Herblore
OSRS Herblore 1–99 Guide
Choose the fastest main route, keep your GP cost under control, or train an Iron without wasting herbs you will need later. This guide takes you from Druidic Ritual to 99 and shows where Mastering Mixology fits.
Updated
Train with a purpose for the potion stack
Complete Druidic Ritual first to unlock Herblore. Training uses herbs and secondary ingredients, so the fastest recipe is not always the best use of your bank. Mains can compare the cost of a batch and its sale value. Irons should first make the combat, Prayer and travel potions they will actually use, then spend surplus herbs on extra XP.
Starting at level 1? See the quest route ↓Quest from 1 to 13 Herblore
Druidic Ritual first · optional quests afterwards
Start with Druidic Ritual to unlock Herblore, then take these two early rewards to save your first stack of herbs. Recruitment Drive is optional if you want to keep Prayer at 1.
Level 1 → 3 +250 Herblore XP
Druidic Ritual
Before you start: Raw beef, rat meat, bear meat and chicken.
Speak to Kaqemeex at the stone circle north of Taverley. Follow Sanfew’s instructions to enchant the meat, then return to finish. You now have 3 Herblore and can train the skill normally.
Level 3 → 9 +775 Herblore XP
Jungle Potion
Before you start: 3 Herblore and Druidic Ritual completed.
Speak to Trufitus in Tai Bwo Wannai. Find and clean the five herbs he requests around the village, returning them to him as instructed.
Level 9 → 13 +1,000.5 Herblore XP
Recruitment Drive
Before you start: Black Knights’ Fortress completed as well as Druidic Ritual; Black Knights’ Fortress needs 12 quest points.
Speak to Sir Amik Varze in Falador’s White Knights’ Castle, then pass the Temple Knights’ tests.
Also awards 1,000 Prayer XP. Skip this quest on a 1 Prayer account; Druidic Ritual and Jungle Potion leave you at 9 Herblore.
Continue from level 13
After all three rewards, make strength potions from 13: add tarromin and limpwurt root to vials of water. If you stop at 9, use guam leaves and eyes of newt for attack potions until 12, when strength potions unlock.
Go to the training instructions →Levels count the XP listed above from a fresh start. Making your own supplies, quest fights or optional lamps can put you further ahead.
More quest XP as you progress
These rewards are useful when their requirements fit the account. Shades of Mort’ton needs access through Priest in Peril, which awards Prayer XP; skip that chain if you are keeping Prayer at 1.
| Quest | Herblore XP | Before adding it |
|---|---|---|
| Zogre Flesh Eaters | 2,000 | 8 Herblore, 4 Smithing, 30 Ranged; Jungle Potion and Big Chompy Bird Hunting |
| The Dig Site | 2,000 | 10 Herblore, 10 Agility and 25 Thieving |
| Shades of Mort'ton | 2,000 | 15 Herblore; Morytania access through Priest in Peril, which awards Prayer XP |
Fastest main route
Fastest methods by level
Start with ordinary banked potions, then switch to one-tick stamina potions at 77 if you want the faster finish. The early recipes below use the same banking routine; their ingredients and XP change as you level.
Levels 3–77: Banked potions
At a bank, set Withdraw-X to 14. Take 14 unfinished potions and 14 secondaries, use one ingredient on the other and make the full inventory. Deposit the finished potions, then repeat. Compare the next recipe’s cost before switching; the small early level gaps rarely justify overpaying for ingredients.

Levels 3–4: Attack potion
Combine guam potion (unf) with eye of newt. Each potion gives 25 XP.
- Typical XP/hr
- 50K
- Maximum XP/hr
- 62.5K
Current GP/XP16.12 GP/XP
Levels 5–11: Antipoison
Combine marrentill potion (unf) with unicorn horn dust. Each potion gives 37.5 XP.
- Typical XP/hr
- 75K
- Maximum XP/hr
- 93.8K
Current GP/XP18.74 GP/XP
Levels 12–25: Strength potion
Combine tarromin potion (unf) with limpwurt root. Each potion gives 50 XP.
- Typical XP/hr
- 100K
- Maximum XP/hr
- 125K
Current GP/XP12.07 GP/XP
Levels 26–37: Energy potion
Combine harralander potion (unf) with chocolate dust. Each potion gives 67.5 XP.
