Sailing training
OSRS Sailing 1–99 Guide
Learn to keep the boat moving before trying to make every voyage fast. Charting and quests open the seas, trials reward precise routes, and courier or salvage sessions suit a different pace. Your boat, crew and the time spent at ports matter throughout.
Updated
Learn your boat, then choose an activity
Sailing combines travel with activities at sea. Port tasks give you destinations, trials test your steering, and salvaging lets you spend longer at one spot. Charting rewards are useful progress on the way, but each discovery only pays once. Complete Pandemonium before setting out on your own.
Start with Pandemonium and learn the controls
Complete Pandemonium before training Sailing. It supplies the starting raft, captain’s log and 300 XP. That reward is part of your current XP once completed; do not add it a second time.
Use the captain’s log to find nearby sea-charting tasks while moving between Port Sarim and the Pandemonium. Watch for the wind prompt and trim the sail to keep speed up. Learn how long the boat takes to turn before aiming directly at a narrow gap.
At 12, Prying Times adds the crowbar for charting. At 22, Current Affairs adds more exploration tools. Check the tasks for the sea you are already crossing, complete its area set and claim completed charting rewards from Charles. Charting rewards can only be claimed once, so they are extra progress rather than a repeatable hourly route.
Keep the raft after upgrading: some shallow charting locations need it. Choose a skiff for trials and a roomier boat when the activity needs cargo and several facilities.
Fastest Sailing training
Use Pandemonium and nearby charting for the opening, then learn Barracuda Trials. Faster boat handling is valuable only if you still meet the trial’s collection requirements.
Levels 1–45: Opening courier voyages
Take tasks whose collection points and destinations form a short circuit. The start of the task may be a different port from the board where you accepted it.
Getting there
Begin with the Port Sarim and Pandemonium notice boards. Musa Point becomes another destination at 10.
Bring and unlock
A boat with cargo space, your captain’s log and the teleports used in the circuit. Both hands must be free when carrying cargo between the ledger table and boat.
- Read the collection and delivery ports before accepting. Plan the entire loop, including the return, while you are still at the notice board.
- At the pickup ledger, collect the cargo and load it into the hold. If the task needs more than one piece, check the total before leaving.
- Trim sails during the voyage and unload all required cargo at the destination ledger. The final delivery awards the task XP and loot sack.
- Use the newly available task slots to fill the next leg instead of automatically returning empty.
Check the northern destination boards before travelling to collect cargo. Summon Boat empties the hold, so use it before loading. At 84 you can hold five tasks, which makes it easier to combine a full voyage.
Opening courier budget before a developed circuit; not a measured maximum. These are circuit estimates, not theoretical limits or guaranteed income.
Complete short courier circuits for the opening levels. At 15 you can try salvaging, or at 30 start Tempor Tantrum for active training. If you enjoy deliveries, continue until the larger courier routes from 45.
Levels 45–62: Summer Shore deliveries
Take a charter to the furthest collection port, recover the boat with an empty hold and collect compatible cargo along the return voyage. Carry 20,000 GP initially for recovery and include charter fees in the trip cost.
Getting there
Begin at The Summer Shore after Troubled Tortugans. Check for cargo from Musa Point, Port Sarim and the Pandemonium.
Bring and unlock
A boat with cargo space, your captain’s log and the teleports used in the circuit. Both hands must be free when carrying cargo between the ledger table and boat.
- Read the collection and delivery ports before accepting. Plan the entire loop, including the return, while you are still at the notice board.
- At the pickup ledger, collect the cargo and load it into the hold. If the task needs more than one piece, check the total before leaving.
- Trim sails during the voyage and unload all required cargo at the destination ledger. The final delivery awards the task XP and loot sack.
- Use the newly available task slots to fill the next leg instead of automatically returning empty.
Check the northern destination boards before travelling to collect cargo. Summon Boat empties the hold, so use it before loading. At 84 you can hold five tasks, which makes it easier to combine a full voyage.
