Farming progresses in real time after planting. You are free to log out or train another skill while crops advance through growth cycles.
GATHERING • MEMBERS
Farming
Let time work for you: tree runs for XP, herb runs for GP, contracts for seed flow.
A five-minute herb run repeated consistently is more valuable than a perfect route you never do.
UNDERSTANDING FARMING
Learn the system before you optimise the loop.
Farming is a gathering skill with several viable routes. The best method is not automatically the one with the largest experience-rate number: startup time, travel, real input prices, useful outputs, and the amount of attention you can sustain all belong in the decision.
This guide treats levels as unlocks rather than a single uninterrupted race to 99. Use the route below as a strong default, then switch when a quest, diary, equipment upgrade, or account goal makes another method more valuable to you.
Disease can occur during growth unless a patch is protected or naturally disease-free. Compost reduces disease chance and improves many harvests.
Tree and fruit-tree XP is awarded mainly when health is checked, making short scheduled runs the foundation of fast progression.
Herb profit depends on seed cost, expected yield, disease, compost, magic secateurs, diaries, and patch unlocks—not one guaranteed harvest count.
LEVEL-BY-LEVEL METHOD FINDER
Set your level. Get the methods that apply now.
This is the working core of the guide: source-backed training sections filtered by current level and account type, with full rates, quantities, requirements, setup notes, and method tables kept beside their revision.
5 Farming sections shown for Members at level 1.
Open a section for its full setup, evidence, and tables.LEVEL 1–38 • MembersLevels 1–38: Questing
2 detailed notes
Levels 1–38: Questing
Early levels can be skipped by completing quests that give Farming experience. Completing the Goblin generals subquest of Recipe for Disaster, Fairytale I - Growing Pains, Forgettable Tale... (requires 17 Farming), The Garden of Death (requires 20 Farming), Garden of Tranquillity (requires 25 Farming), Enlightened Journey (requires 30 Farming), and My Arm's Big Adventure (requires 29 Farming) grants a total of 32,500 experience, which will get the player up to level 38. This skips much of the tedious low-level Farming and allows the player to do effective farm runs immediately.
- Early levels can be skipped by completing quests that give Farming experience. Completing the Goblin generals subquest of Recipe for Disaster, Fairytale I - Growing Pains, Forgettable Tale... (requires 17 Farming), The Garden of Death (requires 20 Farming), Garden of Tranquillity (requires 25 Farming), Enlightened Journey (requires 30 Farming), and My Arm's Big Adventure (requires 29 Farming) grants a total of 32,500 experience, which will get the player up to level 38. This skips much of the tedious low-level Farming and allows the player to do effective farm runs immediately.
Verify against Farming training, revision 15266816. Community reference material is attributed to the OSRS Wiki; this fan guide adds its own planning tools and route framing.
LEVEL 1–15 • MembersLevels 1–15: Bagged plants
23 data rows
Levels 1–15: Bagged plants
The fastest way to train the early levels is to plant bagged plants in the player-owned house. However, it is significantly more expensive than planting seeds.
If the garden supplier does not have enough stock, players can hop worlds to buy more bagged plants.
The quickest way to plant them, assuming that your house is in Rimmington, is to bring three watering cans, a stack of coins, and as many noted bagged plants as you can afford. You can hand your notes to Phials to un-note them (for a small fee) and refill your watering cans in the building just east of the well.
- Training Farming to 15 from level 1 requires 17 bagged plant 1s, 17 bagged plant 2s, and 7 bagged plant 3s for a total of 172000 coins, or 78 bagged plant 1s for 78000 coins when plants are bought from the npc shop.
| Level | Plant | Experience | GE Price | GP/XP |
|---|---|---|---|---|
| 1 | Bagged plant 1 | 31 | −1,519 | −49.00 |
| 6 | Bagged plant 2 | 70 | −6,783 | −96.90 |
| 12 | Bagged plant 3 | 100 | −12,944 | −129.44 |
| 5 | Bagged dead tree | 31 | −1,409 | −45.45 |
| 10 | Bagged nice tree | 44 | −3,367 | −76.52 |
| 15 | Bagged oak tree | 70 | −6,722 | −96.03 |
| 30 | Bagged willow tree | 100 | −13,273 | −132.73 |
| 45 | Bagged maple tree | 122 | −18,407 | −150.88 |
| 60 | Bagged yew tree | 141 | −22,325 | −158.33 |
| 75 | Bagged magic tree | 223 | −56,017 | −251.20 |
| 56 | Thorny hedge (bagged) | 72 | −5,584 | −77.56 |
| 60 | Nice hedge (bagged) | 100 | −11,687 | −116.87 |
| 64 | Small box hedge (bagged) | 122 | −16,252 | −133.21 |
| 65 | Topiary hedge (bagged) | 141 | −26,865 | −190.53 |
| 72 | Fancy hedge (bagged) | 158 | −28,018 | −177.33 |
| 76 | Tall fancy hedge (bagged) | 223 | −51,388 | −230.44 |
| 80 | Tall box hedge (bagged) | 316 | −108,925 | −344.70 |
| 66 | Bagged flower | 70 | −6,407 | −91.53 |
| 66 | Bagged sunflower | 70 | −6,324 | −90.34 |
| 71 | Bagged daffodils | 100 | −12,116 | −121.16 |
| 71 | Bagged marigolds | 100 | −11,832 | −118.32 |
| 76 | Bagged bluebells | 122 | −18,004 | −147.57 |
| 76 | Bagged roses | 122 | −18,188 | −149.08 |
Verify against Farming training, revision 15266816. Community reference material is attributed to the OSRS Wiki; this fan guide adds its own planning tools and route framing.
