The short version
30-second read- Non-combat methods reach about 1.65M an hour. Mastering Mixology leads, and tanning green dragonhide pays about 1.03M with no skill requirement at all.
- Risk means what a death costs. Outside the Wilderness you keep 3 items, and grave fees for the rest are capped at 500k.
- Herb runs beat birdhouses per run. About 187k per 6-minute ranarr run against about 61k per birdhouse run; most accounts do both.
- Sepulchre and Giant Mole still carry status risk. The wiki treats those deaths as dangerous, so hardcore ironmen should count them as real risk.
Overview
Low-risk money making means the worst outcome is lost supplies or a reclaim fee, never a player killer walking off with your gear. It costs less than most players think: the wiki lists tanning green dragonhide, a bank loop with no skill requirement, at about 1.03M an hour, and Mastering Mixology at about 1.65M.
This page filters the wider money hub by risk. Wilderness methods live in the Wilderness guide, and bosses that kill you while you learn them are in bosses for money.
| Detail | Value |
|---|---|
| Account stage | Any members account; the non-combat rows suit HCIM-minded players |
| Top non-combat row here | About 1.65M (Mastering Mixology, 60 Herblore) |
| No-skill option | About 1.03M (tanning green dragonhide, about 5M capital) |
| Timers on top | Herb runs about 187k per run, birdhouses about 61k per run |
| Worst case | A reclaim fee; grave fees are capped at 500k |
| Attention | AFK (Motherlode Mine) to high (Hallowed Sepulchre) |
| Solo/team | Solo |
Pick your method
Every GP figure is the wiki's hourly profit for that method, after Grand Exchange tax. The risk column uses the scale in the next section.
| Method | GP/hr (wiki) | Requirements | Risk | Attention | Best for |
|---|---|---|---|---|---|
| Tanning green dragonhide | about 1.03M | None; about 5M capital recommended | None | Low | Main, low level |
| Casting Spin Flax | about 997k | Magic 76, Lunar Diplomacy | None | Medium | Main |
| Mastering Mixology | about 1.65M | Herblore 60 (81 recommended), Children of the Sun | None | Medium | Main |
| Guardians of the Rift | about 1.17M | Runecraft 27 (77+ recommended), Temple of the Eye | None | Medium | Main, ironman |
| Subduing Tempoross | about 361k | Fishing 35 | None | Medium | Low level, ironman |
| Motherlode Mine | about 257k | Mining 85+ (figure assumes 99 and the prospector outfit) | None | AFK | Ironman, AFK |
| Pickpocketing master farmers | about 1.21M | Thieving 38 (figure assumes 94), Rogue equipment, hard Ardougne Diary | Very low (stun damage below 94) | Medium | Main, ironman |
| Herb runs, ranarr | about 187k per 6-minute run | Farming 32 | None | Low | Everyone |
| Birdhouse runs | about 61k per 1.4-minute run | Bone Voyage (figure assumes 99 Hunter) | None | Low | Everyone |
| Killing gargoyles | about 906k | Slayer 75, Priest in Peril | Very low | Low | Main |
| Green dragons, Myths' Guild | about 976k | Dragon Slayer II | Very low (safespot) | Medium | Main |
| Giant Mole with Dharok's | about 875k | 70+ melee, 43 Prayer, hard Falador Diary | Low | Low | Main |
| Hallowed Sepulchre, floor 5 | about 1.73M | Agility 87, Sins of the Father | Low | High | Main |
GP/hr figures are the wiki's at 14 October 2026 and move with Grand Exchange prices.
Two notes on reading it. The herb and birdhouse figures are per run because you repeat them on a timer; the wiki also gives an effective hourly rate (about 1.87M and 2.61M) that only applies if you could run them back to back. Several rows also assume a finished setup: Motherlode at 99 Mining, master farmers at 94 Thieving, Guardians of the Rift at 85 Runecraft.
How the risk column works
Risk here means what a death costs you, using the wiki's death rules rather than a feeling about how dangerous something looks.
| Risk | What it means | What a death costs |
|---|---|---|
| None | Nothing in the activity can kill you: bank-standing processing, skilling, and minigames the wiki classes as non-combat (Guardians of the Rift, Mastering Mixology, Tempoross). | Nothing, unless you walk in already poisoned. |
| Very low | Combat or damage outside the Wilderness that is slow, avoidable or safespotted. | You keep your 3 most valuable items (4 with Protect Item); the rest wait in a grave for 15 minutes. Items under 100k reclaim free; 1k each from 100k to 1M, 10k each from 1M to 10M, 100k each above that, capped at 500k. |
| Low | Content that kills you if you misplay: the Giant Mole while you sit at low HP in Dharok's, or the Hallowed Sepulchre, which the wiki lists as a dangerous minigame. | Grave fees at the Giant Mole; in the Sepulchre the Mysterious Stranger in the lobby holds your items for a 25,000-coin fee (Item Retrieval Service). |
| Not on this page | Wilderness methods and bosses you are still learning. | In the Wilderness a player killer takes your unprotected items; skulled, you keep none (1 with Protect Item). |
Miss the 15-minute grave window and items move to Death's Office, which charges 5% on anything worth 100k or more (Death/Item Recovery Fees). Fees come out of Death's Coffer first, then your bank.

