Skill guide

OSRS Mining Guide 1–99: Fastest XP and AFK Training

Mining 1–99: quest XP to 37, iron to 45 or 70, then 3-tick granite or Volcanic Mine — plus Motherlode nuggets, Blast Mine and the prospector maths.

Bils Services TeamWiki-checked 14 Oct 202644 min read33 views0 comments
Mining Guide 1–99 — Bils Services OSRS guide

The short version

30-second read
  • Pickaxe tier only changes roll speed. It never changes the chance per roll, and tick manipulation bypasses that timer, so skip a crystal pickaxe for granite.
  • The Dig Site is the big early quest. It gives 15,300 Mining XP and needs 10 Agility, 10 Herblore and 25 Thieving.
  • Volcanic Mine needs Bone Voyage. Get it done early, since an unfinished Bone Voyage is the usual reason players start a route and finish neither.
  • Crashed stars are the lowest-attention Mining. Each tier can be mined for seven minutes without input, and a star lasts 42 to 63 minutes.
012 min

Why Mining Is Worth 1–99

Mining is the gathering skill where the fastest method and the productive method point in opposite directions, and almost every argument about how to train it comes back to that. Three-tick granite is the quickest experience in the skill from level 45 onwards, and it hands you nothing you would keep: granite is dropped on the ground between mines, and the pickaxe most people use for it destroys a third of what it produces on purpose. The methods that fill a bank instead (pay-dirt at the Motherlode Mine, gem rocks under Shilo Village, runite out of the Blast Mine) are all slower. So the first question is not which method is best. It is whether you want a level or a stockpile, because Mining feeds Smithing and the ore you drop today is the bar you do not have later.

The second oddity is that your pickaxe does not make you better at mining. Tier only changes how often the game rolls to give you a rock: eight ticks apart with a bronze pickaxe, three with a rune one, and 2.83 on average with a dragon. The chance on each of those rolls comes from your Mining level alone, so a bronze pickaxe and a rune pickaxe succeed equally often per roll. Tick manipulation is built on exactly that gap: use swamp tar on a clean herb to set up a three-tick cycle, step to the next rock, and the roll timer is bypassed, which is why the wiki notes that a bronze pickaxe can be made to roll every three ticks instead of eight. It is also why the crystal pickaxe, the best tool in the skill, does nothing at all for the fastest method in the skill.

The rest is geography and admission fees, and they are decided before you mine anything. Granite comes from the Bandit Camp Quarry, which damages you with desert heat until you carry a specific counter for it, or from the Cape Conch mine, which does not, provided you have partly finished Troubled Tortugans. Volcanic Mine wants Bone Voyage and thirty numulites every time you walk in. Gem rocks are barely worth mining until the medium Karamja Diary opens the underground part of the Shilo Village mine. And the prospector kit is not a drop at all. It is a purchase: 180 golden nuggets from Prospector Percy, roughly ten hours of Motherlode Mine, for two and a half per cent.

Bils Services offers hand-done Mining training if you would rather not do the grind yourself. Everything below works without it.

The XP rates below are the OSRS Wiki's figures for efficient play, taken from Pay-to-play Mining training, Motherlode Mine and Volcanic Mine. Expect the low end of each range while you are still learning a method. Grand Exchange prices move daily, so where a method pays we give you quantities (ores, gems, stardust) and leave the pricing to the day you sell.

022 min

Pick Your Method

Table 1Mining methods compared: OSRS Wiki XP rates for efficient play11 rows
MethodLevelsXP/hr (wiki)Profit or outputAttentionRequirementsBest for
Iron, dropped15–45, or to 7045,000–55,000 below 60; 70,000–80,000 in the Mining Guild from 60Iron ore, usually droppedHighVarrock armour 1 helps; 60 Mining for the guildEarly levels; the no-tick route to 70
3-tick granite45–9987,000 at 45, 109,000 at 75, 126,000 at 99 (about 63,000 at best without tick manipulation)Nothing to bank; about 9,700 Smithing XP/hr at 99 with an infernal pickaxeExtremely highTick manipulation; Cape Conch (Troubled Tortugans started) or desert heat protection at the quarryFastest XP, mains
Motherlode Mine30–9926,000 at 40, 48,000 at 70, 64,000 at 99Coal, gold, mithril, adamantite and some runite; a golden nugget per 32 pay-dirt on averageLow30 Mining; 57 Mining and 100 nuggets for the upper levelAFK, ironmen, the prospector kit
Volcanic Mine70–99 (entry at 50)68,000 at 70 to 84,000 at 99 with a dragon pickaxe; 94,000 at 99 with a crystal pickaxeReward points, 15,400–17,200 an hour at those rates; little direct profitModerateBone Voyage; 30 numulites a game or 3,000 once; a 3–5 player team; good foodFast XP without tick manipulation
Gem rocks (underground Shilo)40–9989,000 at 40 to 110,000 at 99 with 3-tick; 40,000 to 75,000 withoutUncut gems, about 1,650 an hour at top rates, mostly opals and jadesVery high; extremely high with 3-tickMedium Karamja Diary; charged amulet of glory; gem bagProfit, ironman gems, rock golem
Blast Mine75–9965,000–76,000 at 75; 87,000–101,000 at 99Ores including runite; around 330 dynamite used an hourHighDynamite, chisel, tinderbox; run energySolo profit
Lead rocks, Deepfin Mine60–9990,000–100,000 with mining enhancersLead ore, droppedHigh67 Sailing; superior or expert mining glovesA no-tick alternative to guild iron
Calcified rocks, Cam Torum41–9923,500–49,000 normally; 40,000–94,000 with 3-tick and waterBlessed bone shards, about 3,000 an hour at 99 normallyLow normallyPerilous Moons startedPrayer on the side
Rubium rocks48–99About 39,000 at 48 to 64,000 at 99Stackable rubium splintersLow60 Sailing; Charred Island; dragonfire protectionLow-attention profit
Crashed stars10–99, fully from 6024,900 at 60 to 29,800 at 99 with a dragon pickaxeStardust, about 780–930 an hour with a dragon pickaxeExtremely lowA star at your level; some scoutingAFK, the celestial ring
Amethyst92–9920,000–25,00080–100 amethyst an hourVery low92 Mining; expert mining gloves recommendedAFK profit

