Patch yield ledger

OSRS Herb Run Calculator

Estimate a herb run from the number of planted patches, expected herbs per surviving patch, seed cost and herb sale value.

Set activity assumptions

Estimated gp profit

5,400

Secondary output: 72.

How it works

A herb run is an expected-value calculation, not a harvest simulator: everything random belongs inside the average you enter.

The patches this page is sized for

The default of nine patches matches the set below. Two of them cannot be diseased at all, which is a common reason two players report different averages from the same seed.

PatchAccess requirementCan be diseased
ArdougneNoneYes
CatherbyNoneYes
FaladorNoneYes
MorytaniaPriest in PerilYes
HosidiusHosidius favourYes
Farming Guild65 FarmingYes
Harmony IslandThe Great Brain RobberyYes
TrollheimMy Arm’s Big AdventureNo
WeissMaking Friends with My ArmNo

What belongs in the average, and what belongs in the seed cost

Yield per patch is not a published constant: it rises with Farming level, ultracompost, magic secateurs and location bonuses, and falls when a patch dies. Measure one average across several runs of the same setup. Recurring per-patch spending — compost, a protection payment — belongs in the seed-cost field, since both are spent once per patch before anything is harvested.

Interpretation thresholds

Break-even herb price is per-patch spend divided by herbs per patch: at 1,000 gp of seed and eight herbs a patch a run stops paying below 125 gp per herb, and the same seed at six herbs needs 167 gp. The supply test follows: an extra 1,000 gp per patch on compost and protection only pays if it lifts the average by 1,000 ÷ herb price herbs. At a 200 gp herb that is five extra herbs, which no supply delivers; at a 1,500 gp herb it is 0.67 of a herb, which ultracompost clears comfortably.

herbs=patches×herbs per patchprofit=herbs×herb pricepatches×seed cost\begin{aligned} \text{herbs} &= \text{patches} \times \text{herbs per patch} \\ \text{profit} &= \text{herbs} \times \text{herb price} - \text{patches} \times \text{seed cost} \end{aligned}
Inputs are kept at full precision. Discrete counts round up when a partial action cannot complete the goal; probabilities and rates keep their fractional meaning.

Worked example

Nine patches averaging eight herbs produce 72 herbs. At 200 gp per herb and 1,000 gp per seed, the run yields an estimated 5,400 gp before other costs. Second worked example: the same nine patches averaging 7.5 herbs of a 1,500 gp herb from 2,000 gp seeds produce 67.5 herbs worth 101,250 gp against 18,000 gp of seed, for 83,250 gp. Dropping the average to six herbs removes 20,250 gp without changing a single price.

Interpreting the result

Start by checking that each field describes the same scenario as the result: levels are visible base levels, bonuses are entered separately, costs are per unit, and a one-in-X rate means one divided by X on each eligible roll. The calculator updates immediately and writes the complete input state into the address bar. “Copy link” preserves those assumptions; “Copy result” copies a short summary rather than the entire method.

Do not treat a rounded count as an hourly rate. A required-action total says how many successful units complete the target under the entered reward. Banking, movement, failed attempts, animation timing, missed ticks and setup changes affect elapsed time. When time matters, measure a representative session with the same method and divide the required count by the observed successful actions per hour.

Economic outputs are arithmetic scenarios rather than live market quotations. Check current item values before buying supplies, include any outputs that can be sold, and consider limits or low-volume price movement. Probability outputs describe repeated independent trials; they do not promise that a result arrives at the displayed attempt count. The visible formula is the authority for what this page includes.

Read this as a planning estimate. Game updates, equipment effects, failures, travel, downtime and live prices can move a real session away from the mathematical result. Check the inputs against the account and use the output as a reproducible baseline.

Questions about OSRS Herb Run Calculator

Does it account for diseased herbs?
Use a lower average yield to incorporate dead patches, or calculate surviving patches only.
Are prices live?
No. Enter the prices you can currently buy and sell at.
Does the result include ultracompost?
Not separately. Add its per-patch cost to the effective seed cost if you want it included.
Which nine herb patches does the default assume?
Ardougne, Catherby, Falador, Morytania, Hosidius, the Farming Guild, Harmony Island, Trollheim and Weiss. Reduce the patch count to match your unlocks rather than lowering the yield.
Which herb patches cannot be diseased?
Trollheim and Weiss. Because they never die, they lift the average herbs per patch across a run — one reason a measured average beats a borrowed one.
Where should ultracompost and protection payments go?
Add them to the seed-cost field. The arithmetic charges seed cost once per patch, exactly how a compost or protection payment behaves.

Sources

Mechanics and fixed tables were reviewed in 2026. Price-like inputs are user-controlled or approximate rather than live quotes. Source links name the public reference used for the page; the visible formula states the exact implementation.

  1. Old School RuneScape Wiki — Herb patchPatch locations, access requirements, and the disease-free status of the Trollheim and Weiss patches, reviewed 2026.
  2. Old School RuneScape Wiki — FarmingGrowth, disease and harvest mechanics behind the yield average, reviewed 2026.
  3. Old School RuneScape Wiki — UltracompostCompost effect on disease chance and harvest yield, reviewed 2026.

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