP per log before outfit bonuses. Check the next log’s cost before paying more for a shorter grind.
Levels 50–60: Mahogany logs
157.5 XP per log before outfit bonuses. Check the next log’s cost before paying more for a shorter grind.
Levels 60–75: Yew logs
202.5 XP per log before outfit bonuses. Check the next log’s cost before paying more for a shorter grind.
Levels 75–90: Magic logs
303.8 XP per log before outfit bonuses. Check the next log’s cost before paying more for a shorter grind.
Levels 80–99: Ironwood logs
A cheaper high-level alternative to magic logs in some markets; compare the price per XP before switching.
Levels 90–99: Redwood logs
350 XP per log before outfit bonuses. Check the next log’s cost before paying more for a shorter grind.
Levels 92–99: Rosewood logs
Slower than redwood despite the higher unlock. Use them when the saved GP is worth the extra time.
Normal logs with firelighters give 50 XP and light on the first attempt. They can make the opening quicker, but buying the firelighters adds cost; ordinary logs are enough to start.
Compare XP rates for these methods
From arctic pine onward, the reference uses 1,485 logs/hr with efficient movement and banking. Willow and teak rates allow lighting failures. The opening normal/oak rates are cautious planning budgets.
Light ordinary logs to 15, then move through the log tiers below. At 50 you can switch to Wintertodt for rewards. If you keep burning logs, choose each upgrade by its price per XP as well as its speed; you do not have to change logs at every unlock.
Low-attention Firemaking training
Campfires let you burn a full inventory automatically at reduced XP per log. This is the choice when you want to look away after starting a batch.
50 onwards: Wintertodt for an activity. Wintertodt is less repetitive than laying fire lines, but you must still respond to damage, braziers and the fight. Feed bruma roots for faster Firemaking XP, or fletch kindling when points matter more. It is an active minigame, not a campfire-length AFK loop. See 50 onwards: wintertodt for an activity.
Levels 1–99: Tending a campfire
A much quieter way to use a log stack. The XP per log is the same as ordinary burning, but the automatic feed is slower and leaves about two and a half minutes between inventories.
Getting there
Use a fire beside a bank at the Grand Exchange, Rogues’ Den or another place with a clear adjacent tile. You can join an existing forester’s campfire.
Bring and unlock
Logs and a tinderbox to start the first fire. You do not need the tinderbox just to tend an existing campfire.
- Light a normal fire, then use a log on it to create the campfire.
- Choose Tend-to and let the inventory feed automatically. Bank and repeat before it expires, or relight it if you took a longer break.
- For a more attentive variation, manually tend while holding the confirmation key to shorten the feed interval. Choose the active log route if you want the fastest regular XP instead.
Levels 1–15: Normal logs at a campfire
40 XP per log before outfit bonuses. Check the next log’s cost before paying more for a shorter grind.
Levels 15–30: Oak logs at a campfire
60 XP per log before outfit bonuses. Check the next log’s cost before paying more for a shorter grind.
Levels 30–45: Willow logs at a campfire
90 XP per log before outfit bonuses. Check the next log’s cost before paying more for a shorter grind.
Levels 45–60: Maple logs at a campfire
135 XP per log before outfit bonuses. Check the next log’s cost before paying more for a shorter grind.
Levels 60–80: Yew logs at a campfire
202.5 XP per log before outfit bonuses. Check the next log’s cost before paying more for a shorter grind.
Levels 80–90: Ironwood logs at a campfire
A cheaper high-level alternative to magic logs in some markets; compare the price per XP before switching.
Levels 90–99: Redwood logs at a campfire
350 XP per log before outfit bonuses. Check the next log’s cost before paying more for a shorter grind.
Pyre logs and coloured logs cannot be fed to a campfire. A normal fire made from a coloured log can still be used as the starting fire.
Compare XP rates for these methods
About 665 logs/hr automatically, including banking. Manual tending can reach about 975/hr; this relaxed route uses the automatic pace.
Feed ordinary logs into a fire, then upgrade the logs as you reach the levels below. The automatic feeding routine works to 99. Keep using a cheaper tier when the extra XP from the next log is not worth its price.
Other worthwhile methods
Reward goals can justify a slower XP route.
Levels 50–99: Wintertodt group games
A repeatable boss-skilling loop with supply rewards. The normal group route aims to reach 500 points reliably, then spends most of the remaining time burning roots.
Getting there
Travel to Great Kourend with Veos at least once, then use a games necklace to Wintertodt Camp. Bank outside the prison entrance before joining an official group world.
