A Treatise on Herblaw
By Turcáno, originally posted on at http://www.runescapecommunity.com/
Herblaw, in my opinion, is a very interesting and profitable skill
to build. However, it is a skill for the patient. Many people
become frustrated and give up. But those who persevere can acquire
wealth and prestige (okay, not that much prestige), as well as the
satisfaction that comes with being good at a difficult skill. In
order to encourage those who aspire to become herblaw masters, I
will now give you information that might prove beneficial to your
quest to increase your knowledge of herblaw. This guide assumes no
previous knowledge of herblaw, but it does assume that you know
your way around RuneScape. Without further ado, let's get
If you are still level 1, that means that you have to do the
Druidic Ritual quest. So stop reading this right now and go do it.
I mean it! Go do it right now! It's a very easy quest; just collect
four different types of raw meat (beef, chicken, bear, and rat) and
talk to Kaqemeex (in the Druid's Circle north of Taverley), then
follow his directions. Being able to handle a level-27 monster is
the only requirement for this quest. Completion of this quest will
give you 250 herblaw experience, which will increase your herblaw
level to 3.
Now that you have done the Druidic Ritual quest, you can begin your
herblaw training in earnest. First, you will need herbs
(obviously). Although any humanoid or high-level monster will drop
herbs, Chaos Druids are the best; they drop herbs on a very regular
basis, they drop vials filled with water and snape grass, and they
sometimes drop an extra herb along with whatever else they drop.
the best place to find Chaos Druids is the Wilderness dungeon. Just
go into through the gate and make a left. There are about 6-8
respawns for Chaos Druids here. This means that this area can
support a lot of herb collectors (and there usually a lot of them
there), but is absolutely amazing should you find yourself alone
there. Also, a lot of high-level herblawists will drop low-level
herbs in order to fill their inventories with the good ones. If the
place is crowded, you are likely to find guam leaves, marrentil,
and sometimes tarromin and harralander (I even found a kwuarm once)
just lying on the ground, free for the taking (how good is
To identify an herb, simply click on one in your inventory. Since
you are level 3, you can only identify guam leaves and you will
have a lot of herbs (about 7/10 or so) that you will not be able to
identify. You may be tempted to sell these or even drop them.
Resist that temptation. These as-yet unidentifiable herbs will give
you a lot of experience later on.
Next, you will need to acquire second ingredients. For attack
potions (the only potions you can make as yet), you will need eyes
of newt. These can be purchased in herblaw shops (there is one in
Taverley and one on Entrana) or in the Magic Shop in Port Sarim.
They are also dropped from level-36 Zombies for some reason.
Finally, you will need vials. You can purchase empty vials from the
herblaw shops or water-filled vials from the adventurer's store in
Ardougne (2-4gp each). You can also make them. To make vials, you
will need soda ash (from cooked seaweed), sand, and a glassblowing
pipe. Seaweed can be caught in big nets at Catherby (people drop
them, so you can pick them up) or found on the west shore of
Entrana. Sand can be collected in buckets from sand pits in Zanaris
and Entrana, and Entrana has a glassblowing pipe respawn. Place the
sand and soda ash in a furnace to get molten glass, then use the
glassblowing pipe on it to make a vial. Vials require a crafting
level of 33 and gives 55 experience points. To fill an empty vial
with water, simply use it on any sink or fountain.
Now you are ready to make potions. First use the herb (guam leaf)
with a water-filled vial, then use the second ingredient (eye of
newt) with the unfinished potion. That's it. Potions that are made
by players contain three doses, as opposed to the four doses in
strength potions made by the apothecary in Varrock. One dose of
attack potion will temporarily increase one's attack level by 10%
(not cumulative - do not drink a lot of these hoping for a huge
attack level); the effects will eventually wear off.