Summer Shore with Troubled Tortugans, skiff and oak sails; published estimate around 20,000 XP/hr. Expected pace allows 10% for slower boards and loading. These are circuit estimates, not theoretical limits or guaranteed income.
From 45, use the Summer Shore circuit while building towards northern routes. At 62, add Rellekka-area deliveries if their ports and boat upgrades are ready; a new level alone does not make a longer voyage worthwhile.
Levels 65–70: Rellekka and Etceteria deliveries
Prioritise Aldarin or Sunset Coast cargo for Rellekka. Keep a slot free if no suitable offer appears, then check Aldarin and fill the northbound voyage with compatible deliveries.
Getting there
Start on the northern boards at Rellekka and Etceteria, then teleport or charter to Aldarin.
Bring and unlock
A boat with cargo space, your captain’s log and the teleports used in the circuit. Both hands must be free when carrying cargo between the ledger table and boat.
- Read the collection and delivery ports before accepting. Plan the entire loop, including the return, while you are still at the notice board.
- At the pickup ledger, collect the cargo and load it into the hold. If the task needs more than one piece, check the total before leaving.
- Trim sails during the voyage and unload all required cargo at the destination ledger. The final delivery awards the task XP and loot sack.
- Use the newly available task slots to fill the next leg instead of automatically returning empty.
Check the northern destination boards before travelling to collect cargo. Summon Boat empties the hold, so use it before loading. At 84 you can hold five tasks, which makes it easier to combine a full voyage.
Rellekka and Etceteria circuit at 65 with favourable notice-board offers. Expected pace uses an 80% planning allowance. These are circuit estimates, not theoretical limits or guaranteed income.
From 65, combine Etceteria and Rellekka deliveries. At 70, compare the Prifddinas circuit if you have Song of the Elves; otherwise keep using the ports you can reach.
Levels 70–76: Prifddinas deliveries
Look for Aldarin or Deepfin cargo bound for Prifddinas and intermediate ports. Summon your empty boat at the furthest pickup, load the cargo, then sail the delivery circuit.
Getting there
Start at the Prifddinas port after Song of the Elves. Check its board before visiting Port Tyras, Deepfin Point and Aldarin.
Bring and unlock
A boat with cargo space, your captain’s log and the teleports used in the circuit. Both hands must be free when carrying cargo between the ledger table and boat.
- Read the collection and delivery ports before accepting. Plan the entire loop, including the return, while you are still at the notice board.
- At the pickup ledger, collect the cargo and load it into the hold. If the task needs more than one piece, check the total before leaving.
- Trim sails during the voyage and unload all required cargo at the destination ledger. The final delivery awards the task XP and loot sack.
- Use the newly available task slots to fill the next leg instead of automatically returning empty.
Check the northern destination boards before travelling to collect cargo. Summon Boat empties the hold, so use it before loading. At 84 you can hold five tasks, which makes it easier to combine a full voyage.
Prifddinas circuit at 70, Song of the Elves, Aldarin/Deepfin travel and Summon Boat. Lower and upper ends of the published provisional range. These are circuit estimates, not theoretical limits or guaranteed income.
From 70, use Prifddinas deliveries after unlocking the city. At 76, Lunar destinations offer another circuit, but keep this one when its board offers and journey are better.
Levels 62–65: A Rellekka courier circuit
Look for several tasks ending at Rellekka or nearby unlocked destinations. Collect their cargo before sailing north, rather than making one long voyage per task.
Getting there
Use Rellekka’s board, then check compatible western and southern collection ports. An enchanted lyre or Fremennik boots can help reposition the player.
Bring and unlock
A boat with cargo space, your captain’s log and the teleports used in the circuit. Both hands must be free when carrying cargo between the ledger table and boat.
- Read the collection and delivery ports before accepting. Plan the entire loop, including the return, while you are still at the notice board.
- At the pickup ledger, collect the cargo and load it into the hold. If the task needs more than one piece, check the total before leaving.
- Trim sails during the voyage and unload all required cargo at the destination ledger. The final delivery awards the task XP and loot sack.