Every rate above comes from the wiki's Pay-to-play Mining training tables, except the Motherlode Mine row, which uses the level table on the Motherlode Mine page. Those are efficient-play numbers: the granite figures assume Varrock armour 2 or better and an uncharged celestial ring, with the full prospector bonus from 75, and the gem rock figures assume a charged glory and the prospector kit. Read the table as a ranking first and a promise second.

Two rows decide most accounts. Granite is two to three times the Motherlode rate at every level where both are available, and Volcanic Mine sits between them for players who will not tick manipulate. For the profit side of the same rocks (gem rocks against the Blast Mine, Motherlode ore values, amethyst), our Mining money making guide does the GP maths so this page can stay on experience.

034 min

Quest XP and the Unlocks That Matter

Table 2Mining: the quest XP and the unlocks that actually change your route13 rows
UnlockWhat it givesWhat it changes
The Dig Site15,300 Mining XP. Needs 10 Agility, 10 Herblore and 25 Thieving.The largest early award by a wide margin and the anchor of the questing start. Nothing you mine in the first hour comes close.
Doric's Quest, Plague City, The Giant Dwarf, The Lost Tribe, Another Slice of H.A.M.1,300, 2,425, 2,500, 3,000 and 3,000 Mining XP.With The Dig Site these six total 27,525 XP, which is level 1 to 37 without swinging a pickaxe, and they leave you able to use an adamant pickaxe from your first real trip.
Varrock Diary task setsVarrock armour: a 10% chance to mine two ores at once.Tier 1 covers iron, tier 2 covers granite and tier 4 covers amethyst. It does nothing at the Motherlode Mine, the Blast Mine, the Volcanic Mine or on gem rocks, so it is worth knowing which method you are dressing for.
Medium Falador DiaryA Motherlode shortcut needing 54 Agility, landing you near the bank chest and reasonably near the hopper.Turns Motherlode from a walk into a loop. The elite diary separately raises your chance of the higher-level ores, and the hard diary is why some players own a prospector helmet at all.
Medium Karamja DiaryThe underground section of the Shilo Village mine, with many gem rocks and a bank deposit box.Without it, gem rocks are not worth mining: the surface has far fewer rocks. With it, they are the fastest route to the rock golem on average.
Troubled Tortugans, startedThe Cape Conch mine, which holds granite and sandstone with no desert heat.Removes an entire equipment problem from the fastest method. 61 Agility shortens the trip there considerably; without it you go by rowboat.
Bone VoyageFossil Island, and therefore the Volcanic Mine.This is the gate on the whole non-tick route above 70, so it is worth doing before you reach the level rather than after.
Perilous Moons, startedCalcified rocks in the Cam Torum Mine.A low-attention band that also pays in blessed bone shards, which is Prayer experience rather than ore.
Song of the Elves40,000 Mining XP, Prifddinas, Zalcano and the crystal pickaxe. Needs 70 Mining and seven other level 70s.A grandmaster quest you do for other reasons that happens to move your Mining bar and unlock a skilling boss fought entirely with Mining, Smithing and Runecraft.
A Kingdom DividedInfernal shale in the Chasm of Fire, at 78 Mining.Shale is untradeable until it is crushed with a hammer and chisel, and crushing gives no experience, which is why it is a profit method rather than an XP one.
60 SailingRubium rocks in the Charred Dungeon on Charred Island, from 48 Mining.A low-attention option whose real requirement is the trip: you sail from Red Rock (Red Reef started) or the Void Knights' Outpost, and aggressive red and black dragons sit between you and the rocks, so bring dragonfire protection or 37 Prayer for Protect from Magic.
67 SailingDeepfin Mine and its lead rocks.With superior or expert mining gloves, lead plays like guild iron at 90,000–100,000 XP an hour, no tick manipulation needed.
The late quest lumpsDragon Slayer II 60,000 at 68 Mining, Making Friends with My Arm 50,000 at 72, The Curse of Arrav 40,000 at 64, The Heart of Darkness 8,000 at 55, Enakhra's Lament 7,000, Between a Rock... 5,000 at 40, Fallen From Grace 5,000 at 53, Heroes' Quest 2,575 at 50, The Forsaken Tower 500.Every quest that awards Mining XP adds up to 245,600, and most of it sits above level 60 where the levels are long. Clearing these is the cheapest chunk of the second half of the skill.