Guam leaves can also be found in the Watchtower quest. One of the
caves adjacent to the ogre city south of Yanille contains two guam
leaf respawns. However, the respawn rate is about 1 1/2 minutes,
which precludes this from being a method of "powertraining"
You are now able to make cure poison potions. These require
marrentil and ground unicorn's horn. Many herblawists do not see
making these potions as worth the time because they believe that
getting unicorn's horns is a real pain in the neck. However, there
is a large group of Black Unicorns (level 31) in level-20
Wilderness to the east of the Graveyard. Unicorn horns must be
ground in order to be useful. To grind unicorn's horns, go to an
herblaw shop and purchase a mortar and pestle for 4gp, then use it
with the horns. Cure poison potions remove poison from the body,
but do not restore lost hitpoints.
ou can now make strength potions. For this you will need tarromin
and a limpwurt root. Limpwurt roots are dropped by hobgoblins;
these can be found in large groups on a peninsula just south of the
Crafting Guild (crowded), in the Ice Dungeon (not so crowded), and
at the Hobgoblin Mines in level-30 Wilderness (watch for PKers).
Strength potions give the user a temporary increase in strength by
10%. You probably won't sell many of these on pay-to-play, but
there is a fairly good market for them on free-to-play servers (if
they don't mind 3-dose potions).
Now you can make stat restoration potions. These require
harralander and red spider's eggs. There are respawns at the end of
the Varrock sewer and inside Karamja volcano, but the best place to
get red spider's eggs is in the Wilderness dungeon. Just keep going
north instead of west and you will come upon four respawns. At this
point you can begin to make potions "on the spot." Whenever you get
somt harralander and water-filled vials, go to these respawns, grab
a spider's egg batch, and make a few quick stat restore potions.
Normally you would keep a potion made "on the spot," but just drop
stat restore potions; you won't be able to sell these and you will
make much more than you would use personally. You can also drink
the potion if you wish to save the vial. If you do this, do not let
your potions pile up before doing so; it will take you forever
(believe me, I know). Stat restoration potions, as the name
implies, restores all negative effects to stats except for
hitpoints and prayer (positive stat effects remain), but this is
only useful to cure the effects of drunkenness, when retrieving
Wines of Zamorak (see below), or when using the Potion of Zamorak.
This is the herblaw level required to complete the Hero's Quest. At
this point, many people give up herblaw entirely because completion
of the Hero's Quest was the only reason they took up herblaw in the
first place. That is a shame, because at this point, they are
really close to being able to make a profit from the practice.
At this level you can make defense potions; these require ranaar
weed and white berries. White berries can be found in level-40
Wilderness in an area guarded by Red Dragons; they are also dropped
by Chaos Druid Warriors (see below for details). I would advise you
not to make too many of these potions, as prayer restoration
potions (see below) also use ranaar weed and sell for more money.
They temporarily increase defense by 10%.
Now you will be able to start making money off of herblaw. Prayer
restoration potions require ranaar weed and snape grass. Snape
grass can be found on the hobgoblin peninsula in three respawns.
They are also dropped by Chaos Druids, which means that these
potions can be made "on the spot." Prayer restoration potions
restore 30% of one's prayer level with each dose.
You will now be able to make another money-making potion: the super
attack potion. These require irit leaves and eyes of newt. Super
attack potions increase attack by 15%. These normally do not sell
very well unless they are part of a "super set" (see below).
At this point, you should consider training your agility level to
40. Then head for the Agility Dungeon north of Yanille (bring cure
poison potions - you will probably need them). This will allow you
to collect herblaw materials from Chaos Druid Warriors; these drop
snape grass, ground unicorn's horn, limpwurt roots, white berries,
and water-filled vials, allowing you to make any potions that
require these ingredients "on the spot."
At this level you will be able to make poison antidote potions.
These require irit leaves and ground unicorn's horn. Unlike cure
poison potions, poison antidotes give the imbiber an immunity to
poison for a short period. Do not make too many of these, as you
will make more money selling super attack potions.
Now you can make fishing potions, which require avantoe and snape
grass. Fishing potions increase the user's fishing level by 3
(non-cumulative). There is not much demand for this potion; most of
the people who buy them do so to get into the fishing guild. They
do give good experience, though (113).
Reaching this level will allow you to make another big
money-bringer: the super strength potion. These are made using
kwuarm and limpwurt roots. Each dose will temporarily increase
one's strength level by 15%. These are highly sought after by
At this point you can make weapon poison potions. This requires
kwuarm and ground blue dragon scale. You will need to go to the
Blue Dragon area in the Member's Dungeon, where you will find blue
scale respawns on the ground; these then need to be ground with the
mortar and pestle. Weapon poison potion can be applied to daggers,
arrows (10 for each dose), and darts; the poison wears off after
use, so you will need to re-apply the poison. Do not make too many
of these; there is more demand for super strength potions.
