Herblore Guide

Skills guide · Updated September 2025

Herblore turns grimy herbs and secondaries into the potions that fuel every boss room and PvP fight on the server: brews, restores, combat boosts, antifires, and the raid-specific mixes that decide CoX and ToB runs.

The craft is three steps: clean the herb, add it to a vial of water for an unfinished potion, then add the secondary to finish it. Each step pays XP.

Where herbs come from

Grimy herbs drop everywhere - check the boss guides and you will see ranarr, kwuarm, cadantine, lantadyme, dwarf weed, snapdragon, and torstol running through half the drop tables on this site. Zulrah, the God Wars generals, the wilderness bosses, and most slayer monsters all pay herbs as common drops.

Farming is the renewable route: herb patches in the farming system grow the same grimy herbs you would otherwise buy, and the farming guide covers how to get your own plot running.

Training the skill

Buy grimy herbs or farm your own, clean them (each clean pays a small XP chunk), then process into unfinished potions. The unfinished stage is the bulk XP - the secondary step is where the potion actually forms.

The make-x menu handles batches automatically: set it to "all" and the skillable loops through your inventory, ticking XP each cycle until you run out of herbs or vials.

  • Water-filled vials from any water source - or buy them noted.
  • Guam and tarromin are the starter herbs; ranarr and snapdragon are the money herbs.
  • Keep the finished potions - brews and restores are the consumables every bosser needs.

Potions worth making

  • Saradomin brews - heal over max HP, the PvP staple.
  • Super restores - prayer + stat restore, the boss-room standard.
  • Super combat / ranging / magic potions - one-slot tri-boost.
  • Antifires - extended variants cover long dragon kills.
  • Stamina potions - for control-point running.
  • Sanfew serum - combined antipoison + restore + stat boost.

Herblore cape perk

The herblore skillcape adds a Search option that grants a free pestle and mortar - handy if you misplace yours, and any max-cape variant inherits it. Beyond that the perk is having 99: the raid potions and brews you will actually use every session.

The potion economy

Herblore is the consumables skill: every fight on the server runs on potions, and the market for finished brews, restores, and super combats is permanently hot. The skill is cheap to train if you buy the right herbs and expensive if you buy them all.

The mid-game money-maker is making potions that sell: stamina for the runners, saradomin brews for the tanks, super combat potions for the melee crowd.

Training paths

  • Clean herbs and vials are the raw materials - buy them in bulk.
  • Unfinished potions from the GE save the cleaning step.
  • Grimy herbs from farming runs are the free input.

Potion tier priority

Super combat potions first - the all-in-one melee boost. Saradomin brews second - the healing staple every PvPer drinks. Restores third - the prayer and stat recovery that keeps trips going.

The antifire, antipoison, and stamina lines are the utility stack - cheap to make, always selling, and the potions every wildy run needs.

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