The six-quest opening is the one piece of Mining advice that is almost universal, and it is worth understanding why rather than just doing it. Copper and tin give 17.5 experience a rock and iron gives 35, so levels 1 to 37 are the band where each individual click is worth least. Handing that band to quests you would probably do anyway costs you nothing and skips the part of the skill nobody defends.

Enakhra's Lament deserves a separate mention because its reward is a route rather than a number. It gives the camulet, which teleports you to Enakhra's Temple, a short run north-east of the Bandit Camp Quarry and the standard way in for anyone three-ticking granite in the desert. Finish the hard Desert Diary and you can switch the teleport to the temple entrance beside the quarry instead.

One thing to check before you plan around a diary: the Varrock armour tiers and the Mining cape both grant an extra-ore chance, and neither works everywhere. The armour's double-ore roll does nothing at seven of the methods on this page (Motherlode, the Blast Mine, Volcanic Mine, gem rocks, calcified rocks, crashed stars and infernal shale), and the cape's bonus applies to ore up to adamantite, which means it stops mattering at runite and amethyst.

045 min

Mining 1–99 Level Path

Table 3Mining 1–99: the band, the method, and what changes at the boundary15 rows
LevelsWhat to doWhy the band ends where it does
1–37, in parallelDoric's Quest, The Dig Site, Plague City, The Giant Dwarf, The Lost Tribe and Another Slice of H.A.M.27,525 experience between them, which lands exactly on 37. The requirements are low and the alternative is the slowest experience in the skill.
1–15Copper or tin, anywhere. The Lumbridge Swamp site is the pick for its lack of players and aggressive monsters and its mix of both rock types.15 is the iron requirement, and iron doubles the experience per rock (35 against 17.5). There is no reason to spend a minute longer here.
15–45Iron at a spot with three rocks in a triangle, dropped as you go. Shift-click dropping on, Varrock armour 1 or better if you have it.Iron respawns in roughly five seconds and the triangle formation lets you work all three rocks without moving your feet, so the band runs on rhythm rather than travel: 45,000–55,000 XP an hour below 60.
45, the forkDecide whether you will tick manipulate. If yes, granite from here. If no, stay on iron.45 is the granite requirement and the single most consequential choice in the skill. Granite without tick manipulation tops out around 63,000 an hour, so it is not worth mining that way; the wiki is blunt about that.
45–99, tick routeThree-tick granite at Cape Conch or the Bandit Camp Quarry, cycling four rocks and dropping one or two pieces between mines.It does not end. Granite is the fastest experience in the skill from 45 all the way to 99 (87,000 an hour at 45, 126,000 at 99), which is why the route has no further branches.
45–60, no-tick routeKeep mining iron at your triangle spot.60 opens the members' area of the Mining Guild, and that is a real change rather than a marginal one.
60–70, no-tick routeIron in the members' Mining Guild, dropping between mines.Respawns in that area are halved, so you stop waiting for rocks entirely, and the area grants an invisible +7 to your Mining level. Expect 70,000–80,000 an hour. 70 is where Volcanic Mine becomes the recommendation.
70–99, no-tick routeVolcanic Mine in a team of three to five, keeping the mine stable while you break the boulder.The fastest thing available to a player who will not tick manipulate: 68,000 an hour at 70 rising to 84,000 at 99 with a dragon pickaxe. Entry is 30 numulites a run or 3,000 once, and you will take heavy damage, so bring good food.
30–99, low attentionMotherlode Mine: veins into pay-dirt, pay-dirt into the hopper, sack into the bank.Never stops being available and never becomes the fastest. Unlock the upper level as soon as you can (57 Mining and 100 nuggets): its veins last 36 to 40 seconds against 23 to 27 on the lower level.
40–99, profitGem rocks in the underground Shilo Village mine with a charged amulet of glory and a gem bag.With tick manipulation these are comparable to granite and they pay; without it they are slow, and mainly for irons who want opals, jades and red topazes.
41–99 and 48–99, low attentionCalcified rocks in Cam Torum, or rubium rocks in the Charred Dungeon.Two bands that overlap everything above and compete on comfort rather than speed. Calcified rocks pay in blessed bone shards; rubium splinters stack, so you barely bank.
60–99, very low attentionCrashed stars, whenever one is findable.Fully available at 60 because the lowest star falls at tier 6. Each tier can be mined for seven minutes with no input at all, and a star lasts 42 to 63 minutes depending on its size.
75–99, profitBlast Mine, with dynamite, a chisel and a tinderbox.75 is where runite enters the ore pool, because the Blast Mine treats you as ten levels higher than you are. Runite is the point of the method; below that the ores are not worth the dynamite.
78–99, profit onlyInfernal shale in the Chasm of Fire, crushed for oathplate armour.Included for completeness rather than recommendation: without tick manipulation and Jim's wet cloth the experience is very low, and with them it is one of the most demanding methods in the game.
92–99, the quiet endAmethyst in the members' Mining Guild, with expert mining gloves.240 experience per crystal, the highest single figure in the skill, at close to the lowest click rate on this page. Varrock armour 4 works here; the Mining cape's extra-ore chance does not.

