OSRS Money Making Guide (2026): Best Money Making Methods for Every Level
Every OSRS player eventually hits the same wall. The gear they need costs more than they have, the content they want to do requires supplies they cannot afford, and the methods people recommend online all seem to require stats or quest completions that are weeks away. The problem is almost never a lack of money making options. OSRS has hundreds of ways to earn GP. The problem is that most guides dump every method into a list and leave you to figure out which one actually applies to where your account is right now. This guide does not do that. It is organized around account progression, not raw GP numbers, and it focuses on understanding why certain methods work at certain stages rather than just telling you what to click.
Jump To
How GP Making Actually Works in OSRS
Early Game: Building Your First Stack
Farming Runs: The Best Passive Income at Any Stage
Skilling Methods Worth Your Time
Mid-Level Combat: Your First Real Money Makers
The Combat Progression Ladder
High-Level Bossing and What It Actually Takes
Processing Methods and How to Use Them
Grand Exchange Flipping
The Mistakes That Quietly Drain Your GP
How GP Making Actually Works in OSRS
Most players think about money making in OSRS as a list of activities ranked by hourly income. That framing causes more frustration than it solves. The real way to understand GP in OSRS is as a system built on account progression, where every unlock, quest completion, and stat milestone opens a new tier of income that was completely inaccessible before it. A player who understands this earns more money than a player who chases the highest number on a list without the account to back it up.
The clearest example is Vorkath. Vorkath produces around 4 million GP per hour and shows up near the top of almost every money making guide. It is also locked behind Dragon Slayer II, one of the longest and most demanding quests in the game, and requires 90 Attack, 85 Defence, and high-end gear to kill efficiently. An account that tries Vorkath at 70 stats with budget gear will die constantly, spend more on supplies than it earns in drops, and end the session with less GP than it started with. The method is not wrong. The account stage is wrong. This happens to new players constantly because the GP number looks attractive without the context of what it actually takes to achieve it.
The right way to approach money making in OSRS is to identify the best method available at your current account stage, use it while pushing toward the next meaningful unlock, and step up when the requirements are actually met. This compounds significantly over time. The income available at 80 combat stats is not twice the income available at 60 combat stats. It is five or ten times higher. Every tier unlocked opens methods that were previously invisible, and the accounts that reach those tiers fastest are the ones that prioritize progression over grinding a suboptimal method indefinitely.
GP making in OSRS also divides naturally into active and passive income. Active methods require your attention: bossing, skilling, thieving, processing. Passive methods run in the background while you do other things: Farming runs, Managing Miscellania, Bird House trapping. The most efficient OSRS accounts run both simultaneously. Passive income stacks on top of whatever active method is running, and over weeks and months that stacking produces a meaningful amount of additional GP for almost no extra time investment. Understanding both sides of the income equation and using them together is more valuable than finding any single high-rate method.
Early Game: Building Your First Stack
The honest reality of early game money making in OSRS is that nothing available to a fresh account produces fast GP. That is by design. The early game is not meant to be financially comfortable, it is meant to push you toward progression. The goal of early income is not to get rich. It is to stay liquid enough to support your leveling without running out of food, runes, or quest supplies. Once that foundation is in place, the account develops naturally toward methods that actually produce meaningful GP.
The Stronghold of Security is the best first stop for any new account and most players skip it entirely. It sits in Barbarian Village, requires no combat stats to complete, and awards 10,000 GP for finishing the first three floors. Each floor ends with a security knowledge question about account safety practices and the whole thing takes under 30 minutes. That 10,000 GP is not going to change your life but for a fresh account with nothing, it is a real starting point that funds the first few days of supplies and costs nothing beyond the time to complete it.
From there, the early income picture looks like this. Cowhides from cows north of Lumbridge sell consistently at the Grand Exchange because Crafting trainers buy them constantly. Feathers from chickens in the same area sell to Fishing players. Neither produces impressive GP per hour but both are zero-investment, zero-requirement activities that convert combat training time into sellable materials. The important thing about early game money is not the hourly rate. It is the consistency. Killing cows and chickens while leveling combat produces income as a side effect of something you were going to do anyway, which makes the effective time cost close to zero.
