OSRS Money Making Guide 2026 — Corrupted Gauntlet cover

OSRS Money Making Guide 2026: Best GP/Hour Methods by Account Stage

Updated for Tuesday 29 September 2026 (Asia/Singapore). GP/hour figures are estimates based on live Grand Exchange prices — always verify on the GE before committing capital.


Intro: Who this is for

If you have ever opened the Grand Exchange, stared at a Twisted bow price tag, and thought “how do people actually afford this?”, this guide is for you.

OSRS money making in 2026 is not one ladder. A brand-new member with 40 combat and a fresh bank has a completely different best option from a mid-game account sitting on 50M GP, and that mid-game account has different options again from someone who can deep-delve the Doom of Mokhaiotl. Chasing the wiki’s #1 method when you cannot meet the requirements is how you burn hours and quit.

This guide splits methods into three account stages:

StageRough bank / combatWhat “good” looks like
Budget / early-gameUnder ~20M bank, combat under ~80Passive loops + low-req active methods that fund gear and quests
Mid-game~20–200M bank, combat ~80–100Solo bosses and skilling that reliably print 1.5–5M+/hr
EndgameNear-max combat + serious gearRaids, delve bosses, Colosseum, contracts — wiki top table

How to use the tiers: start at your current stage, pick one active method you enjoy plus the passive stack (herb + birdhouse runs), and graduate when your bank or stats unlock the next tier. Do not skip quests — Dragon Slayer II, Song of the Elves, and Desert Treasure II unlock more GP/hour than another ten combat levels.

Disclaimer: Every GP/hour number below is a range or wiki snapshot, not a promise. The OSRS Wiki Money making guide recalculates from live GE prices (including the seller tax). Prices move daily. Always:

  1. Check the method’s wiki page and current GE mid prices.
  2. Test with a small sample before large buys.
  3. Subtract supplies, death reclaim fees, and your own kill speed (not theoretical max).

Third-party listicles (Timesaver, OSRS Guru, etc.) sometimes quote higher numbers than the wiki. Prefer the wiki for hard estimates; use community guides for how to do the content.


How we pick methods

We score each method on five practical axes:

FactorWhy it matters
Req bankCan you afford gear + a death buffer?
Stats / questsHard gates (DS2, SotE, Final Dawn, DT2, etc.)
RiskWilderness PK risk, death cost, multi-way
AFK vs activeCan you watch a stream, or do you need click-perfect ticks?
ConsistencyStable loot every hour vs “pray for a unique” variance

A method that averages 10M/hr but requires perfect mechanics and a 2B bank is worse for you than a consistent 2.5M/hr boss you can sustain for three evenings a week.

Sources used for this draft (Sep 2026):


Budget / early-game (low requirements)

Goal: fund membership bonds, early gear (Barrows gloves path, ice gloves, coal bag), and quest requirements without needing endgame PvM. Stack passives every login, then fill the rest with one active method.

Method 1 — Birdhouse runs (passive)

A full birdhouse run takes about two minutes and nets nests every ~50 minutes — keep this forever.
A full birdhouse run takes about two minutes and nets nests every ~50 minutes — keep this forever.

A full birdhouse run takes about two minutes and nets nests every ~50 minutes — keep this forever.

Requirements

  • Quest: Bone Voyage (Fossil Island)
  • Hunter ~5+ (higher tiers = better nests; 49+ recommended)
  • Digsite pendant / fairy rings for speed

What you do

  1. Teleport to Fossil Island.
  2. Run the four birdhouse spots (north and south).
  3. Place the highest-tier birdhouse you can, bait with cheap hop seeds.
  4. Return every ~50 minutes.

Expected GP/hr

  • Wiki recurring table (snapshot): ~62k profit per run, ~2.6M effective GP/hr if you could run continuously — in practice you get a few runs per play session.
  • Realistic daily: several hundred thousand GP with almost no attention.

Source: Wiki — Bird house trapping (Recurring methods)

Pros / cons

  • Pros: tiny active time; trains Hunter; nests stack.
  • Cons: not a full-hour grind; needs Fossil Island unlocked.