Read the fork at 45 as the real structure of this table. Everything above it is agreed on by everyone: quests, then copper or tin for a few minutes, then iron at a triangle. Everything below it splits into a route built around hand speed and a route built around unlocks, and the two never rejoin. Players who drift between them tend to arrive at 70 with neither the Volcanic Mine access nor the three-tick muscle memory.

There is a cheap way to test which side you belong on before you commit fifty levels to it. Three-tick iron works at the Legends' Guild mine and the Isle of Souls mine, both of which have four iron rocks close together, using a herb and tar to start the cycle while you move between rocks. The wiki recommends it specifically as practice for granite, and iron is forgiving: a botched cycle costs you a rock rather than a session. If it feels impossible after an hour, take the iron-to-70 route and stop reading the granite section.

The low-attention bands are deliberately listed as overlapping rather than sequential, because that is how people actually use them. Motherlode from 30, calcified rocks from 41, rubium from 48, stars from 60 and amethyst from 92 are all things you drop into for an evening when the granite cycle is not happening, and none of them is a route to 99 that anyone would defend on speed.

  1. 1

    1–37: the six quests, 27,525 XP, no pickaxe needed.

  2. 2

    37–45: iron at a triangle spot, dropped, at 45,000–55,000 XP an hour.

  3. 3

    45–99, fast route:

    3-tick granite, 87,000 rising to 126,000 XP an hour.

  4. 4

    45–70, no-tick route:

    iron, moving into the members' Mining Guild at 60 for 70,000–80,000 an hour.

  5. 5

    70–99, no-tick route:

    Volcanic Mine, 68,000 to 84,000 an hour with a dragon pickaxe.

  6. 6

    Side tracks for the evenings you cannot concentrate:

    Motherlode from 30, gem rocks from 40, stars from 60, the Blast Mine from 75, amethyst from 92.

053 min

Fastest XP Methods

The fastest route has three parts and only one of them is difficult. Clear the six quests for 27,525 experience and level 37. Mine iron at a triangle spot to 45. Then three-tick granite ("3t4g", three-tick four granite) at the Cape Conch mine or the Bandit Camp Quarry, for the remaining fifty-four levels.

The Cape Conch mine on the Great Conch, a sandy canyon with granite and sandstone rocks between cacti
The Cape Conch mine: granite and sandstone with no desert heat, once Troubled Tortugans is started (OSRS Wiki).

The cycle itself is mechanical. Use swamp tar on a clean herb to start a three-tick action, then click a granite rock; timed correctly you skip the delay that normally comes from walking to a rock, and you get a roll every three ticks. Four rocks is the number that keeps the cycle fed. The pieces of granite go on the floor between mines rather than into a bank trip, which means starting the three-tick action, clicking the next rock, dropping the granite and clicking the rock again. Do it one or two pieces at a time rather than in batches, because a late click on the next rock is what breaks everything.

That late click costs more than it looks like it should, and this is the mechanic worth internalising. Moving to the next rock grants you a second roll if the first one failed, so a clean cycle is effectively rolling twice per rock. Click late and you forfeit the extra roll. It is a separate system from the extra-ore effects: Varrock armour and the like apply after a successful roll, not instead of one, so the two do not compensate for each other.

Equipment on this route is mostly about not wasting slots. An infernal pickaxe is strongly recommended if you can afford it: it combusts a third of the granite so you have less to drop, and it pays out passive Smithing experience while you do it (7,700 an hour at 65, 9,700 at 99). A full charge lasts around 960,000 Mining experience and is topped up with smouldering stones or dragon pickaxes. If you are still learning, the wiki's advice is an adamant pickaxe: after a mistake it corrects the skilling timer by itself, so you can move straight to the next rock, where a rune or better pickaxe makes you pause before the cycle resumes. Pickaxe tier otherwise does not matter here, because tick manipulation bypasses the roll timer that tier controls, which is also why the crystal pickaxe brings no benefit whatsoever to this specific method.

The last few percent comes from the client rather than the game. Shrink the window, use the resizable Modern layout, zoom in and turn the camera south so the trip from your inventory to the rocks is as short as possible, and turn data orbs off so they cannot eat a click aimed at the southernmost rock. Bird snares, box traps or rabbit snares work in place of tar and herbs for the three-tick action, and snares have the advantage of stacking in large quantities cheaply, so a mistimed cycle costs you almost nothing.

In numbers, the wiki's granite table runs from 87,000 XP an hour at 45 to 109,000 at 75 and 126,000 at 99, and it puts an experienced player who makes the odd mistake at 120,000–125,000 at 99. The tick-perfect ceiling is about 134,000. Without tick manipulation granite manages about 63,000 at best, which is below the 70,000–80,000 that plain iron gives in the Mining Guild, so if you will not tick manipulate, the fast answer is iron to 70 and then Volcanic Mine, not slow granite.

062 min

Motherlode Mine vs 3-Tick Granite

This is the question most players are really asking when they search for a Mining route: the AFK method or the fast one. The two sit at opposite ends of the skill, with Volcanic Mine in the middle for anyone who wants speed without the three-tick cycle. Here is the 70–99 stretch, where most of the experience lives.