- Typical XP/hr
- 135K
- Maximum XP/hr
- 168.8K
Current GP/XP7.02 GP/XP
Levels 38–44: Prayer potion
Combine ranarr potion (unf) with snape grass. Each potion gives 87.5 XP.
- Typical XP/hr
- 175K
- Maximum XP/hr
- 218.8K
Current GP/XP4.50 GP/XP
Levels 45–51: Super attack
Combine irit potion (unf) with eye of newt. Each potion gives 100 XP.
- Typical XP/hr
- 200K
- Maximum XP/hr
- 250K
Current GP/XP4.54 GP/XP
Levels 52–54: Super energy
Combine avantoe potion (unf) with mort myre fungus. Each potion gives 117.5 XP.
- Typical XP/hr
- 235K
- Maximum XP/hr
- 293.8K
Current GP/XP3.93 GP/XP
Levels 55–57: Super strength
Combine kwuarm potion (unf) with limpwurt root. Each potion gives 125 XP.
- Typical XP/hr
- 250K
- Maximum XP/hr
- 312.5K
Current GP/XP5.94 GP/XP
Levels 58–62: Prayer regeneration potion
Combine huasca potion (unf) with aldarium. Each potion gives 132 XP.
- Typical XP/hr
- 264K
- Maximum XP/hr
- 330K
Current GP/XP130.99 GP/XP
Levels 63–65: Super restore
Combine snapdragon potion (unf) with red spiders' eggs. Each potion gives 142.5 XP.
- Typical XP/hr
- 285K
- Maximum XP/hr
- 356.3K
Current GP/XP6.37 GP/XP
Levels 66–68: Super defence
Combine cadantine potion (unf) with white berries. Each potion gives 150 XP.
- Typical XP/hr
- 300K
- Maximum XP/hr
- 375K
Current GP/XP6.83 GP/XP
Levels 69–71: Antifire potion
Combine lantadyme potion (unf) with dragon scale dust. Each potion gives 157.5 XP.
- Typical XP/hr
- 315K
- Maximum XP/hr
- 393.8K
Current GP/XP7.16 GP/XP
Levels 72–75: Ranging potion
Combine dwarf weed potion (unf) with wine of zamorak. Each potion gives 162.5 XP.
- Typical XP/hr
- 325K
- Maximum XP/hr
- 406.3K
Current GP/XP7.75 GP/XP
Level 76: Magic potion
Combine lantadyme potion (unf) with potato cactus. Each potion gives 172.5 XP.
- Typical XP/hr
- 345K
- Maximum XP/hr
- 431.3K
Current GP/XP8.74 GP/XP
Current GP per XP uses instant-buy inputs and instant-sell outputs after Grand Exchange tax.
Do not overpay for a new ingredient to save a few minutes in the early levels. From 77 to 98, one-tick stamina potions are the fastest method covered here. If you do not want to one-tick, use the normal banked mixing instructions and recipes below instead.
Buy a test batch first. Check the actual buy price and make sure you can maintain the method before committing to the rest. The Herblore Calculator shows the exact actions, ingredients and total cost for your goal.
Choose how much faster XP is worth to you
Compare two methods for the same target in the calculator. If the faster one costs another 3 million GP but saves two hours, you are paying 1.5 million GP per hour saved. That can be worthwhile if you enjoy earning the money elsewhere; otherwise, use the cheaper normal potion and keep your cash for gear.
A new potion unlock does not force a switch. Prayer potions, super restores and brews have ongoing demand, but their secondaries can move sharply in price. Compare the complete recipe and sale value. Buy unfinished potions when you want fast training; prepare herbs yourself only when the saving is worth the added time.
Levels 77–99: One-tick stamina and extended potions
77 staminas; 98 extended super antifiresVery fast XP from manually mixing potions with stackable secondaries. The extra input is worthwhile when shortening the grind matters more than a relaxed bank session.
- Getting there
- Use any bank and keep the unfinished potions and secondary in the same inventory slots. A stationary bank setup makes repeated clicking much easier to learn.
- Bring and unlock
- For stamina potions, super energy potions and amylase crystals. For extended super antifires, super antifire potions and lava scale shards. Choose the exact dose variant in the calculator: doses change both the materials and XP per action.