Big Bones from Hill Giants in Edgeville Dungeon are the first real step up. Hill Giants require a Brass Key to access from the Edgeville entrance, which costs almost nothing at the GE. Each kill produces a Big Bone worth substantially more than normal bones, and the occasional rune drops add to the total. With 40 Attack, Strength, and Defence, Hill Giants die reliably and the session advances both combat stats and income simultaneously. This is the early game pattern worth internalizing: look for activities that do two things at once. Hill Giants train combat and produce GP. Chaos Druids in the same dungeon train combat and produce Grimy Herbs worth selling. Time spent doing one thing that only generates income is time not spent on progression, and in the early game progression is always the priority.
Spinning Flax into Bowstrings at Seers' Village is the best non-combat early income option for accounts that prefer skilling. Flax grows just south of the village, the spinning wheel sits directly above the bank, and Bowstrings sell reliably because Fletching players need them. The route is short, requires no combat, and trains Crafting as a side effect. The GP per hour is modest but the method is accessible from the beginning of the game and requires no starting capital whatsoever.
One early game income source worth knowing about that almost nobody mentions: the Stronghold of Security also unlocks a permanent cosmetic reward and the fancy boots have surprising resale value compared to what you would expect from a dungeon with no combat requirements. Complete it once, keep whatever you want, and sell the rest.
Farming Runs: The Best Passive Income at Any Stage
Herb farming is one of the most important financial decisions you can make on an OSRS account and the players who set it up early have a significant advantage over the ones who put it off. The structure of Farming runs is different from every other money making method in the game: you spend three to six minutes planting seeds across multiple herb patches, wait roughly 80 minutes for the growth cycle to complete, then return to harvest and replant. The entire active time investment per run is minimal. The income runs in the background while you do literally anything else.
The compounding effect of consistent herb runs is difficult to overstate. Running Ranarr Weed twice a day across all available herb patches produces around 400,000 GP per day from roughly 12 minutes of actual play. Over a month that is 12 million GP from about 6 hours of active time. Over a year it is over 140 million GP. Those numbers assume nothing goes wrong and prices stay consistent, which they will not perfectly, but the ratio of income to time investment is better than almost any active method in the game at those skill levels. Players who skip Farming runs because they seem complicated or not worth the effort are making one of the most expensive passive decisions on their account.
The entry point is lower than most players think. Ranarr Weed requires only level 32 Farming to plant, and the seeds are inexpensive at the Grand Exchange. The initial investment in Ultracompost, which reduces disease chance and increases yield, is recovered in the first harvest and every run after that is net positive. Starting herb runs at level 32 Farming and maintaining them consistently means Farming levels grow passively alongside everything else, which pushes the account toward Snapdragon at level 62 Farming and eventually toward the full nine-patch run that becomes one of the strongest income sources in the mid game.
| Herb | Farming Level | Approx GP Per Full Run | Notes |
|---|---|---|---|
| Toadflax | 38 | ~188,000 | Good entry-level option |
| Ranarr Weed | 32 | ~206,000 | Best early herb run value |
| Snapdragon | 62 | ~202,000 | Check GE vs Ranarr before planting |
| Torstol | 85 | ~134,000 | Lower GP but trains toward 99 |
One thing worth understanding about herb prices is that Ranarr and Snapdragon frequently swap positions on profitability depending on current demand. Before every run, spend 30 seconds checking both prices at the Grand Exchange and plant whichever has the better current margin. This takes almost no extra time and over hundreds of runs makes a meaningful difference in total income.
Disease-free patches from achievement diary completions remove variance from herb runs significantly. The Kandarin Hard Diary makes the Catherby patch disease-free. The Kourend and Kebos Elite Diary makes the Hosidius patch disease-free. Every diseased herb is lost income, so working toward these diaries alongside normal account progression directly improves Farming run reliability. These are not reasons to rush the diaries out of order, but they are worth factoring into progression planning.
Tree runs supplement herb income at higher Farming levels without adding much active time. Palm Trees at level 68 and Magic Trees at level 75 produce valuable items that sell consistently. Trees grow over hours rather than 80 minutes, so tree runs happen once or twice a day and stack naturally on top of whatever herb run cadence is already running. The combination of a full herb run with available tree patches takes perhaps eight minutes of active time and produces well above what herb runs alone generate at those Farming levels.