Bring and unlock
50 Firemaking, an axe, tinderbox and four warm clothing items. Bring a hammer to repair braziers and a knife if you will fletch. Take unfinished rejuvenation potions and bruma herbs from the lobby; combine them after Druidic Ritual, or ask Brew’ma to make them.




Travel north through Great Kourend to the winter camp. Bank and take supplies before entering the Doors of Dinh; the camp bank stays outside the fight.
Roots go straight into the brazierThe quicker route to Firemaking XP. Chop another inventory after feeding the fire.

Kindling gives more pointsUse a knife on the roots before burning them when you need the extra points. That added step takes time.
- Light a brazier when the round begins, then chop bruma roots nearby. Keep your warmth topped up with rejuvenation potions or food.
- Feed roots to the brazier. Relight it when extinguished and repair it when broken; these actions give worthwhile points and XP.
- Watch your points before the round ends. Fletch some roots into kindling or heal a pyromancer if you need help reaching 500. Extra points improve reward rolls; they do not increase the fixed round-completion XP bonus.
- Move away from falling snow and keep clear of brazier explosions. Restock between rounds and collect your rewards from the reward cart.
You do not need to keep an account at 10 Hitpoints for this activity. Current Wintertodt uses a warmth meter, and lobby rejuvenation potions can restore it. Keep four warm items even on a high-level main.
Group-game reference: 161k XP/hr at 50 rising to 320k at 99, including roughly four-minute rounds and the one-minute wait. Fletching every root gives more points but less Firemaking XP/hr.
Enter from 50 and stay to 99 if you want supply rewards alongside Firemaking XP. Normal log burning remains an alternative for sessions where you want faster XP without following the fight’s phases.
XP first or more Wintertodt points?
For faster Firemaking, burn roots and take the good repair and lighting opportunities. If a fast group round is likely to end before you reach 500 points, fletch enough kindling to secure the completion reward rather than stubbornly following a no-fletch rule.
For more reward rolls, spend more time fletching and supporting the pyromancer. Solo games let you control the energy and earn a larger point total, but are a different routine from the group-game rate in the planner. Keep the energy low with one brazier active, restore a downed pyromancer and avoid accidentally finishing before your intended points.
The Fletching knife makes kindling faster. Your reward rate still depends on points, round duration and waiting, so the planner does not turn a fixed GP-per-crate anecdote into a guaranteed hourly profit.
Where the rewards matter on an Iron
Wintertodt supplies can help a developing account, and its Pyromancer pieces improve later Firemaking. The exact herbs, seeds, ores and logs are variable; some supply rewards depend on the related skill levels when the rewards are rolled. Do not build a route around one specific seed dropping.
Keep useful logs for bird houses, Fletching or Construction before burning the whole stack. Kingdom maple logs can be convenient Firemaking supplies, but an Iron with other goals may get more use from them at Vale Totems.
A main can compare the log route’s cost with the time saved over Wintertodt. Choosing the boss for its rewards is reasonable, but a valuable loot screenshot is not the expected return from every hour.
Making pyre logs is different from burning them
After Shades of Mort’ton, sacred oil can be applied to logs to make pyre logs. This has a much lower Firemaking requirement than burning the finished pyre logs. Making redwood pyre logs gives only 20 XP each; burning them with remains later is a separate activity.
One-tick preparation is a worthwhile optional opening for an account that already has the quest and capital: hold the confirmation key and repeat using oil on the next log each tick. The efficient reference is about 4,600 preparations/hr. Ordinary Make-all is around 1,470, so the faster number should not be used for a relaxed bank session.
Pyre logs only sell if players are buying them for cremation. Test a small batch before buying sacred oil in bulk, and keep cremation supplies separate from a normal line-burning calculation.
One-off XP rewards
Enlightened Journey awards 4,000 Firemaking XP at 20 and opens balloon travel. The Giant Dwarf is another quest reward to fit around its wider unlocks. Quests can shorten the opening, but you can train immediately with ordinary logs if their prerequisites are not ready.
Enlightened Journey
4,000 Firemaking XPFrom 20 Firemaking. 20 quest points, 30 Farming and 36 Crafting.
Completed rewards are already in your current XP. Only include the ones you still intend to claim.
Time and cost for your goal
Campfires give less XP from each log, so slower training does not automatically mean a cheaper 99. Compare the total log quantity and cost. Wintertodt rewards should be treated separately from the cost of buying an entire fire-line stack.
Plan your Firemaking route or compare method quantities and costs.
Choose your next goal
Open the Firemaking Training Planner for your method switches and time budget, or compare one method’s quantities in the Firemaking Calculator.