- Use the newly available task slots to fill the next leg instead of automatically returning empty.
Check the northern destination boards before travelling to collect cargo. Summon Boat empties the hold, so use it before loading. At 84 you can hold five tasks, which makes it easier to combine a full voyage.
Rellekka circuit at 62, south-coast teleports and Summon Boat. Published provisional estimate; expected pace allows 10% for slower boards. These are circuit estimates, not theoretical limits or guaranteed income.
From 62, combine northbound deliveries into one voyage. At 65, add Etceteria tasks when they fit the same circuit rather than sailing a separate trip for every new offer.
Levels 76–99: Lunar Isle courier circuits
Keep room for compatible tasks as you visit boards. The extra task slot at 84 can change which combination of deliveries is worthwhile.
Getting there
Use Lunar Isle as the northern end of a circuit through the ports you can reach conveniently. Include Aldarin, Fortis, Deepfin Point or Prifddinas only when their tasks fit.
Bring and unlock
A boat with cargo space, your captain’s log and the teleports used in the circuit. Both hands must be free when carrying cargo between the ledger table and boat.
- Read the collection and delivery ports before accepting. Plan the entire loop, including the return, while you are still at the notice board.
- At the pickup ledger, collect the cargo and load it into the hold. If the task needs more than one piece, check the total before leaving.
- Trim sails during the voyage and unload all required cargo at the destination ledger. The final delivery awards the task XP and loot sack.
- Use the newly available task slots to fill the next leg instead of automatically returning empty.
Check the northern destination boards before travelling to collect cargo. Summon Boat empties the hold, so use it before loading. At 84 you can hold five tasks, which makes it easier to combine a full voyage.
Lunar Isle circuit from 76, compatible northern deliveries, good travel and boat upgrades. Published provisional range; extractor use varies in the source. These are circuit estimates, not theoretical limits or guaranteed income.
From 76, combine Lunar deliveries with other compatible tasks and continue to 99. At 84, the extra task slot lets you carry another assignment on the same voyage, so check the boards for a better combination.
Levels 30–55: The Tempor Tantrum
Learn to carry the rum shipment through the storm while collecting supplies. Momentum matters: a rock can wipe out the speed built through rapids.
Getting there
Sail south of the Pandemonium into the Storm Tempor and talk to Rum-dashed Ralph.
Bring and unlock
30 Sailing, skiff, iron helm and oak mast with appropriate sails. Dismiss the crew. Bring repairs while learning the storm route.
- Start with Swordfish or the untimed practice route. Collect the rum shipment from the southern merchant and deliver it to the Barracudas’ boat to the north.
- Collect the required supply crates while making the delivery circuit. Only one rum shipment can be carried at a time, so higher ranks require more loops.
- Use rapids for speed, trim at useful moments and steer clear of rocks. Improve one awkward turn at a time before moving to a harder rank.
The planner counts the completion reward, required crates and the stated reference route XP. Add only the trim, mote or extractor XP above that total; do not include the one-time first-rank bonus in a repeatable rate.
The reference uses the rank target time plus 10 seconds to restart. A 10% course-time allowance is used for planning. Neither number is a fastest possible lap; better lines and boat upgrades can beat it.
Learn Tempor Tantrum from 30 to 55, then move to Jubbly Jive if you want to continue the trial route. Practise the course before adding harder difficulty goals.
Levels 55–72: The Jubbly Jive
Guide jubbly birds between outcrops while sailing your supply route. The bird keeps moving once its next food is placed, so you can collect crates while it finishes.
Getting there
Moor at Corsair Cove, then sail west along the shore and north into Backwater. Gurtob and Ros run the trial.
Bring and unlock
55 Sailing, skiff, mithril helm and inoculation station. Dismiss the crew. A wind catcher helps you save a trim for crossing fetid pools.
- Collect balloon toads from the supply boat. Use them on the correct outcrops to lay the bird’s route back to Gurtob.
- Throw the next toad as soon as its outcrop is in range, then continue collecting the required crates. Waiting until you are beside the outcrop delays the bird.