4 doses + 4 crystalsUse amylase on the four-dose super energy potion.
1 four-dose stamina102 XP in one completed action. The crystals stack, so this is not a 14-and-14 inventory.
- Withdraw the stackable secondary and the matching potion inventory.
- Manually use the secondary on a potion each game tick instead of waiting for make-all to mix the full batch.
- Keep the interval at one tick, or 0.6 seconds. Bank the finished batch and repeat with the same inventory positions.
- Compare the cost of the dose variants before buying. A faster XP rate does not guarantee a cheaper level.
What “one-tick” changes
The stackable secondary leaves room for a large potion inventory. Use it on the next potion manually every 0.6 seconds; you are advancing the mixing action yourself instead of waiting through make-all. The finished potions stay in those slots, so move through the unfinished batch in a consistent order.
Levels 77–98: Stamina potions
Use amylase crystals on super energy potions. Each dose uses one crystal and gives 25.5 XP. A four-dose potion therefore takes four crystals and gives 102 XP in one action. A one-dose potion uses one crystal and gives 25.5 XP. Buying a cheaper-looking dose size without checking XP per inventory can change the method completely.
Levels 98–99: Extended super antifires
Use lava scale shards on super antifire potions, working through the inventory manually with the same rhythm. Each dose uses one shard and gives 40 XP, so a four-dose potion gives 160 XP. Compare the ingredient bill with finishing on staminas before switching.
There is no need to keep forcing the fast clicks during an entire session. Make-all still works when you want a quieter inventory; just compare it at that slower rate. Use the calculator’s dose-specific recipe when budgeting crystals and output.
Learning the method. Begin with a small batch to get the clicks right. The high published rate includes rapid banking and sustained manual mixing; lower the calculator’s pace if your session includes slower inventories.
Make stamina potions from 77 to 98, then extended super antifires to 99 for the fastest finish covered here. Both use a stackable secondary, so you can mix manually every tick. Keep ordinary make-all mixing when you want a quieter session.
Low-attention Herblore training
Ordinary banked potions are the quietest repeatable Herblore route. Start one inventory, let the mixing finish, then bank another batch.
Levels 3–99: Normal banked potions
After Druidic RitualGood XP with a pause while each inventory mixes. Choose a potion you can afford to make, or one you will use on an Iron.
14 of each ingredient, then make all
14 ranarr potions (unf)
14 snape grass
Use an unfinished potion on snape grass and confirm the potion. The whole inventory becomes 14 three-dose prayer potions: 42 doses before any amulet bonus.
Cleaning ranarrs alone does not make an unfinished potion: add the clean herbs to vials of water first.
- Getting there
- Any bank works. Pick one with an easy-to-click chest and set up a dedicated Herblore tab; there is no special bank that adds XP.
- Bring and unlock
- Unfinished potions and the matching secondaries. Most recipes use one of each. Buy unfinished potions on a main if that saves worthwhile preparation time; an Iron needs the herbs, vials of water and secondaries first.
- Place the unfinished potion and secondary beside each other in the bank and set a consistent withdrawal amount.
- Withdraw 14 of each, use one on the other and make the full inventory.
- Bank the finished potions and repeat. Reagent pouch users can carry the supported secondaries in the pouch and make longer inventories.
- Decant the final batch into the dose size you need. Bob Barter at the Grand Exchange decants noted potions for free.
Buy the recipe, not just the cheapest herb
For a main, compare an unfinished potion plus its secondary with the value of the finished three-dose potion. Most ordinary potions mix every two ticks, or 1.2 seconds, but banking lowers the sustained rate. Start with a few inventories; a neat bank tab saves more time than clicking make-all repeatedly.
Set Withdraw-X to 14, keep both ingredients beside each other and use bank placeholders. Deposit the finished batch without depositing worn equipment. Prescription goggles save eligible secondaries, so you may end a batch with some left over: top up to the same inventory rather than repeatedly withdrawing another 14.
If you sell four-dose potions, decant first. Fourteen ordinary three-dose potions become ten four-dose potions and one two-dose potion, not fourteen four-dose potions. Amulet bonus doses are extra output, not extra base potion-making XP.