Skilling Methods Worth Your Time
Skilling money makers have one major advantage over combat methods: they do not rely on rare drops. The income is predictable, the risk is essentially zero, and most skilling methods train a skill simultaneously which means the time spent is working on two goals at once. The tradeoff is that the highest-value skilling methods require real investment in skills that take time to develop. Understanding which skills lead to meaningful income and building toward them early pays off significantly in the mid and late game.
Runecrafting is the most profitable skill in the game at high levels and one of the most painful to train. That combination is not a coincidence. The high income is partly a reward for the grind it takes to reach the relevant levels. The three methods worth knowing are Blood Runes at level 77, which produce around 2.6 million GP per hour through the Arceuus altar route, Double Nature Runes at level 91 with the Achievement Diary Cape, which produce around 3.2 million GP per hour, and Sunfire Runes at level 98, producing around 2.1 million GP per hour. None of these are accessible early but they are the destination that makes Runecrafting worth training. The Guardians of the Rift minigame trains Runecrafting at good experience rates while producing around 1 million GP per hour at moderate levels, making it the recommended path for anyone building toward these income milestones.
Thieving produces serious income at high levels and the skill is often ignored by players who focus purely on combat. Pickpocketing Elves in Prifddinas at level 85 Thieving, with 99 strongly recommended, produces around 4.5 million GP per hour through a combination of seeds, gems, and direct GP from each pickpocket. Pickpocketing Vyres after completing Sins of the Father produces around 2.6 million GP per hour at 82 Thieving. Both methods train Thieving simultaneously and the income rate at 99 Thieving rivals or beats many bossing methods that require significantly higher investment to access. For accounts that enjoy skilling over combat, Thieving is one of the strongest income skills available.
Blast Furnace for Smithing is the most accessible skilling money maker with moderate requirements and it is worth knowing about early because the income scales well across a wide level range. Smelting Steel Bars at level 30 Smithing produces around 1.8 million GP per hour. Smelting Adamantite Bars at level 70 Smithing produces around 2 million GP per hour. Smelting Runite Bars at level 85 produces around 2.3 million GP per hour. A Coal Bag, Ice Gloves, and Graceful outfit improve efficiency significantly at all three levels. The reason Blast Furnace stands out is that it trains Smithing at good experience rates while producing meaningful income, which makes every hour spent there valuable on two axes simultaneously. Smithing is not a skill most players prioritize but the Blast Furnace makes training it actively profitable rather than expensive, which changes the calculation entirely.
The Wilderness Agility Course at level 52 Agility produces around 1.9 million GP per hour once above 60 laps completed. The loot system scales with total laps run, starting at around 6,500 GP per lap and reaching up to 26,000 GP per lap at higher counts. The 150,000 GP entry fee paid to the dispenser activates the system. The Wilderness risk is real but single-way combat limits how aggressively players can be targeted, and running with other players nearby reduces the threat further. Agility experience alongside the income makes this method double-purpose in the same way Blast Furnace does, and 45,000 Agility XP per hour is among the better rates available for that skill at that level.
Mid-Level Combat: Your First Real Money Makers
The mid-game combat transition is where OSRS money making genuinely starts feeling meaningful. The difference between early game combat income and what is available once your stats reach 70 to 80 across the board is not incremental. It is a different tier entirely. Understanding what unlocks that transition and building toward it efficiently is more valuable than grinding any specific early method for longer than necessary.
The most important mid-game combat unlock is Protect from Melee at 43 Prayer combined with 70 combat stats. Those two things together open Green Dragons, Hill Giants at scale, and a range of content that was either too dangerous or too slow before reaching them. From that baseline, the income progression follows a clear path tied directly to quest completions rather than raw stat levels, which is why quests are the real driver of account progression in OSRS, not grinding.
Green Dragons in the Myths' Guild basement are the clearest example of a quest unlock directly improving income. Before completing Dragon Slayer II, Green Dragons in the Wilderness are the only reliable source, which means risking gear and dealing with PKers. After Dragon Slayer II, the Myths' Guild basement provides safe Green Dragon kills with a bank nearby. Each kill produces Green Dragonhide and Dragon Bones, both in consistent demand. The income around 844,000 GP per hour is not the highest available but the safety and accessibility make it a reliable stepping stone for accounts at 80 combat stats building toward harder content.