When to leave: never fully leave — keep birdhouses forever as free GP. Overlay with better active methods as you grow.


Method 2 — Herb runs (passive)

Herb runs: five minutes of work, hours of AFK value — check seed vs herb prices on the GE first.
Herb runs: five minutes of work, hours of AFK value — check seed vs herb prices on the GE first.

Herb runs: five minutes of work, hours of AFK value — check seed vs herb prices on the GE first.

Requirements

  • Farming 32+ for Ranarr (higher for Snapdragon/Torstol); 65 for Farming Guild patch
  • Teleports to patches (Explorer’s ring, fairy rings, shrubbery, Magic Guild, etc.)
  • Ultracompost + magic secateurs strongly recommended

What you do

  1. Plant profitable herbs (check GE: Ranarr, Toadflax, Snapdragon, Kwuarm are common picks).
  2. Use ultracompost; protect where seed cost justifies it.
  3. Harvest every ~80 minutes across all unlocked patches.
  4. Clean and sell, or make potions if processing margins are better.

Expected GP/hr

  • Wiki recurring (snapshot): Ranarr ~166k per run (~1.66M effective/hr of active time); Snapdragon/Kwuarm similar order of magnitude.
  • Realistic: 100–200k+ per 5–8 minute run depending on patches and seed prices — verify seed vs herb GE prices.

Source: Wiki Money making guide — Recurring / Farming

Pros / cons

  • Pros: best GP-per-click early; stacks with birdhouses.
  • Cons: disease RNG; seed prices swing hard.

When to leave: never. Scale patches and herb tier as Farming rises.


Method 3 — Blast Furnace (steel / mithril / adamant bars)

Blast Furnace steel bars: click-heavy, low combat req, and still a staple budget printer in 2026.
Blast Furnace steel bars: click-heavy, low combat req, and still a staple budget printer in 2026.

Blast Furnace steel bars: click-heavy, low combat req, and still a staple budget printer in 2026.

Requirements

  • Smithing 30+ (steel), 50+ (mithril), 70+ (adamant), 85 (runite)
  • Ice gloves, coal bag (strongly recommended), goldsmith gauntlets for gold XP
  • Membership; pay the Blast Furnace foreman or use official worlds with helpers

What you do

  1. Buy ores + coal on the GE (check margins first with a small batch).
  2. On a Blast Furnace world, deposit coal/ore, wear ice gloves, collect bars.
  3. Sell bars (or smith further if that margin is better).

Expected GP/hr

  • Wiki snapshot: steel bars ~1.8M/hr; mithril ~1.8M/hr; adamant ~2.4M/hr; runite ~2.6–3.0M/hr depending on P2P trading setup.
  • Budget accounts often sit in the 0.8–2M range until coal bag + efficiency click into place. Verify ore/bar spreads on GE.

Source: Wiki MMG — Smelting steel/mithril/adamant/runite at Blast Furnace

Pros / cons

  • Pros: low combat req; funds itself; trains Smithing.
  • Cons: click-intensive; buy limits; margins can crash.

When to leave: when you unlock better PvM (Moons, CG, Vorkath) or when bar margins go negative — always recheck GE.


Method 4 — Moons of Peril (Perilous Moons)

Moons of Peril: free dungeon supplies and mid-game armour uniques without a 100M bank.
Moons of Peril: free dungeon supplies and mid-game armour uniques without a 100M bank.

Moons of Peril: free dungeon supplies and mid-game armour uniques without a 100M bank.

Requirements

  • Quest: Perilous Moons
  • Combat ~70+ recommended (wiki MMG lists 70+ Attack/Strength/Defence, Piety helpful)
  • Catch/cook moss lizards; make moonlight potions in the dungeon (self-supplied)

What you do

  1. Enter Neypotzli, restock on free supplies between moons.
  2. Kill Eclipse → Blue → Blood (melee styles: stab / crush / slash respectively).
  3. Open the Lunar Chest for armour uniques + commons.