LEVEL 1–15 • MembersLevels 1–15: Making supercompost/ultracompost
2 detailed notes
Levels 1–15: Making supercompost/ultracompost
Another option to train the early levels is to make supercompost or ultracompost in a compost bin. Each bucket of supercompost grants 8.5 farming experience, or 10 experience with the addition of volcanic ash to produce ultracompost.
Watermelons and pineapples are the easiest candidates for the produce used, with the latter easily purchased in convenient quantities from Trader Stan's Trading Post.
Verify against Farming training, revision 15266816. Community reference material is attributed to the OSRS Wiki; this fan guide adds its own planning tools and route framing.
LEVEL 1–15 • MembersLevels 1–15: Sorceress's garden
3 detailed notes
Levels 1–15: Sorceress's garden
In the Sorceress's Garden minigame, players can pick sq'irk fruits or herbs from the gardens. No Thieving level is required, but a higher Thieving level increases Thieving experience rates. Picking a sq'irk from the tree yields 30, 40, 50, or 60 Farming experience depending on the room's season. Completing the winter garden to 15 requires 81 laps. Picking from the herb patch yields 50 Farming experience and two random herbs from any garden which requires 49 laps.
This method, once the gardens are set up correct for 1-click methods, is one of the least click-intensive ways to train. Training using only this method from 65 to 99 Thieving yields 503,520 Farming experience.
- In the Sorceress's Garden minigame, players can pick sq'irk fruits or herbs from the gardens. No Thieving level is required, but a higher Thieving level increases Thieving experience rates. Picking a sq'irk from the tree yields 30, 40, 50, or 60 Farming experience depending on the room's season. Completing the winter garden to 15 requires 81 laps. Picking from the herb patch yields 50 Farming experience and two random herbs from any garden which requires 49 laps.
Verify against Farming training, revision 15266816. Community reference material is attributed to the OSRS Wiki; this fan guide adds its own planning tools and route framing.
Members • MembersRecommended quests and stats
1 detailed notes
Recommended quests and stats
- 51 required and 50 highly recommended for the Anglers' Retreat hardwood patch.
Verify against Farming training, revision 15266816. Community reference material is attributed to the OSRS Wiki; this fan guide adds its own planning tools and route framing.
FOUR EDITORIAL STARTING POINTS
Shortlisted routes with executable instructions.
Use the finder above for the complete method library. These four routes are the fan-guide shortlist: each includes its setup, repeatable sequence, realistic rate band, and most important failure point.
15–99 • LOW ATTENTION
Tree and fruit-tree runs
Fast levels with minutes of daily play
Costs seeds and protection
Tree patches across Gielinor
Patch level, saplings, transport network
Saplings, payments, spade, rake, teleports, coins
- Pre-plant saplings in pots and arrange the run by teleport rather than map order.
- Check health, remove, compost, replant, and pay protection where justified.
- Set the next real-world growth timer before logging out.
9–99 • LOW ATTENTION
Herb runs
Funding other skills
Usually profitable
Unlocked herb patches
Herb seed level and patch access
Seeds, ultracompost, spade, seed dibber, magic secateurs, teleports
- Use disease-free patches and diary teleports first.
- Compost, harvest with repeated picking, and replant immediately.
- Calculate expected yield after seed deaths rather than valuing a perfect run.
34–99 • HIGH ATTENTION
Tithe Farm
Repeatable active Farming XP
Reward points
Hosidius Tithe Farm
34 Farming and chosen seed tier
Spade, seed dibber, watering cans or Gricoller's can, graceful
- Choose a 16-, 20-, or more-plant pattern that you can water without deaths.