- Use a stored trim just before a fetid pool to keep momentum through it. Check the bird and supply counters before assuming the trial is finished.
The planner counts the completion reward, required crates and the stated reference route XP. Add only the trim, mote or extractor XP above that total; do not include the one-time first-rank bonus in a repeatable rate.
The reference uses the rank target time plus 10 seconds to restart. A 10% course-time allowance is used for planning. Neither number is a fastest possible lap; better lines and boat upgrades can beat it.
Train at Jubbly Jive from 55 to 72, then move to Gwenith Glide. Staying here longer is reasonable while you are still improving your boat or learning how to keep the bird moving between stops.
Levels 72–99: The Gwenith Glide
Keep motes available and follow the portal sequence while gathering supplies. This course rewards a clear route and a well-upgraded skiff.
Getting there
Sail through the green portal east of Lledrith Island, then south and east past Ynysdail to Gwyna at Porth Gwenith.
Bring and unlock
72 Sailing, Regicide, a skiff with an adamant keel and a wind or gale catcher. Camphor hull and sails are useful upgrades; dismiss crew before starting.
- Keep the sail boost running by collecting and spending motes. Follow the required portals so the crystals are imbued in order.
- Collect supplies along the route without making large detours. A clean portal approach is easier to repeat than last-second turns.
- If the helm crystallises, click it three times to clear the crystals promptly. Leaving it crystallised causes increasing damage to the player.
- Check your health between runs and restore it. Learn Swordfish before chasing a Marlin time; better hulls and sails create more room for error.
The planner counts the completion reward, required crates and the stated reference route XP. Add only the trim, mote or extractor XP above that total; do not include the one-time first-rank bonus in a repeatable rate.
The reference uses the rank target time plus 10 seconds to restart. A 10% course-time allowance is used for planning. Neither number is a fastest possible lap; better lines and boat upgrades can beat it.
From 72, learn Gwenith Glide and continue to 99. Improve your route and boat before expecting the faster trial times; a level unlock alone does not provide that pace.
What to expect from courier routes
Summer Shore is an opening circuit at 45: the published estimate is around 20,000 XP/hr with a skiff and oak sails. At 62, a Rellekka circuit is estimated at 66,000 XP/hr. Adding Etceteria at 65 can reach around 99,000 with favourable tasks, but it is not an automatic increase on every voyage.
Prifddinas routes at 70 are estimated at 71,000–77,000 XP/hr; Lunar Isle circuits from 76 at 130,000–160,000. These published estimates were adjusted after the courier completion-XP buff rather than all being retested. Use them to compare a workable circuit, with room for less helpful boards and slower loading. The planner uses the lower end where a range is available, or a stated time allowance.
A northern port alone does not produce the quoted rate. The important part is inspecting its offers, travelling quickly to the southern pickup ports, and loading several deliveries for one voyage. The quoted Lunar range already has mixed extractor use in its source, so do not add a full extractor rate again.
Low-attention Sailing training
Salvaging gives the clearest lower-attention route. The comfortable setup needs more than simply unlocking the next wreck tier.
Levels 15–99: Salvage, clear the hold, then move with the wrecks
Sail to a group of active wrecks and use a salvaging hook to fill your hold. Sort the salvage to make room, then go back to the hook. A crewmate can keep gathering while you sort; without an onboard salvaging station, you must return to a port to process the load.
Bring and unlock
A boat with a usable salvaging hook and cargo space. From 42, an onboard salvaging station removes repeated trips to a port station. A sloop has room for a more useful two-hook setup and crew.
- Sail into range of an active wreck and operate a hook, or assign a capable crewmate to it. Wrecks in hazardous waters also need the appropriate boat protection.
- Keep the hold from filling. Sort salvage yourself, assigning spare crew to your hook while you process the backlog.
- Return to the hook once there is space. Move when no nearby wreck is active; a busy salvaging world can improve local respawns as players deplete the other wrecks.
- Bank the drops you value and clear the rest. Include sorting, moving and bank trips when measuring salvage per hour.