Expected GP/hr

  • Wiki snapshot: Moons of Peril ~1.7M/hr; Blood Moon focus similar.
  • Community often cites ~1.5–2M once comfortable. Uniques (Blood moon armour, Dual macuahuitl, etc.) swing the average — verify GE.

Source: Wiki — Moons of Peril MMG · Moons of Peril

Pros / cons

  • Pros: low supply cost; teaches mid-game PvM; gear upgrades for your own account.
  • Cons: learning mechanics; unique-dependent variance.

When to leave: when you can consistently do Corrupted Gauntlet, Zulrah, or Vorkath at higher rates.


Method 5 — Green dragons / early Wilderness options (optional)

Greens are fine early — leave when Moons or Blast Furnace beat them safely.
Greens are fine early — leave when Moons or Blast Furnace beat them safely.

Greens are fine early — leave when Moons or Blast Furnace beat them safely.

Requirements

  • Combat ~60–80+; antifire protection
  • Myths’ Guild dragons are safer than Wilderness spots
  • If Wilderness: Protect Item, limited risk inventory

What you do

  1. Kill green dragons for hides + bones.
  2. Bank via teleport; tan hides if margins allow (Tan Leather spell at 78 Magic is mid-game upgrade).

Expected GP/hr

  • Wiki: green dragons ~0.9M/hr; Myths’ Guild greens ~1.0M/hr.
  • Wilderness zombie pirates (budget) wiki ~1.8M/hr — higher but PK risk.

Source: Wiki MMG

Pros / cons

  • Pros: simple; bones help Prayer.
  • Cons: contested worlds; Wilderness = real risk of losing loot.

When to leave: as soon as Moons / Barrows / Blast Furnace outpace it safely.


Method 6 — Barrows (classic mid-entry)

Barrows is still the classic first PvM money loop — diary unlocks help a lot.
Barrows is still the classic first PvM money loop — diary unlocks help a lot.

Barrows is still the classic first PvM money loop — diary unlocks help a lot.

Requirements

  • 43+ Prayer; decent Magic (Iban’s / Trident) or melee
  • Morytania Hard Diary helps (hard mode loot potential)
  • Barrows gloves path (Recipe for Disaster) is a parallel goal

What you do

  1. Kill all six brothers; fill tunnels / open chest.
  2. Sell runes, bolts, and rare armour pieces.

Expected GP/hr

  • Wiki snapshot: ~740k/hr average.
  • With diary + efficient teleports, many players report closer to 0.8–1.2M depending on unique luck — treat wiki as baseline.

Source: Wiki — Barrows MMG

Pros / cons

  • Pros: iconic; trains combat; low gear floor.
  • Cons: unique RNG; slower than Moons/CG once unlocked.

When to leave: when Moons, CG, or early Zulrah/Vorkath are online.


Early-game stack (do this every session)

  1. Birdhouses on login.
  2. Herb run when patches are ready.
  3. Varrock diary battlestaves from Zaff (daily, tiny time — wiki recurring shows very high effective GP/hr for the seconds spent).
  4. Miscellania if Throne of Miscellania / Royal Trouble done.
  5. One active block: Blast Furnace or Moons or Slayer.

Mid-game

Goal: consistent multi-million GP/hour to fund mega rares’ stepping stones (Bowfa, DHCB, Masori pieces, etc.). Prioritise quest unlocks over raw combat levels.

Method 7 — Corrupted Gauntlet

Corrupted Gauntlet: zero supply cost and ~4M/hr on the wiki table once you’re consistent.
Corrupted Gauntlet: zero supply cost and ~4M/hr on the wiki table once you’re consistent.

Corrupted Gauntlet: zero supply cost and ~4M/hr on the wiki table once you’re consistent.

Requirements

  • Song of the Elves completed
  • Combat ~80+ / 85+ recommended across styles; 77+ Prayer nice
  • No supply cost once inside — gear is generated in prep

What you do

  1. Enter Corrupted Gauntlet; gather resources; craft T2/T3 weapons and armour.
  2. Fight Corrupted Hunllef (prayer flicks, tornadoes, floor patterns).
  3. Loot crystals, seeds, armour seeds, weapon seeds — sell or keep (iron-friendly too).