Upon reaching this level, you can make super defense potions. These
require cadantine and white berries. These increase one's defense
level by 15%. These also sell quite well, and PKers and duelers are
eager to buy a "super set," or one potion each of super attack,
super strength, and super defense; all of the super potions can be
sold together for more money than if sold separately.
Now you can make ranging potions. These require dwarf weed and Wine
of Zamorak. to get Wine of Zamorak, visit the the Chaos Temple just
south of the Wilderness. You can either telegrab the wine or try to
take the wine normally. When you attempt to take the wine, the
Monks of Zamorak will attack you, and will cast curse spells on
you. If you wish to save law runes, bring stat restore potions with
you to cancel the effects of the curses. Also, bring a friend or
two with you, as it is almost impossible to keep all of the monks
dead at the same time by yourself. Ranging potions do not sell
well, but they give good experience (165).
If you have kept at it this long, you will be able to make the
final potion: the Potion of Zamorak. In order to make this, you
will need torstol and jangerberries. To get torstol, you need to
have an agility level of 67 (or a thieving level of 84 and a
lockpick) and runes for strike spells. You need to kill Salarin the
Twisted, who can only be killed by strike spells. He will sometimes
drop a Sinister Key, which opens a chest containing one torstol and
eight other herbs. Opening the chest will poison you, so bring a
cure poison or poison antidote potion. Jangerberries can be
collected on an island to the west of Yanille; you can either
telegrab them or swing on the trees to get onto the island (bring
ropes). Jangerberries are edible, so be careful when using them.
The Potion of Zamorak temporarily increases attack, strength, and
prayer points, and decreases defense and hitpoints. Few people can
make this potion, so there is not a fixed price for them; 5-7k
would be a good estimate for the average price.
Herb Probabilities (Regularly Updated)
Sometimes it can be useful to know how often one gets certain kinds
of herbs; for instance, a low-level herblawist can figure out how
many of his or her herbs can be immediately used. This information
is also useful for the Mixed Herb Experience Calculator (see
below). The odds of getting a certain type of herb are:
Guam Leaf: 25.8%
Ranaar Weed: 8.1%
Irit Leaf: 6.8%
Dwarf Weed: 1.6%
Torstol is not included in this, since its occurence is
Note: These figures are based on the results of my
herb-collecting; only herbs that I have collected myself from Chaos
Druids are counted. The figures are an approximation and are in the
process of being fine-tuned.
Mixed Herb Experience Calculator (Regularly Updated)
There are many experience calculators out there, but they are only
useful when calculating the experience for a batch of a single
herb. Sometimes it is more useful to predict how much experience
one can get from a load of mixed herbs. In order to do this, I have
provided the Estimated Mixed Herb Experience Calculator (patent
pending). Because I am not at all good at computer science, I
cannot write out a program for it. No problem. Just get out a
calculator and follow my directions. First, add together the
Experience-Per-Unit (EPU) values for all of the potions that you
can make (leave out any herb types that you drop). The EPU value is
found by multiplying the experience value of the potion by the
probability of getting the relevant herb. The EPU values for each
Cure Poison: 6.871118012
Stat Restore: 7.569875776
Prayer Restore: 7.065217391
Super Attack: 6.832298137
Poison Antidote: 7.242236025
Super Strength: 5.046583851
Weapon Poison: 5.551242236
Super Defense: 5.124223602
Note: Since they are based on the herb percentages given above,
these figures are an approximation and are in the process of being fine-tuned.
Three herbs (ranaar weed, irit leaf, and kwuarm) have two EPU
values, so only use the value for the potion that you intend to
make; herblawists who make both at the same time can either use the
lower value or average them together (see below for details).
Anyway, the total sum of your relevant EPU values will give the
average experience value for one herb in your inventory (remember,
unidentified and/or unusable herbs are not included). Multiply this
number by the number of inventory slots available for herb
collection and the result is the amount of experience that you can
expect to get from each trip to the Chaos Druids.
Example: I can make all potions super strength and below and make
super attack and prayer restore potions, so my total EPU values
would be 53.26086957. I usually have 23 inventory slots reserved
for herbs, so I can expect to get about 1225 experience points from
each load of herbs.
