OSRS XP Per Hour Calculator

OSRS XP Per Hour Calculator

Model Old School RuneScape training rates with action XP, tick speed, downtime, boosts, fail rates, supplies, GP flow, target XP, and session length.

Activity Presets
📝Training Inputs
Choose the main OSRS skill receiving XP.
Use a specific method, item, course, or loop.
For laps or minigames, use XP per lap, kill, or game.
Enter your realistic click rhythm or tracked count.
OSRS ticks are 0.6 seconds; lower ticks cap higher.
Minutes lost to banking, running, hopping, or setup.
Use outfit, diary, event, or minigame XP modifiers.
Failed actions consume time; optional supply loss is below.
Enter raw item, rune, ammo, tool charge, or food input.
Use finished item, loot, alch value, or estimated reward.
Optional travel, gear swap, spellbook swap, or inventory prep.
Enter XP to next level, next unlock, 99, or 200M.
Used for projected XP, GP, and supplies consumed.
Optional label for the GP and supply breakdown.
Effective XP Per Hour
0
after downtime, boosts, and fails
Session XP
0
projected for selected hours
Time To Target
0h
based on effective XP rate
Net GP Per Hour
0
output minus supplies used
📊Live Comparison Grid

Current Setup

Calculate to see the active rate.

No Downtime

Shows the rate if banking and resets were perfect.

Boosted Check

Adds five extra boost points for outfit math.

Clean Actions

Removes fail or burn rate for ceiling planning.

🧮Quick Method Snapshot
210
XP per action
4
Tick cycle
1,150
Logged actions
90
GP margin
📚OSRS Activity Reference Tables
Preset Method Skill Typical XP Unit Common Pace Note
Cooking sharksCooking210 per fishBanking and burn rate decide real pace
Air battlestavesCrafting137.5 per staffInventory banking dominates the session
String magic longbowsFletching91.5 per bowFast bank standing action with supply flow
Adamant dart tipsSmithing62.5 per barOne bar produces ten dart tips
Red chinchompasHunter265 per catchFailed trap checks reduce effective XP
Ardougne rooftopAgility793 per lapLap time is better than click count
Wintertodt soloFiremakingVariable per gameUse average XP per kill or game
Superglass MakeMagic78 per castBanking and molten glass yield both matter
Tick Cycle Seconds Theoretical Actions/Hr Useful For
1 tick0.6 sec6,000Game tick ceiling checks
2 ticks1.2 sec3,000Very fast bank or combat loops
3 ticks1.8 sec2,000Many production actions
4 ticks2.4 sec1,500Cooking, fletching, steady skilling
5 ticks3.0 sec1,200Gathering and slower processing
10 ticks6.0 sec600Laps, casts, kills, or minigame events
Boost Source Skill Area Typical Entry Calculator Use
Pyromancer outfitFiremaking2.5%Add to XP boost percentage
Graceful impactAgility travelTime saveLower downtime or lap seconds
Cooking gauntletsCookingBurn reductionLower fail or burn percentage
Skill cape perkSelected skillsMethod dependentAdjust action XP or fail rate
Clan or event bonusCustomVariableAdd exact boost if active
Level Goal Total XP Needed From Previous Row Planning Note
Level 70737,627Midgame markerUse target XP after checking current XP
Level 801,986,0681,248,441 more than 70Good target for many unlocks
Level 905,346,3323,360,264 more than 80Rates matter heavily here
Level 9913,034,4317,688,099 more than 90Check total hours and supplies
200M XP200,000,000186,965,569 more than 99Use long-session GP flow carefully
GP Field Positive Means Negative Means Best Input Habit
Supply GP per actionItem is consumed or chargedUse zero for free gatheringInclude runes, ammo, and food
Output GP per successProduct or loot has valueUse zero for pure XP methodsUse an average, not a lucky drop
Fail percentageActions lose XPSome inputs may still be usedTrack a sample of 100 actions
Net GP per hourMethod profits overallMethod costs GP overallCompare with GP per XP
💡Rate Planning Tips
Use your own action sample. Wiki or guide rates are helpful, but a ten-minute logged action count usually predicts your personal XP per hour more honestly.
Separate tick cap from downtime. A method can have a high theoretical action ceiling and still lose a large chunk of XP to banking, banking menu mistakes, run energy, hopping, or trap resets.
Model fails before judging GP. Cooking burns, Hunter trap failures, missed ticks, splash casts, and failed kills reduce XP and can change the GP per XP picture quickly.
Use average reward value. For Wintertodt, combat, and mixed loot methods, enter conservative output GP per action so rare drops do not distort the training plan.

The core mechanic is easy: Log in, do something, get experience. But that’s where simplicity ends. Making real progress depend more on how well you use your time during those actions than on the game itself. People tend to obsess over raw numbers of XP while ignoring all the “costs” behind each number, the time spent on banking delays, supply runs, re-failing tasks, etc. This disconnect is where most training plan fail.

Once you input your downtime and tick speed, calculator above crunches the numbers so you don’t have to guess at amount of time you’re wasting fumbling around with inventory. Theoretical guide quotes are a fantasy world, it’s a guide, not reality! If you’re in perfect conditions where your traps always work, food doesn’t burn and you never have to spend any time banking, great. Otherwise, every second you spend out-of-the-action lower your actual hourly rate.

Why You Should Track Your Real Game Time

For example, maybe a cooking method only takes a few seconds of clicking on fish. That could make it seem quick. However, if each hour add up to 6 minutes of downtime, that severely decrease your rate. By entering your precise minutes of downtime, the tool will account for this. It does matter. Saving even one or two extra second by using different bank interface or optimizing your route can be enough to offset completely swapping methods. Sometimes you’ll realize that your current comfortabley loop with fewer bank trips perform better than switching to a higher XP activity with poor logistics.

There’s another kind of training: the economic one. Some methods requires expensive raw materials, some burn through food, others consume runes. A few make money by dropping good loot or creating marketable items. You’d be surprised how much running around doing things will cost you GP, particularly during marathon playthroughs. Inputting output values and input costs lets you determine whether what you’re doing is helping your GP reserves or emptying them out. Is getting five thousand XP for every ten thousand GP burned worth the monetary loss? Maybe your goal is to break even with supplies rather then go as fast as possible, something you have to consider if you’re playing game on a budget. That way, you’ll learn to balance treasure with time, two limited resources in RuneScape.

The effects of boosts and fail rates are more significant than most players think as well. A single boost like an outfit bonus or diary perk can feel insignificant on its own. However, when they adds up together (and with every action) over hundreds of times, it becomes significant pretty fast. On the flip side, burning something you cooked or missing a hunter trap not only cost you experience but also your time. Knowing those factors accurately lets you avoid overestimating your pace. Instead, it allows you to establish reasonable expectations for reaching some milestone or leveling up to level 99.

On that page, there’s a table of references which show the normal paces at which certain tasks is done. That way you have a baseline to measure yourself against. The bottom line: While wiki numbers are useful for comparison, you should of been logging your own in-game actions so that they can better inform what’s realistic for you. We are all different, with our own pace and rhythm for play.

Once you have those inputs feeding into an estimate of your session duration, training becomes less of a blind grind, and instead something you control as a project. Instead of wondering “how long until I’m done?”, you’ll know precisely how many hours it take to accomplish your goal. And that change of mindset completely alters your perception of the game. What was boring repetition become purposeful forward movement.

Feed the numbers honest data and they won’t steers you wrong. Honest self-logging is the key to mastering this game’s pace.

OSRS XP Per Hour Calculator

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