Levels 15–26: Small shipwrecks
10 XP for a successful player harvest, plus 5.5 when you sort that salvage. Crew harvests award a smaller share.
Start here: Small wrecks south of Port Sarim are a useful first stop. Return to a port salvaging station until you can build one aboard.
Levels 26–35: Fisherman’s shipwrecks
17 XP for a successful player harvest, plus 9 when you sort that salvage. Crew harvests award a smaller share.
Start here: Look for fisherman’s wrecks around coastal routes such as the southern Karamja waters. Check the sea map before loading the boat.
Levels 35–53: Barracuda shipwrecks
31 XP for a successful player harvest, plus 15.5 when you sort that salvage. Crew harvests award a smaller share.
Start here: Barracuda wrecks include sites in the Storm Tempor and western seas. The storm sites need suitable sails as well as the hook.
Levels 53–64: Large shipwrecks
48 XP for a successful player harvest, plus 24 when you sort that salvage. Crew harvests award a smaller share.
Start here: Large wrecks occur in several seas; choose a cluster near a port or route you already use rather than a distant spawn with awkward hazards.
Levels 64–73: Pirate shipwrecks
76 XP for a successful player harvest, plus 31.5 when you sort that salvage. Crew harvests award a smaller share.
Start here: Pirate wrecks reward a longer session with a shipboard station. Check the local hazards before sailing a lightly equipped boat into the area.
Levels 73–80: Mercenary shipwrecks
138 XP for a successful player harvest, plus 63.5 when you sort that salvage. Crew harvests award a smaller share.
Start here: Mercenary wrecks in the southern seas are a useful late-game progression. Bring sufficient cargo space so crew can keep gathering while you sort.
Levels 80–87: Fremennik shipwrecks
162 XP for a successful player harvest, plus 75 when you sort that salvage. Crew harvests award a smaller share.
Start here: Fremennik wrecks lie in northern waters. Use a hull and facilities which can handle the route’s hazards before moving north.
Levels 87–99: Merchant shipwrecks
200 XP for a successful player harvest, plus 95 when you sort that salvage. Crew harvests award a smaller share.
Start here: Merchant wrecks are a high-level destination. Their better XP does not remove the need for suitable hooks, crew and regular cargo clearing.
Crew are helpful for quieter sessions, but their gathering speed and XP differ from yours. Better hooks, Sailing level and deckhandiness affect success. A rate from two top-tier crewmates is not a starting-raft rate.
Compare XP rates for these methods
Uses your combined successful salvage per hour and the share gathered by crew. That volume must include the pauses for moving and sorting.
Start with small wrecks at 15 and move through the wreck tiers below as your level and equipment allow. Keep sorting the salvage as part of the trip. Upgrade hooks and crew alongside wrecks; moving to a higher wreck with a weak setup is not automatically faster.
Choose a salvage setup before comparing rates
At 42 Sailing and 34 Construction, the shipboard sorting station lets you clear salvage without returning to port. Read its schematic from Chinchompa Island first. A sloop at 50 has room for two hooks and a station: operate one hook, let a crewmate use the other, and move the spare crew member onto your hook while you sort.
Jobless Jim unlocks at 40 with 3 deckhandiness. Cabin Boy Jenkins at 60 and Jolly Jim at 85 have 4. Crew are less efficient than you at gathering and receive less harvest XP per success; the stronger crew improve both parts of that calculation.
Jagex tested active salvaging and sorting at 87 Sailing with rune hooks and 4-deckhandiness crew at 105,000–110,000 XP/hr. Their quieter full-hour test at 97 with two dragon hooks and the same crew level gave 35,000–40,000 XP/hr while the player mostly sorted. Neither included a crystal extractor. These are high-level setup examples, not rates for every wreck or hook.
Normal player gathering rolls every four ticks; crew roll every five. Two-tick salvaging is a worthwhile higher-effort option once the ordinary loop is familiar: it increases gathering attempts, but does not double sorting speed, crew output or travel. Compare full sessions if keeping the salvage, rather than multiplying an entire AFK rate by two.