Barrows is the best introduction to bossing-style content for mid-level accounts. The loop is straightforward: kill all six Barrows Brothers, loot the chest, bank, repeat. The income comes from Barrows equipment pieces and the rune rewards from the chest, which means every run produces some income regardless of whether a valuable equipment piece drops. Prayer 43 and 70 combat stats are the functional minimums but 70 Prayer and higher combat make runs noticeably smoother. Barrows is not the highest income method available at this stage but it teaches the mechanics of repetitive boss content, produces useful gear for the account itself, and generates consistent GP from a short, reliable loop.
Zulrah is the step most accounts take after Barrows and it represents a genuine skill check. The fight requires switching between Ranged and Magic based on Zulrah's rotation, which is not intuitive at first but follows a fixed pattern that can be learned. The first few attempts will almost certainly end in death. That is expected and not a reason to avoid the content. Once the rotation is understood and the switches become automatic, Zulrah at 80 Ranged and Magic with moderate gear produces around 2 million GP per hour, and at 95 Ranged and Magic with high-end gear that number approaches 3.5 million. The learning investment in Zulrah pays back quickly once it clicks and opens the door to higher content that follows similar multi-style mechanics.
The Combat Progression Ladder
The single most useful thing to understand about combat money making in OSRS is that it follows a ladder. Each rung is locked behind a combination of stats, quests, and gear. Climbing the ladder as efficiently as possible, rather than grinding one rung indefinitely, is how accounts reach the genuinely high income tiers in reasonable time.
| Stage | Method | Key Requirement | Approx GP/Hr |
|---|---|---|---|
| Early | Hill Giants / Chaos Druids | 40 combat stats | ~200,000 |
| Early-Mid | Barrows | 70 combat, Prayer 43 | ~767,000 |
| Mid | Zulrah | 80 Ranged and Magic, Regicide | ~2,000,000 |
| Mid-High | Vorkath | 90 Attack, Dragon Slayer II | ~4,000,000 |
| Mid-High | Demonic Gorillas | Monkey Madness II, Slayer 69 | ~5,100,000 |
| High | God Wars Bosses | 90+ combat stats | ~3,500,000-4,300,000 |
| Endgame | Raids (CoX, ToB, ToA) | 95+ all combat stats | ~8,000,000-11,000,000 |
The table above is a rough guide, not a rigid path. Some accounts skip Barrows entirely and go straight to Zulrah once stats allow. Some spend more time at Vorkath than necessary because the income is strong and the fight is reliable. The point is not to follow the sequence exactly. The point is to recognize that every method in that list is the correct answer at a specific account stage, and trying to skip multiple rungs without the stats and quests to support it consistently produces worse results than working through them in order.
Quest completions drive more of these unlocks than raw stats do. Dragon Slayer II unlocks Vorkath and Myths' Guild Dragons. Monkey Madness II unlocks Demonic Gorillas. Regicide and Biohazard unlock Zulrah. Priest in Peril unlocks Barrows. The accounts that climb this ladder fastest are the ones completing quests consistently alongside combat training, not the ones grinding combat stats while their quest log sits untouched.
High-Level Bossing and What It Actually Takes
High-level bossing in OSRS is genuinely a different game from everything below it. The income numbers are real but they come attached to requirements that represent hundreds of hours of account development. Understanding what those methods actually demand and whether your account is positioned to reach them is more useful than knowing the GP per hour figure.
Vorkath deserves more explanation than the table gives it because it is the first method most accounts encounter that feels like a real income step change. The fight requires completing Dragon Slayer II, which has some of the most demanding quest prerequisites in the game including level 70 in multiple skills and completion of several other quests. Once unlocked, Vorkath uses a Dragon Hunter weapon, either the Dragon Hunter Lance for melee or the Dragon Hunter Crossbow for ranged, which provide a significant accuracy and damage bonus against dragonkin. At 90 Attack and good gear the fight produces around 4 million GP per hour primarily through the consistent drop table of Vorkath's Head, Blue Dragonhide, and Dragon Bones alongside a strong chance at the Vorkath's Head for Dragon Defender upgrades. Unlike methods that rely on rare unique drops, Vorkath's baseline drops alone justify the hourly rate.
Demonic Gorillas are worth prioritizing for accounts that have completed Monkey Madness II because the Zenyte Shard drop changes the income calculation entirely. Normal kills produce a few hundred thousand GP per hour from standard drops. A Zenyte Shard changes a session instantly because the shards are used to craft the best-in-slot jewelry in the game and sell for significant GP. The fight demands protection prayer switching between Melee, Ranged, and Magic based on the gorilla's attack style, which is mechanically complex but follows readable patterns. For accounts that want to push toward BiS jewelry without buying it outright, Demonic Gorillas are one of the most efficient paths available.
