Herblore training

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Making potions

The most efficient way to gain Herblore experience is to buy base and secondary ingredients from the Grand Exchange and combine them into potions. This can be very expensive and requires a lot of capital to buy the supplies needed. The fastest Herblore experience is gained by simply making potions that offer the highest experience per hour; however, some slower options can be notably cheaper and should be considered if the player prefers to save money. Some options may also require a lot more capital than others, and might be inconvenient to do for players with less capital available.

An amulet of chemistry can be used when training Herblore with potions worth more than the cost of 1 amulet per 5 doses, if the player is willing to put the effort of equipping a new amulet when the last one breaks. This decreases experience rates slightly, but can potentially save a lot of money on the way to 99. For example, using this amulet when making Saradomin Brews slows experience rates from 450,000 experience per hour to approximately 410,000 experience per hour.

Viable training options considering cost and ingredient supply are listed below. The table assumes 2,500 standard 14 x 14 potions made per hour, 2,750 for 27 x 1 (such as stamina potions), 2,330 for serum 207's, 2,166 for super combat potions, and 1,667 for forgotten brews, with the finished product being sold after being decanted into a 4-dose potion (if applicable). "Cost/XP" means how much money is needed for the supplies alone (when not selling the finished product) per experience. Serum 207s, stamina potions, extended antifires, anti-venoms and extended super antifire potions can all be manually sped up to 1 tick per potion at the cost of high intensity, allowing players to average 4,583 potions made per hour.

The table below assumes potions are made in one step, using ingredients on an unfinished potion or precursor potion. Costs and profits also assume that the result is decanted, if possible, into 4 doses before being sold.

  1. 1.0 1.1 1.2 Profit assumes potions made from unfinished potions are decanted into 4 doses.
  2. 2.0 2.1 2.2 2.3 Increased experience rate if 1-ticking.