Expected GP/hr

  • Wiki snapshot: Completing the Corrupted Gauntlet ~4.1M/hr; regular Gauntlet ~1.9M/hr.
  • Rates scale heavily with prep speed and KC. Community mid-game consensus still ranks CG as a top “no supply cost” grinder — verify crystal/seed prices.

Source: Wiki MMG — Corrupted Gauntlet

Pros / cons

  • Pros: zero GE supply cost; trains all styles; excellent iron path.
  • Cons: steep learning curve; can tilt hard while learning.

When to leave: when Vorkath/Muspah/raids beat your CG rate, or you need a mental break (swap to Vorkath).


Method 8 — Vorkath

Vorkath’s acid phase is where learners die — turn run off and just walk.
Vorkath’s acid phase is where learners die — turn run off and just walk.

Vorkath’s acid phase is where learners die — turn run off and just walk.

Requirements

  • Dragon Slayer II
  • Ranged 75–90+ (blowpipe → DHCB) or melee 80+ with DHL
  • Salve (ei), antifire, extended antifire, crumble undead for the spawn

What you do

  1. Wake Vorkath; pray correctly; handle acid walk and zombified spawn.
  2. Bank loot (superior dragon bones, hides, rares).
  3. Repeat — consistency matters more than sweat KC/hr at first.

Expected GP/hr

  • Wiki snapshot: DHL ~4.0M/hr; DHCB ~3.6M/hr; blowpipe ~2.4M/hr.
  • Realistic mid-gear: often 2–3.5M until DH weapons and Rigour. Average kill value moves with bones/hides — verify on GE.

Source: Wiki MMG — Vorkath · Theoatrix Vorkath guide

Pros / cons

  • Pros: consistent commons; clear upgrade path; classic “first serious money boss”.
  • Cons: DS2 gate; supply cost; acid phase deaths while learning.

When to leave: when Muspah, CG (if faster for you), demonic gorillas, or early raids out-earn it for your setup.


Method 9 — Zulrah

Zulrah rewards clean switches — learn one rotation set before worrying about max KPH.
Zulrah rewards clean switches — learn one rotation set before worrying about max KPH.

Zulrah rewards clean switches — learn one rotation set before worrying about max KPH.

Requirements

  • Regicide (access); comfortable Magic + Ranged ~75–90+
  • Budget: Trident / blowpipe → scale into toxic trident, magic fang, etc.
  • Learn rotations (or use a helper plugin where rules allow)

What you do

  1. Kill Zulrah through its phases; swap gear/prayers.
  2. Collect scales, hides, unique mutagens/fang/etc.

Expected GP/hr

  • Wiki: standard Zulrah ~1.9M/hr; max efficiency ~3.3M/hr.
  • Scales with kill speed and unique luck. Often cited as 2–3.5M for competent mid accounts.

Source: Wiki MMG — Zulrah

Pros / cons

  • Pros: lower death cost than many bosses; teaches switches; uniques can spike.
  • Cons: rotation learning curve; more click-intensive than Vorkath for many players.

When to leave: when Vorkath or Muspah is clearly better for your gear, or you move into DT2 / raids.


Method 10 — Phantom Muspah

Muspah sits in the mid-to-end bridge — rates climb hard with better ranged weapons.
Muspah sits in the mid-to-end bridge — rates climb hard with better ranged weapons.

Muspah sits in the mid-to-end bridge — rates climb hard with better ranged weapons.

Requirements

  • Secrets of the North (+ quest reqs)
  • Strong Ranged (Bowfa/Tbow) and Magic setups; thralls / greater corruption help
  • Wiki high-end assumes Twisted bow territory for peak rates

What you do

  1. Fight Muspah through ranged / magic / melee shield phases.
  2. Loot venator shards, ancient essence-related drops, uniques.

Expected GP/hr

  • Wiki snapshot (Twisted bow): ~5.8M/hr.
  • Mid setups (Bowfa etc.) will be lower — expect a wide band; check current shard prices.