The God Wars Dungeon bosses are the natural high-level destination for solo accounts that want consistent income without the coordination of raids. General Graardor at Bandos and Kree'arra at Armadyl both produce around 4 million GP per hour with appropriate stats and gear. The income comes from armor drops, weapons, and God-related items that maintain consistent Grand Exchange demand. What makes GWD bossing appealing relative to raids is that it is entirely solo, the loops are short enough to fit into any session length, and the drop tables are wide enough that income is relatively stable even without lucky unique drops in a given session.
Raids are the endgame. The Chambers of Xeric and Theatre of Blood both require 95 or above in essentially every combat skill and gear setups that cost hundreds of millions to assemble. The income at the top end of 8 to 11 million GP per hour is real but it assumes max-efficiency teams, near-perfect execution, and the occasional unique drop that accounts for a significant portion of the overall average. Raids are not a method to work toward immediately. They are the destination that the rest of the progression ladder is building toward, and accounts that rush toward them without the foundation in place consistently produce worse results than accounts that develop properly first.
Processing Methods and How to Use Them
Processing methods convert raw materials into more valuable finished goods and the income comes from the margin between what you pay for inputs and what you sell outputs for. The structure is fundamentally different from every other money making category in this guide because it requires starting capital and the profitability depends entirely on current Grand Exchange prices, which change constantly. Understanding how to evaluate a processing method matters as much as knowing which ones exist.
The evaluation process for any processing method is the same. Find the current buy price of the input materials. Find the current sell price of the finished product. Subtract the input cost from the sell price, account for the one percent Grand Exchange tax on sales, and divide by the time it takes to process one unit. If the margin is positive and the volume you can process per hour justifies the starting capital tied up in materials, the method is worth running. If the margin has closed because too many players are doing the same thing, move to something else. Price checking before committing to a large purchase of materials is not optional with processing methods. It is the only way to confirm the method is actually profitable on that day.
Tanning Dragonhide is the most accessible processing method because it requires no skill levels beyond the GP to buy hides and pay the tanning fee at a Tanner NPC. Red Dragonhide produces around 1.8 million GP per hour, Black and Blue Dragonhide around 1.5 million each. The margins are thin and can close entirely when hide prices shift, which makes this a method to check frequently rather than run indefinitely. When the margin is open it is genuinely good income for zero skill requirements. When the margin has closed, no amount of running the method will change that.
Casting Tan Leather at level 78 Magic converts five hides per cast rather than one at a time, which makes the volume processed per hour significantly higher than manual tanning. The method produces around 3.75 million GP per hour when clicking actively because of how much more efficient bulk conversion is versus visiting a Tanner NPC. It relies on the same hide price margins as manual tanning but the throughput advantage makes it worth checking alongside the manual method when evaluating dragonhide income.
Making Mahogany Planks through a Player-Owned House with a Demon Butler produces around 2.3 million GP per hour and requires Construction level 50 for the butler. Mahogany Planks are in consistent demand from Construction trainers and the margin between logs and planks tends to remain stable because the supply of planks depends on players actively running the method. When fewer people are making planks, the margin widens. When more are making planks, it narrows. This is true of every processing method in the game and it is the reason rotating between methods when margins shift produces better long-term income than committing permanently to one.
Grand Exchange Flipping
Flipping is buying items at a lower price than you sell them for using the Grand Exchange price spread between buyers and sellers. It requires no skills, no combat, and no quests. It requires only GP and a working understanding of how item prices move. At scale it is one of the highest-potential income activities in the game. For new players with limited starting capital and limited market knowledge, it is a reasonable supplementary activity but not a foundation to build an income strategy around.
The mechanics work because the Grand Exchange listed price for any item is an average, not a fixed value. Actual trades happen above and below that average depending on how many buyers and sellers are in the market at any given moment. A flipper discovers the real buy price by placing an offer slightly above market, discovers the real sell price by placing an offer slightly below market, and then trades between those two points. The spread between actual buy and actual sell is the profit per unit, minus the one percent tax on sales.
