How Herblore training works
Almost all Herblore XP comes from adding a secondary ingredient to an unfinished potion. You buy clean herbs and vials of water (or unfinished potions straight off the Grand Exchange), make the unfinished potions, then add the secondary. A good player gets through about 2,500 standard potions an hour, so a potion's XP times 2,500 is a fair XP/hr figure. Magic potions at 172.5 XP each work out at about 431,000 XP/hr; super attacks at 100 XP sit near 250,000.
Because the speed is fixed by the number of potions, the decision at every level is cost per XP. Some potions lose a lot per dose, some barely lose anything, and a handful turn a profit when prices line up. That is why the route below is a default, not a rule.
A sensible potion route
| Levels | Potion | Ingredients | XP each |
|---|---|---|---|
| 3-12 | Attack potion | Guam potion (unf), eye of newt | 25 |
| 12-26 | Strength potion | Tarromin potion (unf), limpwurt root | 50 |
| 26-36 | Energy potion | Harralander potion (unf), chocolate dust | 67.5 |
| 36-45 | Combat potion | Harralander potion (unf), goat horn dust | 84 |
| 45-55 | Super attack | Irit potion (unf), eye of newt | 100 |
| 55-63 | Super strength | Kwuarm potion (unf), limpwurt root | 125 |
| 63-76 | Super restore | Snapdragon potion (unf), red spiders' eggs | 142.5 |
| 76-90 | Magic potion | Lantadyme potion (unf), potato cactus | 172.5 |
| 90-99 | Super combat potion | Torstol, super attack, super strength, super defence | 150 |
If you do the quests in the next section first, start at strength potions. This is the low-cost path most players follow. Super attacks and super restores are both made in huge volumes, so you can sell your output without crashing the price. Magic potions from 76 have cheap ingredients for the XP they give and a steady market. Super combats lose more per potion but also sell in deep volumes. Check the current numbers in the herblore calculator before you buy several thousand herbs.
Super combat potions use four ingredients and run slower, at about 2,166 per hour, which is why they give fewer XP per hour than magic potions despite the similar XP per potion. Check their cost per XP against magic potions before you switch, since speed is not their strength.
Levels 1-19 without making a potion
Druidic Ritual gives 250 XP, enough for level 3 and the ability to make potions at all. Jungle Potion (775 XP), Recruitment Drive (1,000 XP) and The Dig Site (2,000 XP) then take you straight to 19. Shades of Mort'ton and Zogre Flesh Eaters each give another 2,000 if you need them anyway.
At 31, Eadgar's Ruse is worth doing straight away. Its 11,000 XP moves you from 31 to 36 and saves a few thousand potions' worth of energy potions.
Quest XP later on
| Quest | Herblore XP | Herblore needed |
|---|---|---|
| Heroes' Quest | 1,325 | 25 |
| Eadgar's Ruse | 11,000 | 31 |
| My Arm's Big Adventure | 10,000 | 31 |
| Land of the Goblins | 8,000 | 48 |
| Grim Tales | 15,000 | 52 |
| Fairytale II | 3,500 | 57 |
| Song of the Elves | 40,000 | 70 |
Song of the Elves is the big one, but it sits behind a long list of requirements. Do it when your account is ready rather than holding Herblore back for it.
Cutting the cost of 99
- Buy unfinished potions when they are cheaper than herb plus vial. They often are for popular herbs, and buying them halves your clicks.
- Zahur in Nardah turns clean herbs and vials into unfinished potions for 200 coins each once you have the hard Desert diary (or a Herblore cape). She also cleans grimy herbs for 200 coins each.
- Prescription goggles from Mastering Mixology give a 10% chance to save the secondary ingredient on most potions. On expensive secondaries this pays for itself quickly.
- The alchemist's amulet gives a 15% chance to make a 4-dose potion, which makes your output worth more when you sell it.
- Herbiboar at 80 Hunter gives free herbs and 25 Herblore XP for each herb past the first. Worth knowing if you are also training Hunter.
Mastering Mixology (60+)
Mastering Mixology in Aldarin needs 60 Herblore and Children of the Sun. You turn herbs into mox, aga and lye paste, mix the pastes into potion bases, and finish them at the retort, agitator or alembic to fill orders. Each herb you put into the refiner gives 6 XP, and finished orders pay out in resin for the reward shop.
At 81, when every recipe is open, active play with all the speedups gives about 70,000 XP/hr and lazy play about 45,000. That is far slower than making potions, but it uses cheap herbs and the resin buys the prescription goggles, the alchemist's amulet, the reagent pouch and tradeable aldarium. For ironmen it is the best XP per herb in the game. For everyone else, a few hours for the goggles and amulet is the sweet spot.
Profitable and AFK Herblore
Cleaning grimy herbs is profitable but slow, and good for low-level accounts with time to spare. Some potions with cheap secondaries occasionally sell for more than their inputs, so watch the Herblore money makers list rather than trusting any guide's fixed number.
For AFK play, pick potions whose secondary stacks, such as amylase crystals for stamina potions or lava scale shards for extended antifires. One click works through a full inventory of 27 potions and you can look away for about 30 seconds. Stackables also allow tick manipulation: stamina potions from 77 and extended antifires from 84 can be made at roughly 4,500 per hour this way, nearly double the usual rate.
Selling what you make
You will finish 99 with tens of thousands of potions, and how you sell them matters almost as much as what you buy. Potions come out as 3-dose, and buyers usually want 4-dose. Bob Barter at the Grand Exchange decants for free, so convert before you list. Check the buy limit and daily volume on each potion's price page before you commit to a batch of several thousand. A potion that trades a few hundred a day will sit unsold for a week and drag the price down while it waits.
Buying in smaller daily batches also helps. Herb prices tend to rise when a large order lands, and spreading your buys across a few days usually works out cheaper per XP.
Ironman Herblore
Ironmen cannot buy their way through, so the bottleneck is herbs and secondaries rather than gold. Farming herb runs, herbiboar, Slayer drops and Mastering Mixology carry most of the load. Make potions you will actually drink (super restores, stamina potions, antifire potions and super combats) instead of chasing XP per potion, and spend Mixology resin on the goggles and amulet early, since every saved secondary is one less you have to gather.
High-level potions and unlocks
Herblore is mostly a means to an end. The milestones that matter are super restores at 63, antifire potions at 69, stamina potions at 77, extended antifires at 84, super combats at 90 and anti-venom+ at 94. Making your own super restores and super combats for PvM is where the skill pays you back. Boosts help reach a recipe a few levels early, see Herblore boosts.