Advanced Calculator Techniques: If you make two different
potions for a single herb on a regular basis, you can average the
EPU values together by multiplying the ratio for each herb, add the
values together, then divide by the total.
Example: Let's say that for every five ranaar weeds I collect, I
make three prayer restore potions and two defense potions. I would
multiply the value for prayer restore potions by 3 (21.19565217)
and the value for defense potions by two (12.11180124), add them
together (33.30745342) and divide by 5, giving 6.661490683. This
number would then be used for the ranaar weed EPU value in your
Turcáno's Herblaw Map
For those of you who aren't very good at finding your way around
RuneScape or can't follow someone's directions to save your life, I
have provided a map which locations of herblaw materials indicated
on it. I feel that this map is superior to the old herblaw map
(found on the toolkit and probably on a lot of other sites) on two
~The old herblaw map only covers free-to-play areas, so all
pay-to-play areas are neglected (which means that many materials
cannot be found on it).
~The old herblaw map give the locations of all monsters that drop
herbs, while my map only gives the locations of members of the
Druid family, which are much more productive.
Click Here To See The Map
(Unfortunately, the map seems to be offline at the moment)
Tips & Tricks
Do not sell your herbs. I cannot stress this enough. When
you sell herbs, you are selling the experience that you could have
had for yourself.
Buy Unidentified Herbs At Your Own Risk. You should buy
identified herbs whenever possible. The experience given for
identifying herbs is insignificant when compared to the experience
given for making the potion. It also guarantees that you will not
be scammed; many unscrupulous herb salesmen will deliberately not
identify a batch of guam leaves and sell them for 2-2.5k each (they
will be the most expensive guam leaves you can buy). However, many
people sell unidentified herbs because they cannot identify them
themselves; they will usually state the lowest level the herbs
could be when advertising. Still, there is the possibility of being
scammed. Try to buy from people you can trust. Also, try not to buy
herbs for more than you can sell the potions for.
Keep Your Customers. A good customer is worth his or her
weight in gold. If you find one, try to keep this person as
satisfied as possible (prompt service is a plus) so that they will
continue to buy from you.
Don't Give Up On Low-Level Potions. Many people stop making
low-level potions because they see this as a waste of time. It is
not. Herblaw is a slow skill to build, and you will need all the
experience you can get.
Quests. Three quests give herblaw experience as a reward.
One that you have already done is the Druidic Ritual quest; the
other two are the Tribal Potion and Digsite quests. I suggest that
you do these quests immediately; as I have said repeatedly, herblaw
is a slow skill to gain experience in, and taking advantage of
every opportunity to gain more experience cannot be
Stockpile Vials. Having too many vials (can you even have
too many vials?) is much better than not having enough vials. Buy
or make vials on a regular basis to avoid shortages at inopportune
Make a Routine. I won't lie to you; the training of herblaw
can be quite tedious at times (I have found that this is
particularly true if you neglect a certain herb - usually marrentil
- and let it pile up). This tedium is due largely to an inefficient
training system that slows the process down. Either borrow or
invent an efficient manner of potion-making. I borrowed Ethalsar's
routine of immediately putting herbs into vials when I get them.
Ethalsar claims that this saves bank space, but this has not been
my experience; there is actually less free bank space should you
run out of vials. However, I like it because most of the
preparatory work is already done and one simply has to collect
second ingredients to make the potions.
Greenman's Ale. This interesting lager can be purchased at
the Yanille tavern for 10gp. It temporarily increases one's herblaw
level by one. This is not cumulative; drinking more than one will
not keep adding extra levels. If you are dying to make potions or
identify herbs and are one level short, by all means take advantage
Well, that's all the information I can give you. If you need more
information, consult Ethalsar's Herblaw Guide; it is arguably the
most comprehensive study on the subject of herblaw (even I learned
a thing or two).
Special thanks to
Ethalsar for providing information about ranging potions, torstol,
and the Potion and Zamorak, as well as for the information
concerning experience values and pictures of potions. I would also
like to thank Zybez for information pertaining to the manufacture
of vials. Thanks to JAGeX for the map and pictures of
I am continually updating this guide, so check back often.
Comments, corrections, and additions are encouraged.
Source: RSDemon Online,