Source: Wiki MMG — Phantom Muspah

Pros / cons

  • Pros: high ceiling; good mid-to-late bridge.
  • Cons: quest + gear investment; phase discipline required.

When to leave: endgame delve/raid content when available.


Method 11 — Demonic gorillas / Tormented Demons

Demonic gorillas: sweaty switches, spicy zenyte upsides.
Demonic gorillas: sweaty switches, spicy zenyte upsides.

Demonic gorillas: sweaty switches, spicy zenyte upsides.

Requirements

  • Monkey Madness II (gorillas); Beneath Cursed Sands / related content for Tormented Demons
  • Multi-style switches; 80+ combat stats recommended
  • Zenyte jewellery grind often pairs with gorillas

What you do

  1. Prayer-switch on style changes; bring all three styles.
  2. Sell zenytes / synapses / demon components as relevant.

Expected GP/hr

  • Wiki: demonic gorillas ~4.9M/hr; Tormented Demons ~5.1M/hr (snapshot).
  • Heavily unique-dependent — dry streaks feel terrible; spooned zenytes feel amazing.

Source: Wiki MMG

Pros / cons

  • Pros: upgrades your own jewellery; strong mid-late money.
  • Cons: attention-heavy; RNG variance on big tickets.

When to leave: when you have the zenytes you need and raids/delves pay more.


Method 12 — Skilling staples (blood runes, elves, Blast Furnace runite)

Blood runes remain a top non-boss mid-game printer — margins still move with GE demand.
Blood runes remain a top non-boss mid-game printer — margins still move with GE demand.

Blood runes remain a top non-boss mid-game printer — margins still move with GE demand.

Blood runes (Arceuus / Abyss) — wiki ~2.6–3.3M/hr at 77+ Runecraft with good setup.
Pickpocketing elves — wiki ~4.1M/hr at 85+ Thieving with Rogue outfit (high intensity).
Runite Blast Furnace — wiki ~2.6–3.0M/hr at 85 Smithing.

These are excellent when you want GP without boss mechanics, or while training toward PvM goals.

Source: Wiki MMG


Endgame

Goal: wiki top-table money. Expect near-max combat, Rigour/Augury, and expensive gear. Many of these rates assume efficient play — your first 50 hours will be lower.

Method 13 — Doom of Mokhaiotl (Delve boss)

Doom deep delves top the wiki GP/hr table in 2026 — only if you can actually sustain them.
Doom deep delves top the wiki GP/hr table in 2026 — only if you can actually sustain them.

Doom deep delves top the wiki GP/hr table in 2026 — only if you can actually sustain them.

Requirements

  • Quest: The Final Dawn (Varlamore)
  • Ranged 90+, Magic 70–80+, HP 90+, Prayer 77+ recommended
  • Demonbane weapons / Scorching bow or Twisted bow; strong ranged switch; see strategy guide
  • Confliction gauntlets, Rigour, Ava’s assembler, Arceuus thralls recommended per wiki MMG

What you do

  1. Fight delve waves; deeper delves = better unique rates.
  2. Loot at end of run; community consensus (r/2007scape, Feb 2026) favours pushing deep (8+) rather than resetting early for “lottery” shallow delves.
  3. Leave on unique / supplies / death as needed.

Expected GP/hr

  • Wiki snapshot (Sep 2026 fetch): Delve 1–16 ~13.1M/hr; Delve 1–8 ~9.7M/hr.
  • Mid-2026 listicles quoted higher (~17M) when uniques were hotter — treat as volatile. Deep delve time tables on the wiki show effective GP/hr scaling hard with clear speed.

Source: Wiki — Doom Delve 1–8 MMG · Wiki MMG main table · r/2007scape delve discussion

Pros / cons

  • Pros: current top solo-ish money ceiling; scalable.
  • Cons: very high skill + gear floor; supply heavy; burnout risk.

When to leave: when you hate it more than the GP, or another contract/raid is hotter on GE.