- Plant, water, and harvest in exactly the same tile order.
- Bank fruit before allowing a batch timeout and spend points on durable upgrades.
45–99 • LOW ATTENTION
Farming contracts
Ironman seed sustainability
Seed packs
Farming Guild
45/65/85 Farming for guild wings and contract tiers
Common contract seeds, compost, tools
- Pre-plant frequently assigned crops in every available guild patch.
- Request the highest contract tier available and downgrade only when completion time is unacceptable.
- Open packs strategically and retain seeds needed for the next contract cycle.
FARMING CALCULATOR
Turn a level goal into hours and materials.
Select a method for its realistic experience-rate band. Add XP and GP per action when you want an exact resource estimate for your chosen item.
The level formula is exact. Time and budget are planning estimates: your equipment, banking, failures, attention, and live Grand Exchange prices determine the real result.
SETUP PROGRESSION
Upgrade the part that actually controls the rate.
| Stage | Setup | Priority |
|---|---|---|
| Every run | Bottomless compost bucket, magic secateurs, spade, dibber | Reduce repeated inventory friction. |
| Transport | Explorer's ring, ectophial, spirit trees, jewellery, house portals | Patch travel is the main active-time cost. |
| Yield | Diary rewards and disease-free patches | Unlock guaranteed patches before risking costly seeds. |
| Guild | Seed vault and pre-planted contract crops | Preparation makes contracts nearly instantaneous. |
THE ROUTE
From level 1 to cape
1–32
Quest, allotments, and early trees
Unlock transportation and use simple tree runs to build momentum.The opening objective is access, not perfect efficiency. Use quests and inexpensive equipment to compress levels where possible, and avoid over-investing in a method you will outgrow quickly.32–65
Add herb and fruit-tree runs
Herbs fund the skill; trees deliver the larger XP drops.This is where the skill settles into a repeatable loop. Upgrade the parts of the setup that affect every action, measure a representative session, and keep travel or banking from becoming the hidden bottleneck.65–85
Farming Guild contracts
Pre-plant common contract patches and keep a compact seed vault.At the mid-game checkpoint, compare the fastest route with account progress, useful outputs, and attention. A slightly slower method can be more efficient overall when it also supplies quests, diaries, or another skill.85–99
Hard contracts and efficient runs
Scale tree spending to your budget while keeping profitable herbs in rotation.Late-game training is a sustainability problem. Recheck prices and unlocks, alternate high-focus sessions with calmer ones, and choose a route you can repeat without turning the cape into a chore.Tithe Farm is active, repeatable training when you want XP without waiting for growth cycles.
LEVEL REFERENCE
Milestones worth planning around
These are decision points, not instructions to stop. Boostable requirements and quest gates can change when an unlock becomes usable.
| Level | Unlock | Why it matters |
|---|---|---|
| 9 | Guam herbs | Herb runs become possible. |
| 32 | Ranarr herbs | A common profit crop tied to prayer potions. |
| 45 | Farming Guild entry | Contracts, seed vault, and convenient patches begin. |
| 65 | Medium Farming Guild | Better contracts and more facilities. |
| 85 | Hard Farming Guild | Top contracts and full guild access. |
| 99 | Farming cape | Improved herb yield chance and guild teleport utility. |
QUEST ROUTING
Let account progress do part of the grind.
Quest experience is most valuable when it skips slow early methods or opens a training system you will keep using.
Fairytale I
Strong early Farming XP and the route toward fairy-ring travel.
My Arm's Big Adventure
Adds a disease-free herb patch.
Making Friends with My Arm
Adds another valuable protected herb patch.
CHOOSE YOUR ACCOUNT
The route changes with the rules you play by.
Spend for the time you value
Use the most expensive tree run you can sustain without starving other upgrades. Herb runs offset the cost, while contracts maintain seeds and give a reason to visit the guild.
Optimise the whole supply chain
Farming is the backbone of Herblore. Contracts, bird nests, Slayer seeds, kingdom resources, and careful seed tiers all matter; do not plant the last copy of a hard-to-replace quest or contract seed thoughtlessly.
Know the edge of the map
Farming is members-only. Crops cannot be planted or harvested for skill experience on free-to-play worlds.
REVISION-PINNED REFERENCE
The detailed tables behind the recommendations.
Pulled in one batch from the Old School RuneScape Wiki on August 2, 2026. Every table keeps its source page and revision so you can verify requirements or spot a later game update.