Levels 38–81: Choose useful potions as they unlock
Prayer potions from 38 use ranarr potions (unf) and snape grass. Super restores from 63 use snapdragon potions (unf) and red spiders’ eggs; ranging potions from 72 use dwarf weed potions (unf) and wine of zamorak. The same 14-and-14 inventory works for each. Compare prices on a main, or make the potion your Iron needs rather than using every herb on one training session.
Levels 81–99: Saradomin brews or your cheaper recipe
Mix toadflax potions (unf) with crushed bird nests for 180 XP per brew. This is a straightforward make-all finish to 99, but a cheaper potion can be better value. Keep using prayer potions, restores or ranging potions if their price or usefulness makes them a better choice.
For a main, compare net GP per XP after selling the finished potions, not just the herb’s buy price. For an Iron, first reserve enough ranarrs, snapdragons and toadflax for the prayer, restore and brew stacks you actually need.
After Druidic Ritual takes you to 3, begin with attack potions and work through the recipes in the opening route above. A new potion is worth switching to when its XP, cost or use to your account improves on your current one. Ordinary banked mixing works all the way to 99.
Mastering Mixology needs regular order choices and workstation actions. It stretches herbs well, but it does not provide the same hands-off inventory as Make all potions.
Other worthwhile methods
Choose a method for the potion supply or reward you actually need.
Mastering Mixology from 60. Mixology gives more XP from many herbs and works towards the potion storage, goggles and amulet. Higher levels improve potion access and orders. Use the activity guide to learn paste, workstations and digweed before chasing a resin rate. Mastering Mixology guide.
Herbs and potions for an Iron. Keep herbs for the potions your account still needs. Ranarrs and snapdragons support Prayer restoration; other herbs have their own useful recipes. Spare herbs can go into Mixology once you have budgeted those supplies. Which herbs and secondaries to keep.
Train for Aldarium income. If profit is the goal, compare resin earned with the herb paste consumed and the current Aldarium price. Include paste preparation and the three resin balances instead of valuing only the reward. Mixology money-making guide.
Before mixing your potions: Cleaning herbs and preparing unfinished potions
Varies by herbPreparation can save GP, but it takes time too. Cleaning gives a little Herblore XP; making most unfinished potions gives none.
- Getting there
- Clean at any bank. For paid preparation, visit Zahur in Nardah; a desert carpet route gets you there before convenient diary teleports are available.
- Bring and unlock
- Grimy herbs to clean, or clean herbs and vials of water for unfinished potions. Zahur charges 200 GP per herb cleaned. Her unfinished-potion service also charges 200 GP each and requires the hard Desert diary or a Herblore cape.

Clean the herbCleaning leaves a usable herb. It does not make an unfinished potion.

Add it to waterOne clean ranarr and one vial of water make ranarr potion (unf).

Add snape grassOne unfinished potion and one snape grass make a three-dose prayer potion.
- Compare grimy herb, clean herb and unfinished-potion prices before choosing which preparation to do yourself.
- If cleaning manually, work through the herb inventory and bank it. Use a measured cleaning pace rather than a normal potion-making rate.
- Combine clean herbs with vials of water for unfinished potions, or use Zahur’s eligible noted-item service.
- Keep the preparation expense separate when comparing it with buying unfinished potions outright.
For manual unfinished potions, withdraw 14 clean herbs and 14 vials of water, combine them and make all. Once prepared, swap the vial stack in your bank setup for the secondary. This preparation usually gives no XP, so a large cheap herb purchase can add hours before the actual training.
At Zahur, use noted herbs and noted vials of water for the unlocked unfinished-potion service. Keep enough coins for every herb: 1,000 unfinished potions cost 200,000 coins in service fees. Wesley, also in Nardah, crushes supported secondaries for 50 coins each and accepts notes; that service has no hard diary requirement.
Buying unfinished potions is often worth the time saved on a main. On an Iron, Zahur’s fee is a decision about your cash and time, not a reason to spend rare herbs on an unwanted potion.
Prepare herbs yourself when the saving is worth the extra banking and mixing time. Cleaning gives some XP; most unfinished potions give none. On a main, buying unfinished potions often lets you spend more of the session gaining levels.
Ironman route
Train Herblore by building useful supplies
- Levels 1–59
Quest and stock the basics
Use the early quest rewards, then make the potions your account will consume. Keep herb runs and Farming contracts moving. Slayer, Kingdom, Herbiboar and Master Farmers can fill gaps, but they do not replace regular herb and secondary gathering.