Method 14 — Fortis Colosseum (Wave 12)

Colosseum Wave 12 is wiki-tier money — and one of the hardest solos in the game.
Colosseum Wave 12 is wiki-tier money — and one of the hardest solos in the game.

Colosseum Wave 12 is wiki-tier money — and one of the hardest solos in the game.

Requirements

  • High melee/magic (wiki lists 95+ style stats, 90+ Def, 94+ Magic, 77+ Prayer recommended for Wave 12 money guide)
  • Dizana’s Quiver grind often overlaps this content

What you do

  1. Clear waves with correct prayers and invocations/modifiers as applicable.
  2. Defeat Sol Heredit at the end for the big loot roll.

Expected GP/hr

  • Wiki snapshot: Completing Fortis Colosseum (Wave 12) ~11.0M/hr.
  • Extremely mechanical — learner rates are much lower.

Source: Wiki MMG · Fortis Colosseum strategies

Pros / cons

  • Pros: huge GP; quiver unlock path; solo prestige.
  • Cons: brutal learning curve; deaths are expensive in time.

Method 15 — Yama (contracts)

Yama contracts: high skill floor, strong consistent GP when Doom isn’t your vibe.
Yama contracts: high skill floor, strong consistent GP when Doom isn’t your vibe.

Yama contracts: high skill floor, strong consistent GP when Doom isn’t your vibe.

Requirements

  • High Magic/HP (shard contract duo wiki lists 99 Magic/HP, 77+ Prayer, 75+ Def)
  • Demonbane mage setups (purging staff, etc.)

What you do

  1. Take the profitable contract type (Shard Acquisition is the wiki’s top duo listing).
  2. Duo or solo depending on contract; execute mechanics cleanly.

Expected GP/hr

  • Wiki: Yama shard contract duo ~9.6M/hr; other contracts ~5.6–5.8M; solo ~6.0M.
  • Reddit often names Yama + Doom as the “consistent” high-end alternatives to dry raid streaks.

Source: Wiki MMG


Method 16 — Raids: ToB, ToA, CoX

Raids pay over large KC samples — pair with a consistent boss if you need predictable GP this week.
Raids pay over large KC samples — pair with a consistent boss if you need predictable GP this week.

Raids pay over large KC samples — pair with a consistent boss if you need predictable GP this week.

RaidWiki snapshot GP/hr (order of magnitude)Notes
Chambers of Xeric Challenge Mode~9.7MTeam; CM intensity
Theatre of Blood~9.1MTeam; purple variance
Tombs of Amascut solo 545~8.4MInvocation skill ceiling
ToA Expert / lower invos~3.6–6.0MMore accessible entry
CoX Normal~8.1MLearner-friendly relative to CM

Reality check from r/2007scape: raids print when you hit megarares, but dry streaks are real. Over hundreds of KC they tend to pay; over a weekend they can feel awful. Pair with a consistent boss (Vorkath/Doom/Yama) if you need predictable GP.

Source: Wiki MMG · r/2007scape — raiding money


Method 17 — Nex, Phosani’s Nightmare, Maggot King, DT2 bosses

High-end wiki entries (snapshots):

  • Nex duo ~11.2M/hr; Nex team ~6.5M
  • Phosani’s Nightmare ~10.9M
  • Maggot King ~10.8M (ranged variant ~8.9M)
  • Duke Sucellus ~8.8M; Vardorvis ~8.0M; Leviathan ~6.8M; Whisperer ~6.5M

Pick based on gear you already own and content you enjoy. DT2 bosses are excellent “consistent unique” farms once learned.

Source: Wiki MMG


Quick comparison table

GP/hr = wiki-order estimates as of research date; verify live. “Intensity” is subjective.