Vorkath shows where the line sits. It pays about 4.1M an hour with a dragon hunter lance (Killing Vorkath), but deaths in its instance go to Torfinn's item retrieval service at 100,000 coins, and a new player pays that more than once. Treat it as a learning cost, not a low-risk method.
Herb runs vs birdhouse runs
These are the two timers most low-risk accounts run, and the usual question is which one deserves the time if you only do one.
| Detail | Herb run (ranarr) | Birdhouse run |
|---|---|---|
| Profit per run (wiki) | about 187k | about 61k |
| Minutes per run (wiki) | 6 | 1.4 |
| Repeat every (wiki) | 90 minutes | 50 minutes |
| Wiki effective GP/hr | about 1.87M | about 2.61M |
| Four runs a day | about 748k | about 244k |
| What the wiki figure assumes | Farming 32 (65 for the Farming Guild patch), 10 patches, ultracompost | Bone Voyage, 99 Hunter, four redwood bird houses |
| Risk | None | None |
Verdict: pick herb runs if you only do one, because each run pays about three times as much; add birdhouses once your Hunter is high, since a 1.4-minute run every 50 minutes fits between almost anything. Most accounts with both unlocked do both. Routes are in the herb run guide and the birdhouse guide.

Requirements
Low risk has no requirement of its own. The gates belong to the methods, and most of them are quests.
| Requirement | Detail |
|---|---|
| Quests for the best rows | Lunar Diplomacy (Spin Flax), Children of the Sun (Mastering Mixology), Temple of the Eye (Guardians of the Rift), Bone Voyage (birdhouses), Dragon Slayer II (Myths' Guild), Sins of the Father (Sepulchre), Priest in Peril (gargoyles). |
| Skills | Herblore 60 for Mixology, Magic 76 for Spin Flax, Runecraft 27 for Guardians of the Rift, Slayer 75 for gargoyles, Agility 87 for Sepulchre floor 5. |
| Capital for processing | About 5M for green dragonhide tanning, enough for the wiki's rate of 3,500 hides an hour. |
| Requirement | Detail |
|---|---|
| Herb runs and birdhouses | Run them alongside whatever active method you pick. |
| Protect Item (25 Prayer) | Keeps a fourth item on any unsafe death. |
| Coins in Death's Coffer | Grave and Death's Office fees come out of the coffer before your bank. |
Setup
Set up around one active method and two timers.
- 1
Plant herbs and set bird houses before anything else, so their timers run while you work.
- 2
Pick one active row from the table that you already have the requirements for.
- 3
For processing rows, buy one hour of inputs and check the margin on a single item first.
- 4
Before any combat row, put coins in Death's Coffer so a reclaim never touches the bank you are saving.
- 5
Leave anything you could not afford to reclaim at home:
each item worth 10M or more costs 100k to take back from a grave.
Route and Process
A low-risk session is two timers wrapped around one block of the active method. A 90-minute block looks like this:
- 1
Minute 0: herb run, about 6 minutes.
- 2
Minute 6: birdhouse run, about 1.4 minutes.
- 3
Minutes 8–56:
your active method.
- 4
Minute 56: second birdhouse run, once the 50-minute timer is up.
- 5
Minutes 58–90:
active method again, then the next herb run.
With green dragonhide tanning as the active method, that block comes to about 1.7M on the wiki's figures: about 187k from herbs, about 122k from two birdhouse runs and about 1.4M from 81 minutes of tanning.
Costs to Subtract
Costs should be inputs, runes and fees. If kit loss appears in the ledger, you left the category.
- Grand Exchange tax: 2% of each sale, capped at 5M per item. The wiki figures already include it.
- Tanning fee: 20 coins per green dragonhide at Ellis.
- Spin Flax runes: 1 astral and 2 nature runes per cast of 5 flax.
- Herb run inputs: one ranarr seed and one ultracompost per patch in the wiki's figure.
- Combat rows: food and potions (the gargoyle figure assumes 20 sharks and 2 super combat potions an hour), plus any reclaim fee.
How to Calculate Realistic Profit
Same ledger as any method, with one line removed: if you need a deaths line, the method is not low-risk for you yet.
- 1
Time one session at your real attention level.
- 2
Value outputs at what you actually sold for, after the 2% tax.
- 3
Subtract inputs, fees and teleports.
- 4
Count timer runs at their per-run value, not the wiki's effective hourly rate.
- 5
Compare with the wiki row.