Prayer potions, super attacks, super strengths and restoration supplies are more useful than forcing the fastest-looking XP route.
- Levels 60–80
Use Mixology when it solves a real problem
Mastering Mixology unlocks at 60 after Children of the Sun. Use it when you have spare herbs, are short on secondaries or want the goggles and amulet. The order pool is less flexible before level 81, so normal potions can still be the smoother option.
- Levels 81–99
Choose between supplies and herb efficiency
At 81 every Mixology base is unlocked. Use Mixology when you want more XP from each herb. Keep making normal potions when the account still needs prayer, restores, brews, combat boosts, antifires or stamina doses.
Our default: keep ranarrs and snapdragons for prayer potions and super restores. Treat toadflax, torstol, huasca and any herb tied to a low potion stack carefully. Use lower-tier herbs and genuine surplus first.
The dedicated Mastering Mixology guide has the full main and Iron herb tables.
Keep seeds, herbs and secondaries moving together
Use herb runs for a steady supply and Farming Guild contracts for more seeds. Plant limpwurts alongside the herbs; add snape grass once you can grow it. Keep an established whiteberry bush and pick it when your route passes nearby. These small collections prevent the common problem of having a thousand herbs and nothing to mix them with.
Managing Miscellania supplies herbs over time at a coin cost. Slayer and boss drops fill gaps; Herbiboar from 80 Hunter gives more herbs while training another skill. None of them replaces the need for the specific secondary. Use diary lamps and other optional XP rewards on Herblore when supply gathering is holding up the account.
Turn the herb tab into a useful potion supply
Pick the potions for your next quest, Slayer block or boss, then gather the missing secondary. Herbs with easy secondaries make good XP now; rare herbs can wait in the bank until you can make the potion you actually want. These are practical defaults, not a requirement to hoard every herb forever.
| Herb and useful potion | Secondary and how to gather it | Why keep it or use the surplus |
|---|---|---|
| Chocolate dust / Aldarium Buy chocolate bars from food shops and crush them for energy potions. Goading potions instead use Aldarium bought with Mixology resin. | Energy potions supply early questing. Goading draws nearby monsters to you for Slayer, including normally unaggressive creatures. Reserve herbs for either supply you use, then turn the surplus into Mox. | |
| Snape grass Grow it in allotments at 61 Farming. Earlier, collect spawns on the peninsula west of the Crafting Guild or east of Hosidius. | Protection and offensive prayers consume this stack throughout Slayer and bossing. Keep ranarrs even when you temporarily lack snape grass. | |
| Eye of newt Buy packs from Betty in Port Sarim. This is one of the easiest secondaries to stock in bulk. | A melee accuracy boost and a future super combat ingredient. Easy normal XP; use surplus irit for Aga after making your combat supply. | |
| Mort myre fungus, then amylase Use Bloom with a blessed silver sickle near dead logs in Mort Myre. Bring a Prayer-restoration route. Rooftop marks of grace or Colossal Wyrm termites buy amylase packs. | Super energy restores run immediately. Stamina adds reduced energy drain for running-heavy content. Keep the super energies you intend to upgrade, rather than drinking the entire stack. | |
| Limpwurt root Grow limpwurts in flower patches at 26 Farming while doing herb runs. | Melee damage for Slayer and bosses, then super combats. This is a useful supply to keep ahead of your combat sessions. | |
| Aldarium Buy Aldarium with Mastering Mixology resin. It competes with permanent rewards for those points. | Restores Prayer gradually on long trips. It complements immediate prayer potions; it does not replace the quick refill when Prayer is nearly empty. | |
| Red spiders’ eggs Collect Edgeville Dungeon spawns for a small batch. Spidines after Tower of Life, temple spiders or Sarachnis are useful bulk sources. | Restores Prayer and lowered combat stats. Especially valuable alongside Saradomin brews, which lower offensive stats as they heal. | |
| White berries Grow a whiteberry bush at 59 Farming and pick it on regular trips. The bush regrows berries without needing a new seed. | A Defence boost and a super combat ingredient. Make enough for those uses; a surplus can become Aga if berry gathering is holding up XP. | |