Table 4Motherlode Mine vs 3-tick granite (and Volcanic Mine) for 70–99, OSRS Wiki rates6 rows
MeasureMotherlode Mine3-tick graniteVolcanic Mine
XP/hr at 7048,000103,000 (65) to 109,000 (75)68,000 with a dragon pickaxe
XP/hr at 9964,000126,00084,000 dragon; 94,000 crystal
Hours 70–99About 201–221About 103–108About 154–159 dragon; 137–142 crystal
AttentionLow: vein, hopper, sackExtremely high: a click every few ticksModerate, team play
What you keepOres (about 570 an hour at 70, 845 at 99) and golden nuggetsNothing; granite is droppedReward points and some ore
Requirements30 Mining; upper level at 57 plus 100 nuggets45 Mining, tick manipulation, Cape Conch or a desert heat counterBone Voyage, numulites, a team of 3–5
The Motherlode Mine under Falador, showing the water wheel circuit, the sack and Prospector Percy in his rocking chair
The Motherlode Mine: pay-dirt goes into the hopper, rides the water circuit and lands in the sack (OSRS Wiki).

Verdict: pick 3-tick granite if you will sit in a three-tick cycle and want 99 in about half the hours; pick Motherlode if you want low attention and ore in the bank and can accept roughly twice the time; pick Volcanic Mine from 70 if you want neither extreme.

The hours come from dividing each level band's experience by the wiki rate at its start and end, so the low figure assumes you hold the top rate. Motherlode numbers are from the Motherlode Mine page and assume the upper level from 57, a dragon pickaxe from 61, the prospector kit as soon as you can buy it and the upper hopper unlocked. Granite numbers assume Varrock armour 2, an uncharged celestial ring and the full prospector bonus from 75.

Motherlode earns its place for reasons the hours do not show. It is the only one of the three that funds itself: nuggets buy the prospector kit, the coal bag and the gem bag, and ironmen get coal, gold and mithril for the Blast Furnace. A golden nugget turns up once per 32 pay-dirt on average, which is why the 180-nugget kit takes about ten hours. If you go the Volcanic Mine way, pay the one-time 3,000 numulites rather than 30 a game: it breaks even after 100 visits, which a 70–99 run passes many times over.

07

Hours to 99 Mining

Table 5How long 99 Mining takes: XP gap divided by OSRS Wiki rates9 rows
Route or methodLevelsXP neededHours at wiki rates
Fast route: iron, then 3-tick granite37–99 (after quests)13,006,958About 110–116 (under 1 hour of iron, then 109–115 of granite)
No-tick route: iron, guild iron, Volcanic Mine37–99 (after quests)13,006,958About 164–171 with a dragon pickaxe; about 147–154 with a crystal pickaxe from 75
3-tick granite70–9912,296,804About 103–108
Gem rocks70–9912,296,804About 113–116 with 3-tick; 169–182 without
Volcanic Mine70–9912,296,804About 154–159 (dragon); 137–142 (crystal)
Motherlode Mine70–9912,296,804About 201–221
Motherlode Mine30–9913,021,068About 217–241
Crashed stars, dragon pickaxe70–9912,296,804About 421–439
Free-to-play iron15–9913,032,020About 248–261 at 50,000–52,500 an hour

XP figures come from the wiki's experience table: 27,473 for level 37, 737,627 for 70 and 13,034,431 for 99. The 3-tick and no-tick totals add the iron bands (about 0.6–0.8 hours from 37 to 45, about 4.5–5.5 hours from 37 to 60, then 5.8–6.6 hours in the guild to 70) to the granite or Volcanic Mine bands. Halfway to 99 is level 92, so most of every number in that table is spent above 90.

A team mining the boulder in the Volcanic Mine, with vent and chamber status shown on the interface
Volcanic Mine, where the no-tick route ends: the boulder, the lava channel and the vent status panel (OSRS Wiki).

The practical reading: the fast route is roughly a hundred and fifteen hours of play after the quests, and the no-tick route adds about fifty-five more with a dragon pickaxe, or closer to forty with a crystal one. Stars and Motherlode are not routes to 99 on their own so much as hours you collect on evenings when nothing else is happening.

082 min

Cheapest / Budget Approach

Mining is close to free to train, and the interesting thing about its budget route is that the usual sacrifice, a worse tool, costs you less here than in any other gathering skill. Pickaxe tier changes only the interval between rolls, never the chance on a roll, so a cheap pickaxe makes rocks arrive less often rather than less reliably. The gap is real at eight ticks against three, but it is a speed penalty, not a competence one, and it disappears entirely the moment you tick manipulate.

Beyond the pickaxe the affordable route has almost no bill. The 27,525 experience from the opening quests costs time you were spending on quests anyway. Copper, tin and iron need nothing. The Mining Guild costs 60 Mining and a run from Falador. Crashed stars cost nothing but the scouting, and hand back stardust you can spend on a celestial ring (2,000 stardust, about two and a half hours of stars at 60–70 with a dragon pickaxe). The wiki says the ring is worth owning uncharged, because the invisible +4 to your level applies whether or not you feed it.

If you do tick manipulate, the consumables are the only real line item, and bird snares are the answer rather than logs: they stack in bulk for very little, so you can afford to fumble cycles while you learn. The genuinely expensive optional purchase is the infernal pickaxe, which needs 85 Smithing to make and is charged with smouldering stones or dragon pickaxes. It is a convenience (fewer pieces of granite to drop, some free Smithing experience), and skipping it slows you rather than stopping you.

