OSRSPlan

OSRS Herb Run Calculator

Profit a herb run at live prices: every herb side by side on your own patches, what each upgrade adds, the odds of a bad run and the seed price that breaks even.

Prices updated 4 min ago · Tool added 18 Sep 2026

Your run
What you have
Sell the herbs

Profit a run—
Herbs a run—
Experience a run—
Runs that lose money—

Your patches

The ten herb patches, which you use and what each gives
PatchNeedsDiesHerbs

Every herb, side by side

Every herb on your patches at today's prices
HerbSeedHerb sellsHerbsProfitExpSeed worth

What each upgrade is worth

Coins a run gained by each upgrade you do not have
UpgradeHerbs a runCoins a run

How much a run can swing

A patch gives its minimum, or a lot more, and sometimes dies. These are the odds for the whole run.

The spread of one run

By the day

Herbs take 80 minutes to grow. Set how often you really go round.

Profit and experience a day

Herb counts are averages. A living patch gives at least its harvest lives (3, or up to 6 with ultracompost) and on average a good deal more; the table of odds shows the spread. A patch nobody tends can die, and the model counts a diseased patch as lost, so curing one mid-growth does better than this. Seeds are priced at what they cost to buy and herbs at what they sell for after the Grand Exchange's 2% tax. Planting experience is paid when the patch is cleared, dead or alive, so it is always counted. Goutweed cannot be traded, so it is listed without a profit. Resurrect Crops is not counted. Figures checked against the OSRS Wiki on 18 September 2026.

How many herbs a patch gives

A grown herb patch starts with three harvest lives. Compost adds one, supercompost two and ultracompost three. Each herb you pick either uses a life or, with a chance that rises with your Farming level, saves it, so the fewest herbs you can get is the number of lives and the average is the lives divided by the chance of losing one.

Average herbs from a living patch = lives ÷ (1 − chance to save a life)
Chance a patch dies = 1 − (1 − disease chance)3

At level 99 with ultracompost, magic secateurs and a Farming cape, a living patch averages 9.4 herbs, and 8.8 once the 6.9% of patches that die are counted. Ranarr at level 1 saves a life 15.6% of the time and every herb reaches 31.6% at level 99, before any boosts.

What magic secateurs, the cape and the diaries do

Magic secateurs add 10% to the chance to save a life and the Farming cape 5%, and the two add together. The Kandarin diary then adds a flat amount at the Catherby patch, and the hard Kourend and Kebos diary does the same at Hosidius and the Farming Guild. An attas plant multiplies the result by 1.05. The upgrade table turns each of those into coins a run for the herb you have picked, so you can see what a diary tier is worth before you grind it.

Which patches cannot get diseased

Troll Stronghold, Weiss and Harmony Island never get diseased. Hosidius joins them with the easy Kourend and Kebos diary, and the Civitas illa Fortis patch at 16,000 Glory. Everywhere else compost is what keeps a patch alive: a herb has three growth cycles in which it can catch disease, at 27 in 128 with nothing on it, 14 with compost, 6 with supercompost and 3 with ultracompost. An iasor plant cuts that to a fifth.

Herb run or Herblore

This page is about the run: seeds in, herbs out, coins and Farming experience a run. What the herbs are worth as potions is on the Herblore calculator, and the long road to 99 Farming through tree runs is on the Farming calculator.

Update history

Every change to this calculator

  • Calculator added