A big gap usually means a missing unlock (prospector outfit, Rogue equipment, Ardougne Diary), not bad luck.
Ironman Relevance
Low risk is the default for any Hardcore Ironman. The wiki's rule is plain: a death that would cost your hardcore status is unsafe, and every dangerous-minigame death counts, so the Sepulchre and Giant Mole rows are status risks even though their item cost is small.
Two more traps. Hardcore group ironmen lose status even in PvM activities the wiki labels as safe deaths. And dying at Tempoross is classed as unsafe; the boss does no damage, so only poison or venom you bring in can cause it.
For iron money, the non-combat rows also feed the account: Guardians of the Rift for runes, master farmers for seeds, birdhouses for nests. Routes are in the ironman money making guide.
Common Mistakes
Most big losses on safe methods come from a risk the player stopped noticing because it usually goes fine.
- Treating the Wilderness Agility course as skilling. It is in the Wilderness, so a player killer gets everything except your 3 most valuable items.
- Wearing 10M+ items on combat rows that do not need them. Each costs 100k to reclaim from a grave, and Death's Office takes 5% once the 15 minutes run out.
- Learning Vorkath and filing the 100,000-coin Torfinn fees under a safe plan. Until your trips are consistent it belongs in the bosses for money bracket.
- Comparing herb runs with active methods at the wiki's effective rate of about 1.87M an hour. You collect about 187k each time you actually do a run.
- Sitting at 1 HP in Dharok's at the Giant Mole without Protect from Melee. The wiki warns the mole can easily kill you there.
When to Move On
Switch when one of these is true:
- Your goal needs more than about 1.7M an hour and you accept a fee line in the ledger. Move to bosses for money on purpose.
- You can finish Vorkath trips on a cheap setup without dying. At about 4.1M an hour it beats every row above, and the risk becomes a fee you rarely pay.
- Your skilling rows are maxed out and the next jump is a Slayer unlock; the Slayer money guide lists the profitable tasks by level.
FAQ
What is the safest good money maker?
With no combat at all, the best rows in the table above are Mastering Mixology (about 1.65M, 60 Herblore) and, with no skill requirement, tanning green dragonhide (about 1.03M). The wiki's full list goes higher at high levels, for example smelting runite bars at the Blast Furnace at about 2.68M with 85 Smithing. Add herb runs and birdhouses on top.
Is flipping low risk?
It has no death risk, but the capital risk is real: an item can drop while your offer sits. Keep each item a small share of your cash; see the flipping guide.
Are bosses low risk?
Only once you stop dying. Vorkath deaths cost 100,000 coins at Torfinn, and Zulrah deaths are free only for your first 50 successful kills, then 100,000. See bosses for money.
Can HCIM use this page?
Yes, row by row. The non-combat rows (processing, Guardians of the Rift, Mixology, timers) cannot cost your status. The Giant Mole and the Sepulchre can, because the wiki treats those deaths as dangerous.
Is the Hallowed Sepulchre safe?
No. The wiki lists it as a dangerous minigame: die inside and the Mysterious Stranger in the lobby holds your items, and a hardcore ironman loses status. The traps do the damage, so the risk is your own mistakes.
What is the best AFK low-risk money maker?
Motherlode Mine is the lowest-effort row, at about 257k an hour with 99 Mining and the prospector outfit. Tanning and Spin Flax pay about four times as much but need steady clicking.
Still stuck on a mechanic? Ask the team on our Discord, it is free.
Where paid help fits
If safe methods cannot fund a goal in the time you have, our OSRS gold page lists the current rate per million. Price it against your own hours from the tables above before you decide.
Bottom Line
The methods on this page reach about 1.65M an hour without combat (Mastering Mixology) and about 1.73M with the Sepulchre's small death risk. Herb runs and birdhouses add about 187k and 61k a run on top.
Keep anything you cannot afford to reclaim in the bank, and opt into Wilderness or learning-curve bosses on purpose, never by drift.
Sources
Numbers and mechanics on this page come from these 21 OSRS Wiki pages:
- Money making guide/Tanning green dragonhide
- Money making guide/Casting Spin Flax
- Money making guide/Mastering Mixology
- Money making guide/Guardians of the Rift
- Money making guide/Subduing Tempoross
- Money making guide/Motherlode Mine
- Money making guide/Pickpocketing master farmers
- Money making guide/Farming ranarr weed
- Money making guide/Bird house trapping
- Money making guide/Killing gargoyles
- Money making guide/Killing green dragons (Myths Guild)
- Money making guide/Killing the Giant Mole (Dharok's)
- Money making guide/Hallowed Sepulchre (Floor 5)
- Item Retrieval Service
- Death/Item Recovery Fees
- Money making guide/Killing Vorkath (Dragon hunter lance)
- Money making guide/Smelting runite bars at Blast Furnace
- Money making guide
- Grave
- Items Kept on Death
- Minigames
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