The item that most often gets bought when it should not is the prospector kit. It is 180 nuggets for 2.5%, and the wiki's own verdict is that it does not pay for itself in time if your plan is 99 by the fastest methods. If you happen to be at Motherlode for the ore anyway, the nuggets accumulate for free and the maths changes; going to Motherlode specifically to buy an experience bonus for granite mining is the classic budget mistake in this skill.

If you would rather the skill paid for itself, bank instead of dropping and accept the slower bar. Motherlode is the comfortable version, at about 570 ores an hour at level 70 and 845 at 99 on the wiki's assumptions, coal, gold and mithril, with adamantite and a little runite joining as your level climbs. Banked iron is the false economy: the wiki notes it slows your experience a lot and iron is not worth much. Crystal pickaxes and expert mining gloves are the long-term purchases, and both only pay back if you mine for many hours with them.

092 min

AFK & Lower-Intensity Options

Crashed stars are the lowest-attention Mining in the game, and by some distance. Each tier of a star can be mined for a full seven minutes without any input, and you only click again when it degrades a tier. A star lasts 42 to 63 minutes depending on how big it was when it landed, which means one find can cover most of an hour with a handful of clicks in total.

The catch is finding one. Stars fall at a random spot from a fixed list, roughly one per world every ninety minutes, and some of those spots are in the Wilderness or otherwise unpleasant. An oak telescope or better in a house study gives you a window and a region to work from, and world-hopping or a clan that shares scouting fills the rest. You also need something planned for the moment a star runs out, because the method has hard stops built into it in a way that a rock face does not.

For uninterrupted low-attention hours, the Motherlode Mine is the sensible default from 30 upwards. Veins last 36 to 40 seconds on the upper level, the sack collects the output while you work, and the only rhythm to keep is vein, hopper, vein. Calcified rocks in Cam Torum give around 50 to 60 seconds of AFK per vein, and they occasionally ooze water. Mining a vein while it oozes raises your success rate, so the one thing worth watching for is the only thing you need to watch for.

Rubium rocks and amethyst round out the quiet end. Rubium splinters stack in your inventory, so you can ignore the bank chest on Charred Island entirely and just keep mining. Amethyst at 92 is the slowest experience worth naming and the least demanding: expert mining gloves save the crystals from depleting, which means longer stretches at the same spot.

Put numbers on that list and the trade is plain. Stars give 24,900–29,800 XP an hour with a dragon pickaxe, Motherlode 48,000 at 70 and 64,000 at 99, calcified rocks 23,500–49,000 when mined normally, rubium about 39,000 to 64,000, and amethyst 20,000–25,000. None of them comes near granite's 126,000; they compete on how little they ask of you, and Motherlode is the only one of them that also builds a bank of ore.

102 min

The Profitable Route

The profitable methods in Mining are a different list from the fast ones, and the divide is unusually clean. Nothing about three-ticking granite produces income: the granite goes on the floor, and an infernal pickaxe deliberately burns a third of it. Volcanic Mine pays in reward points rather than goods. If you want the skill to fund something, you have to choose against the experience.

The Blast Mine is the method built for this. From 75 you start pulling runite out of it, and runite is what makes the method worth the dynamite, the chisel and the tinderbox you have to bring. It is also unusual in treating you as ten levels higher than you are, which is exactly why runite arrives at 75 instead of 85, and the dragon pickaxe special attack is worth carrying purely to nudge that roll upward, even though you do not otherwise need a pickaxe there. The wiki's rates assume around 330 dynamite an hour.

Gem rocks are the other serious answer, and they are the one method where fast and profitable overlap: with tick manipulation they are comparable to granite while also producing gems. The prerequisites are specific: the medium Karamja Diary for the underground part of Shilo Village, a charged amulet of glory for the best rates, and a gem bag or the upgraded gem sack so you are not constantly banking. At top rates the wiki counts about 1,650 uncut gems an hour, roughly 47% opals, 23% jades and 12% red topazes, with sapphires, emeralds, rubies and diamonds making up the rest. They are also, on average, the quickest route to the rock golem.

The Motherlode Mine occupies its own category, because its output is ores you did not choose plus nuggets you spend inside the mine. Crushed infernal shale is the high-effort extreme: untradeable until you crush it with a hammer and chisel, worth carrying only if you are willing to run Jim's wet cloth and tick manipulate, and worthless as an experience method otherwise. The wiki puts the tick-manipulated version at more than 1,600 crushed shale an hour. For GP per hour on each of these, and the head-to-head between gem rocks and the Blast Mine, see our Mining money making guide.