Jagex’s quieter high-level test produced 35,000 to 40,000 XP per hour at 97 with two dragon hooks and crew. The active rune-hook test was much faster. Those setups answer different questions and should not share an “AFK” rate.
Other worthwhile methods
Port tasks and sea activities are useful when you want exploration, supplies or profit alongside Sailing XP.
Bounties and trawling have different goals
Bounty tasks make sense when you want particular sea-monster drops as well as Sailing XP. Check the target, cannon and combat supplies before leaving port, and choose an assignment your boat can sustain. The boosted on-task drop rate ends after the required bounty items have been obtained.
Cannon damage depends on your Ranged setup as well as the boat’s equipment. Factor in ammunition, repairs and failed trips before treating the loot as GP/hour. A rare upgrade drop is not the reward from every hour.
Deep-sea trawling trains Fishing alongside Sailing. Sail into position near a suitable shoal, operate the net and keep the bait and cargo space available. Fish crates extend trips when keeping fish. The net, bait, shoal and time spent repositioning all affect the output.
Use these activities when the fish or drops are part of your goal. They are not interchangeable with a Barracuda time trial, and a combined Fishing/Sailing rate should identify the XP awarded to each skill.
One-off XP rewards
Pandemonium supplies the first raft and teaches the controls. Claim charting rewards as you explore each sea, and keep the raft for shallow locations. Each Barracuda rank also has a first-completion bonus. These are one-off gains: count only unclaimed rewards when planning the remaining levels.
Prying Times
800 Sailing XPFrom 12 Sailing. 12 Sailing and 30 Smithing.
Current Affairs
1,400 Sailing XPFrom 22 Sailing. 22 Sailing and 10 Fishing.
Troubled Tortugans
10,000 Sailing XPFrom 45 Sailing. Also requires 48 Construction, 34 Crafting, 45 Hunter, 51 Slayer and 40 Woodcutting.
The Red Reef
15,000 Sailing XPFrom 52 Sailing. 52 Sailing and 48 Smithing.
Fallen From Grace
12,500 Sailing XPFrom 62 Sailing. 62 Sailing, 60 Crafting, 53 Mining and 47 Runecraft.
Completed rewards are already in your current XP. Only include the ones you still intend to claim.
Time and cost for your goal
Boat upgrades are upfront costs, while repairs, ammunition and training supplies depend on the activity. Keep crew-gathered and player-gathered salvage distinct. Trial target times provide a comparison, not a promise that every new learner will finish each lap that quickly.
Plan your Sailing route or compare method quantities and costs.
Upgrade for the activity you will actually do
Hull upgrades improve movement, while better masts and sails improve the time spent boosted. For trials, those upgrades and the required hazard protection are more useful than filling the deck with facilities you cannot use during the run.
For salvaging, prioritise usable hooks, cargo space and the onboard sorting station. A crewmate needs sufficient deckhandiness to operate the hook: dragon hooks require 4. Two expensive hooks are not useful if your crew cannot work them.
A crystal extractor can add XP and motes while you train, but count its use in your actual lap or session XP. Do not add a full extractor rate on top of a session which already included it. Horizon’s lure similarly belongs in the calculation once, after the charting unlocks and keg setup.
A useful session check before planning the whole grind
Take a starting XP total and play a normal 20–30 minute session. Include port visits, cargo sorting, boat repairs and resets. Write down the boat upgrades, crew assignments and whether an extractor or lure was active.
For a trial, separate the first-completion bonus from repeat laps. Enter only the XP above the fixed reward, required crates and reference-route trims as additional lap XP, and allow for failed attempts in the time percentage. For salvage, count successful salvage units and the share gathered by crew.
Sailing methods have changed since release, and several widely repeated hourly figures mix old rewards with newer boat setups. The planner’s visible quantities and session inputs make the estimate repeatable without pretending every ship has the same output.
Choose your next goal
Open the Sailing Training Planner for your method switches and time budget, or compare one method’s quantities in the Sailing Calculator.