MethodStageApprox. GP/hrIntensityRiskKey gate
Birdhouse runsBudget~60k/run (high effective)Very lowNoneBone Voyage
Herb runsBudget~100–170k/runVery lowNoneFarming + teleports
Blast Furnace (steel→rune)Budget–Mid~1.8–3.0MHighGE marginSmithing 30–85
Moons of PerilBudget–Mid~1.5–1.8MMediumLowPerilous Moons
BarrowsBudget~0.7–1.2MMediumLowPrayer 43+
Green dragonsBudget~0.9–1.0MMediumLow–WildyCombat 60+
Corrupted GauntletMid~3–4.1MHighLowSong of the Elves
VorkathMid~2.4–4.0MHighLowDragon Slayer II
ZulrahMid~1.9–3.3MHighLowRegicide + switches
Phantom MuspahMid–End~3–5.8MHighLowSecrets of the North
Demonic gorillasMid–End~4–5MHighLowMM2
Blood runes / elvesMid~2.6–4.1MHighLowRC 77+ / Thieving 85+
Doom delve 1–8 / 1–16End~9.7–13.1MVery highSupply/death timeFinal Dawn + gear
Fortis Colosseum W12End~11MVery highTime deathsNear-max PvM
Yama (shard duo)End~9.6MVery highLow–medNear-max mage
ToB / ToA / CoX CMEnd~8–10M+Very highTeam/dry streaksRaid-ready

FAQ

Does the Grand Exchange tax change these numbers?

Yes. Most wiki MMG figures already account for the seller tax (commonly discussed as 2%, capped per item — confirm current rules on the wiki if unsure). Your buy price still matters: processing methods can look profitable on mid price and lose money on real instant-buy spreads. Always test a small batch.

What about death costs?

  • Most dangerous PvM: you pay time + reclaim fees at Death’s Office for items left behind, and you burn supplies.
  • Wilderness: PKers can take your loot and risked items — never bring what you cannot afford to lose.
  • Learning a boss: budget several deaths before your “real” GP/hr starts. A 4M/hr boss at 50% success rate is a 2M/hr boss (or worse).

Ironman note (brief)

Ironmen do not GE-flip or buy supplies the same way. Prioritise CG, Moons, herb/birdhouse, Skilling bosses (Zalcano), and raids for upgrades. Wiki “processing” money makers that require buying inputs often do not apply. Alchs and shop scrap still matter early. See ironman-specific guides for supply loops.

Is flipping / merchanting still viable?

Yes for mains with capital and GE slots. Wiki flags merchanting under Miscellaneous — profit is skill- and capital-dependent, not a fixed GP/hr. Ironmen cannot use the GE for normal trading.

Should I trust “17M/hr” YouTube thumbnails?

Not blindly. Cross-check the wiki Money making guide. If a creator’s rate needs perfect gear, perfect ticks, and last month’s unique prices, your rate will differ. Prefer ranges and “verify on GE” language.

What is the single best method in 2026?

For raw wiki GP/hr: Doom of Mokhaiotl deep delves currently sit at the top of the main table (~13M snapshot), with Colosseum, Nex duo, Phosani’s, and Maggot King close behind. For most players reading this: herb + birdhouse passives + Corrupted Gauntlet or Vorkath is the honest answer.


Suggested progression path (main account)

  1. Week 1–2 membership: birdhouses, herb runs, Blast Furnace, quest Bone Voyage + fairy rings + ice gloves.
  2. Unlock Moons / Barrows: fund better gear and Prayer.
  3. Quest cape-ish mid goals: RFD gloves, MM2, DS2, SotE, DT2 as needed.
  4. Main money block: CG and/or Vorkath/Zulrah until bank ~100M+.
  5. Specialize: Muspah / gorillas / Hydra (slayer) → raids → Doom / Colosseum / Yama.

Sources

  1. Money making guide — OSRS Wiki
  2. Killing the Doom of Mokhaiotl (Delve 1–8) — OSRS Wiki
  3. OSRS Money Making Guide 2026 — Timesaver (published Jun 2026, updated Aug 2026)
  4. r/2007scape — delve GP discussion
  5. r/2007scape — consistent money makers
  6. r/2007scape — raiding as money
  7. Theoatrix — Vorkath guide
  8. Moons of Peril — OSRS Wiki

Draft prepared for Tort · 29 Sep 2026 SGT · GP figures are research snapshots — re-check wiki + GE before publishing final numbers.

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