114 min

Equipment Progression

Table 6Mining: pickaxe tiers, the prospector kit, and what each item actually changes14 rows
ItemRequirementWhat it changes
Bronze and iron pickaxe1 Mining8 and 7 ticks between rolls. Identical success chance to everything below them.
Steel pickaxe6 Mining6 ticks between rolls.
Black and mithril pickaxe11 and 21 Mining5 ticks between rolls each. The black pickaxe is not sold and weighs almost nothing.
Adamant pickaxe31 Mining4 ticks between rolls. This is the tier the opening six quests put you at immediately, and the wiki's pick for learning 3-tick granite because it recovers from a mistake without a pause.
Rune pickaxe41 Mining3 ticks between rolls. The gilded pickaxe is functionally the same tool.
Dragon pickaxe61 Mining, 60 Attack to wield3 ticks by default with a 1 in 6 chance of 2, so 2.83 on average. Its special attack raises your Mining level temporarily, which is the reason to carry one at the Blast Mine.
Infernal pickaxe61 Mining and 85 SmithingSame 2.83-tick timing as a dragon pickaxe, plus a 1 in 3 chance to combust the ore for passive Smithing experience. A full charge covers about 960,000 Mining experience, topped up with smouldering stones or dragon pickaxes.
Crystal pickaxe71 Mining, 70 Attack, 50 Agility, Song of the Elves3 ticks with a 1 in 4 chance of 2, so 2.75 on average. The best tool in the skill, and specifically useless for three-tick granite, where the roll timer is bypassed anyway.
Prospector jacket, legs, helmet, boots60, 50, 40 and 30 golden nuggets+0.8%, +0.6%, +0.4% and +0.2% Mining experience, plus a +0.5% set bonus: 2.5% for all four, at 180 nuggets and roughly ten hours of Motherlode Mine, or 120,000 Volcanic Mine points.
Varrock armourVarrock Diary task setsA 10% chance at two ores. Tier 1 for iron, tier 2 for granite, tier 4 for amethyst, and tier 4 doubles as a prospector jacket. Inert at Motherlode, Blast Mine, Volcanic Mine and gem rocks.
Celestial ring2,000 stardust from Shooting StarsAn invisible +4 to Mining even uncharged, which is why the wiki says to get one. Charged with stardust it adds a 10% extra-ore chance up to adamantite, and the boost never lets you mine above your real level.
Mining cape99 MiningA 5% chance of an extra ore, on ore up to adamantite, so it does nothing at runite or amethyst.
Mining, superior and expert mining glovesUnidentified minerals, traded with Belona at the Mining Guild Mineral ExchangeEach tier stops rocks from depleting: iron, silver, coal and gold at the base tier, mithril and adamantite at superior, sandstone, runite and amethyst at expert. The tiers stack downward, so the expert pair protects the low ores three times over.
Amulet of glory, gem bag, coal bagCharged glory; the bags from Prospector PercyThe glory raises your chance of a random gem while mining and significantly improves gem rocks. The bags cut how often you stop to bank, which is most of what "efficient" means at Motherlode and Shilo Village.

The prospector kit has an internal order that is easy to get wrong when you are buying pieces one at a time. Per nugget spent, the jacket is the best value, then the legs, then the helmet, then the boots. The boots cost 30 nuggets for 0.2%, which is the worst rate in the set. Buy in that order if you are buying at all. And if you own Varrock armour 4, it counts as a prospector jacket, so the 60 nuggets you were going to spend on the jacket should go somewhere else.

Desert heat is the piece of equipment logic unique to granite, and it only applies at the Bandit Camp Quarry. The counters are a Desert amulet 4, a Hitpoints cape with a regen bracelet, which simply outheals the damage, humidified waterskins, or the circlet of water. The circlet is the trap: it occupies your head slot, which costs you the prospector helmet's 0.4% and the set bonus of 0.5%. Cape Conch sidesteps all of this, which is most of why it is the recommended granite spot.

The celestial ring has one trap of its own. Charged, it adds roughly 10,000–14,000 XP an hour to efficient level-99 granite, but that play burns about 1,700–1,900 charges an hour, and an hour of stars at the best rate (961 stardust) refills only 30–34 minutes of them. The wiki's conclusion is that collecting stardust purely to charge the ring does not raise your combined rate over granite with an uncharged ring. Own it; do not farm charges for it.

Read the pickaxe table as a table of intervals, not of power. Every tier from bronze to crystal has exactly the same chance of producing a rock on any given roll; what you are buying is a shorter wait between rolls. The Attack level listed against each pickaxe is only needed to wield it as a weapon: you can mine with a pickaxe you cannot equip, sitting in your inventory. And the entire column stops mattering if you tick manipulate, because the three-tick cycle overrides the interval the tier controls.