| Dragon scale dust / potato cactus Collect blue dragon scales in Taverley Dungeon or the Myths’ Guild basement after Dragon Slayer II, then crush them. Grow potato cactus at 64 Farming for magic potions. | Reserve antifires for dragon content; check the protection your target needs. Magic potions have a smaller regular demand for many accounts, so do not make a huge stack merely to use every herb. | |
| Wine of Zamorak Telegrab wines at the Chaos Temple north of Falador. Farming Zamorak’s grapes through Tithe Farm and making wine is another route; boss drops can supply later batches. | A regular Ranged boost for bosses and Slayer. Wines take more effort than eyes of newt: spare herbs can go into Aga, but preserve your next useful potion batch. | |
| Crushed nest Keep birdhouse runs going, empty the nests and crush them. Giant Mole parts exchanged with Wyson are another bulk nest source. | Dense healing for bosses and raids. Brews lower offensive stats, so stock super restores too. A bank full of toadflax becomes useful when your nest supply catches up. | |
| Super attack, strength and defence (4) Keep four-dose versions of all three potions and add a clean torstol. This recipe does not begin with a torstol unfinished potion. | Combines three melee boosts into one inventory slot. Reserve enough torstol and the component potions for your next boss grind before refining the surplus. |
At the start, guam plus eye of newt makes attack potions from level 3. Marrentill plus unicorn horn dust makes antipoison from 5, and tarromin plus limpwurt root makes strength potions from 12. Keep small working supplies while these are useful, then use quests and the higher-level potions above to move on.
For large stacks, Zahur’s unfinished-potion service and Wesley’s crushing service can save substantial preparation time. Pay for the batch you will use; neither service creates herbs or secondaries.
Mastering Mixology
Better XP per herb, plus permanent Herblore upgrades
Mastering Mixology turns clean herbs into Mox, Aga and Lye paste. You use that paste to fill potion orders and earn Herblore XP plus resin for permanent rewards.
- Requirement
- 60 Herblore, not boostable, and Children of the Sun
- All recipes unlocked
- 81 Herblore
- Normal level-81 range
- About 45,000–70,000 XP per hour depending on attention and workstation speedups
- Advanced XP methods
- Up to roughly 105,000 XP per hour
Mixology is not the fastest way to 99, but it gets much more XP from each herb and does not use normal secondary ingredients. It is especially useful for Iron accounts and for anyone who wants the goggles, amulet, potion storage or reagent pouch.
Our recommendation: if rewards are your main goal and you are in no rush, wait until 81 for the full order pool. Start earlier when herb efficiency or an early unlock is worth more to you than the smoother level-81 rates.
Read the full Mastering Mixology guide for the order loop, best herbs and recommended reward order.
Want to make money while training? Selling Aldarium or chugging barrels can pay for the paste and leave a profit. The Mixology money-making section explains how to choose a reward and compares the current net return after herbs and GE tax. Keep resin spent on permanent unlocks separate from resin earned for a sale.
Bank setup and equipment
Set the bank up before you start mixing
Most normal potion inventories use 14 unfinished potions and 14 secondaries. Put both next to each other in a bank tab and use consistent withdrawal quantities. A clean setup can sustain roughly 2,000–2,500 potions per hour.
Stackable secondaries such as amylase crystals allow much faster one-tick methods, but they require constant input. Use normal make-all mixing if you want longer breaks between inventories. The Training Planner estimates time for the method you choose; the Calculator compares quantities, costs and maximum XP rates.
Zahur can clean herbs for 200 GP each. With the Hard Desert Diary or a Herblore cape, she can also make unfinished potions from noted herbs and vials of water for 200 GP each. Zahur and Bob Barter decant finished potions for free.
Useful Herblore upgrades
- Prescription goggles: 10% chance to save an eligible secondary. Get these before a large potion stack whenever possible.
- Reagent pouch: holds supported secondaries and lets you make up to 26 potions per bank trip. Best when longer inventories noticeably improve your training.
- Amulet of chemistry: 5% chance to add one dose to an eligible potion.
- Alchemist's amulet: raises that chance to 15% and holds many more charges. Use it for valuable eligible potions, not for extra XP.
Extra doses give no Herblore XP. Goggles save secondaries, not herbs. The Calculator only applies each effect where it works.