Levels 1–15: Bagged plants12 reference rows
| Level | Plant | Experience | GE Price | GP/XP |
|---|---|---|---|---|
| 1 | Bagged plant 1 | 31 | −1,519 | −49.00 |
| 6 | Bagged plant 2 | 70 | −6,783 | −96.90 |
| 12 | Bagged plant 3 | 100 | −12,944 | −129.44 |
| 5 | Bagged dead tree | 31 | −1,409 | −45.45 |
| 10 | Bagged nice tree | 44 | −3,367 | −76.52 |
| 15 | Bagged oak tree | 70 | −6,722 | −96.03 |
| 30 | Bagged willow tree | 100 | −13,273 | −132.73 |
| 45 | Bagged maple tree | 122 | −18,407 | −150.88 |
| 60 | Bagged yew tree | 141 | −22,325 | −158.33 |
| 75 | Bagged magic tree | 223 | −56,017 | −251.20 |
| 56 | Thorny hedge (bagged) | 72 | −5,584 | −77.56 |
| 60 | Nice hedge (bagged) | 100 | −11,687 | −116.87 |
Setup6 reference rows
| Level | Seed | Payment | Growth time | Experience | Total cost[T 1] | GP/XP | Planting | Checking |
|---|---|---|---|---|---|---|---|---|
| Planting | Checking | Total | — | — | — | — | — | — |
| 15 | Acorn | 1 basket of tomatoes | 3hr20m (5x40 min) | 14 | 467.3 | 481.3 | −746 | −1.55 |
| 30 | Willow | 1 basket of apples | 4hr00m (6x40 min) | 25 | 1,456.5 | 1,481.5 | −789 | −0.53 |
| 45 | Maple | 1 basket of oranges | 5hr20m (8x40 min) | 45 | 3,403.4 | 3,448.4 | −5,134 | −1.49 |
| 60 | Yew | 10 cactus spines | 6hr40m (10x40 min) | 81 | 7,069.9 | 7,150.9 | −35,212 | −4.92 |
| 75 | Magic | 25 coconuts | 8hr00m (12x40 min) | 145.5 | 13,768.3 | 13,913.8 | −111,328 | −8.00 |
Setup6 reference rows
| Level | Seed | Payment | Growth time | Experience | Total cost[H 1] | GP/XP | Planting | Checking |
|---|---|---|---|---|---|---|---|---|
| Planting | Checking | Total | — | — | — | — | — | — |
| 35 | Teak | 15 limpwurt roots | 74hr40m (7x640 min) | 35 | 7,290 | 7,325 | −3,761 | −0.51 |
| 55 | Mahogany | 25 yanillian hops | 85hr20m (8x640 min) | 63 | 15,720 | 15,783 | −21,833 | −1.38 |
| 66 | Camphor | 10 White berries | 85hr20m (8x640 min) | 88 | 17,840 | 17,928 | −10,476 | −0.58 |
| 80 | Ironwood | 10 Curry Leaf | 85hr20m (8x640 min) | 145 | 20,380 | 20,525 | −36,782 | −1.79 |
| 92 | Rosewood | 8 Dragonfruit | 106hr40m (10x640 min) | 252 | 23,100 | 23,352 | −164,769 | −7.06 |
Setup5 reference rows
| Level | Seed | Payment | Growth time | Experience | Total cost[S 1] | GP/XP | Planting | Checking |
|---|---|---|---|---|---|---|---|---|
| Planting | Checking | Harvesting | Total | — | — | — | — | — |
| 72 | Calquat | 8 poison ivy berries | 21hr20m (8x160 min) | 129.5 | 12,096 | 291 | 12,516.5 | −2,302 |
| 74 | Crystal acorn | N/A | 8hr00m (6x80 min) | 126 | 13,240 | N/A | 13,366 | [S 2] |
| 85 | Celastrus | 8 potato cactus | 13hr20m (5x160 min) | 204 | 14,130 | 70.5[S 3] | 14,404.5 | 47,240 |
| 90 | Redwood | 6 dragonfruit | 106hr40m (10x640 min) | 230 | 22,450 | N/A | 22,680 | −21,910[S 4] |
- Farming training ↗revision 15266816
- Ironman Guide/Farming ↗revision 15243053
- Farming ↗revision 15271465
- Farming/Level up table ↗revision 15223982
Reference tables are adapted with attribution from the community-maintained OSRS Wiki. Editorial recommendations, method walkthroughs, warnings, and calculators are original fan-guide material.
COMMON QUESTIONS
Farming FAQ
Which herb is most profitable?
It changes with seed and herb prices and your yield bonuses. Use expected value across a full run rather than comparing one seed with one herb.
Do I need to stay logged in?
No. Growth cycles continue while logged out, subject to the crop's normal cycle and disease checks.
Game updates can change rates, requirements, and best methods. Check the community reference before a large purchase.
Ready to price the route?