The items worth flipping have high daily trade volume and enough price movement to create a workable spread. Sharks, Prayer Potions, various rune items, and skilling materials all trade in quantities large enough that offers fill quickly and the spread is discoverable through small test trades. Items with low trade volume are difficult to flip because offers sit in the queue for long periods and the capital is tied up rather than cycling. Starting with items you already understand from your own gameplay, food you use, ammunition you buy, potions you consume, gives you a natural sense of when prices are high or low without needing to research from scratch.
Flipping income scales directly with starting capital. Small GP amounts produce small returns on the same percentage margins that produce large returns at scale. The most important thing to understand about flipping early is that it is a skill that develops through practice. The first few trades will likely produce modest margins or break even. The knowledge of which items move, how quickly, and at what spreads builds over time and is not something that can be fully explained in a guide. Start small, observe how prices move on items you already trade, and scale up as the pattern becomes clear.
The Mistakes That Quietly Drain Your GP
The most expensive money making mistakes in OSRS are almost never dramatic. Players do not usually lose millions in a single decision. They lose it slowly through habits that feel neutral but consistently produce worse outcomes than the alternative would have. Recognizing these patterns early saves more GP over time than finding any specific better method.
Not doing Farming runs is the single most common and most quantifiable mistake on this list. An account running Ranarr Weed twice daily across available herb patches produces roughly 400,000 GP from about 12 minutes of play. Over a year of consistent runs that is over 140 million GP from roughly 73 hours of total active time, which computes to well above 1.9 million GP per active hour. Players who skip herb runs because they seem like too much setup, or because the per-run income does not feel impressive, are making a passive decision to leave one of the best income ratios in the game completely unused. Set up the runs, use Ultracompost, check Ranarr versus Snapdragon prices before each planting, and let the income accumulate in the background.
Attempting content significantly above your current account level consistently produces negative outcomes that feel like bad luck but are actually predictable. Dying at Vorkath with a full inventory of supplies costs GP. Failing Zulrah rotations and teleporting out costs supplies. Attempting Raids with insufficient stats results in long, inefficient runs that produce less income per hour than simply doing appropriate content at a lower tier. The combat progression ladder exists because each rung is calibrated to a specific account stage and trying to skip rungs without the foundation to support it wastes time and money simultaneously.
Selling everything immediately without checking prices is a quiet GP leak that affects newer players most. Some items that look like trash drops have surprisingly strong GE values. Grimy Herbs from monster kills, Seeds from various drop tables, Ensouled Heads, and secondary Herblore ingredients all have real market value that players vendor or drop without thinking. A habit of right-clicking unfamiliar drops and checking GE value before disposing of them costs seconds and occasionally reveals that something about to be thrown away is worth real money.
Spending GP on gear upgrades that produce marginal improvement during active money making sessions is a slow drain that compounds over time. The jump from a Dragon Scimitar to an Abyssal Whip at level 85 Slayer is meaningful. The jump from one mid-tier weapon to a slightly better mid-tier weapon during an active farming session usually is not. Saving GP for upgrades that cross a genuine threshold, better Slayer helm, meaningful weapon tier change, access to a new content category, produces better long-term outcomes than continuously upgrading for small gains that barely move the needle on kills per hour.
Ignoring quest completions as a money making unlock is perhaps the most structural mistake on this list because it compounds in both directions. Every major quest completion unlocks new income at the same time as it advances the account. Dragon Slayer II unlocks Vorkath. Monkey Madness II unlocks Demonic Gorillas. Song of the Elves unlocks Elf pickpocketing at 4.5 million GP per hour. Every quest avoided is both a gameplay restriction and a financial one, and the players who complete quests consistently throughout their account development consistently outperform players with higher raw stats but smaller quest logs in terms of available income options.
How to Actually Use This Guide
The right way to use a money making guide in OSRS is to identify where your account is right now, find the best available method at that stage, and run it while actively building toward the next unlock. Not grinding one method until it feels played out. Not chasing a method three tiers above your current stats because the GP number looks good. Climbing the ladder deliberately, with Farming runs running in the background the entire time, produces more total income than almost any other approach.
Check herb prices before every run. Complete quests before grinding stats. Know what the next income unlock requires and build toward it on purpose. The accounts that generate the most GP in OSRS are not the ones with the most hours logged at any single activity. They are the ones that understand how the system works as a whole and make decisions at every stage that compound into a stronger account over time.