123 min

Where to Train

Table 7Mining: where to train, and the catch at each spot16 rows
PlaceWhat it is forThe catch
Lumbridge Swamp mining siteCopper and tin, levels 1 to 15Chosen for what it lacks (players and aggressive monsters) rather than for what it has. You are leaving within the hour regardless.
Al Kharid Mine, Legends' Guild, Piscatoris, Lovakengj, Verdant Valley, Mount Karuulm and the restIron at a three-rock triangle, levels 15 to 60Sixteen locations qualify, so pick on convenience. Al Kharid is the only free-to-play option and its scorpions bite at low combat levels.
Legends' Guild mine and Isle of Souls mineThree-tick iron, as practice for graniteBoth have four iron rocks close together, which is what the cycle needs. Only worth learning if granite is the plan.
Members' Mining GuildIron from 60, amethyst from 92, two runite rocks, unidentified minerals for the gloves60 Mining to enter, boostable. Halved respawns and an invisible +7 inside, plus a bank chest: the best-value area in the skill and the reason 60 is a milestone.
Bandit Camp QuarryGranite, reached by camulet to Enakhra's Temple and a short run south-westDesert heat damages you the whole time you are there, so one of the four counters is mandatory. The hard Desert Diary teleports you straight to the entrance instead.
Cape Conch mineGranite and sandstone with no heat problemNeeds Troubled Tortugans started. With 61 Agility it is a fairy ring to cjq and two shortcuts; without it, a charter ship and a rowboat to the east of the island.
Necropolis mineGranite beside the akp fairy ringOnly open if you have started Beneath Cursed Sands, and worth checking as an alternative before you commit to the desert.
Motherlode MinePay-dirt, mixed ores and golden nuggets from 30You need a pickaxe just to clear the rockfalls into the deeper section, and the upper level (57 Mining, 100 nuggets) is worth unlocking the moment it is available.
Underground Shilo Village mineGem rocks and the rock golem from 40Gated behind the medium Karamja Diary. The surface rocks are not a substitute: there are far fewer of them.
Cam Torum MineCalcified rocks, blessed bone shards and calcified deposits from 41Needs Perilous Moons started. A crushed calcified moth teleports you straight back, which is a neater loop than it sounds.
Charred Dungeon, Charred IslandRubium rocks and stackable splinters from 4860 Sailing, a rope found on the island, and aggressive red and black dragons between you and the rocks.
Deepfin MineLead rocks from 6067 Sailing, and superior or expert mining gloves, which give the extra mines per rock that keep two or three rocks going without a pause.
Volcanic Mine, Fossil IslandTeam mining for ore fragments and reward points from 50, recommended from 70Bone Voyage, 30 numulites a visit or 3,000 for permanent access, good food for the heavy damage, and a team: three to five is optimal, world 323 is the official world and the Grouping interface has a clan chat for it.
Blast Mine, LovakengjDynamite mining for ores, worthwhile from 75Dynamite, a chisel and a tinderbox, and enough run energy management that weight-reducing clothing and a ring of endurance are part of the method rather than an optimisation.
PrifddinasZalcano, fought with Mining, Smithing and Runecraft rather than weaponsSong of the Elves, and a choice at Rhiannon between resource rewards and increased experience. Loot needs a minimum contribution and at least five damage dealt to her stone armour. Our Zalcano guide covers the fight.
Wherever a star landsCrashed stars from 60, or from 10 if you find one already worn downThe spots are from a fixed list but the choice is not yours, and some of them are in the Wilderness. A house telescope narrows the search to a region and a window.
132 min

Which Route Should You Actually Pick?

Answer one question honestly and most of this guide collapses to a single route: are you actually going to tick manipulate for fifty-four levels? Not whether you can learn it (nearly anyone can) but whether you will sit in a three-tick cycle with four rocks and a drop between each mine, for the length of a 99. If the answer is yes, the route is quests, iron to 45, granite to 99, and you do not need to read about anything else. If it is no, the route is quests, iron to 70 with the Mining Guild from 60, then Volcanic Mine. Those are the two spines. Everything else on this page is a detour.

Test the answer rather than guessing it. Three-tick iron at the Legends' Guild mine or the Isle of Souls mine uses the same cycle on cheaper rocks, and it is explicitly recommended as practice before granite. An hour there tells you what fifty levels of granite would feel like, and it costs you almost nothing because iron is fast anyway at those levels.

The second question is what you want in your bank at the end, because Mining is the skill where that changes the method rather than the mood. If you need ore for Smithing, three-ticking granite gives you nothing and an infernal pickaxe actively destroys a third of what you mine. Motherlode gives you ores you did not pick, the Blast Mine gives you runite from 75, and gem rocks give you gems that are worth banking with a gem bag. Choosing the fast route and then regretting the empty bank is the most common version of this mistake; choosing the profitable route and then resenting the slower bar is the second. Our Smithing guide shows how much ore the other skill actually wants.

The third question is which unlocks you already hold, and it decides more than people expect. Bone Voyage or no Bone Voyage is the difference between the non-tick route working at 70 and stalling on iron. Medium Karamja Diary or not is the difference between gem rocks being a real method and being a waste of an evening. Troubled Tortugans decides whether granite involves a head-slot compromise. Before you plan around a method, check the requirement line: the level is rarely the thing standing in your way.

If you cannot give the screen your attention, none of the above applies and the answer is a different shape. Crashed stars ask for a click every seven minutes; Motherlode asks for a rhythm; calcified rocks and rubium rocks ask for very little. Those are the methods to use for the hours you have rather than the hours you wish you had, and they are worth treating as a deliberate second track rather than as a failure to do granite.

142 min

Practical Tips That Actually Matter

  • Learn granite with an adamant pickaxe. The wiki notes it corrects the skilling timer after a mistake, so a fumble costs you one roll instead of a pause; switch to the infernal pickaxe once the cycle is clean.
  • Stack the cheap bonuses before the expensive ones: Varrock armour 2 for granite, an uncharged celestial ring for the invisible +4, then the prospector kit only if the nuggets are coming anyway.
  • Decide early whether this 99 is for the cape or for Smithing ore. The two routes share almost nothing after level 45.

Tools worth turning on:

  • Shift-click dropping, switched on under Options before your first iron trip. Every fast method on this page assumes the ore never reaches a bank, and on mobile the equivalent is the tap-drop toggle.
  • The resizable Modern client layout, shrunk small, zoomed in and pointed south. The wiki treats this as part of the granite method rather than as a preference, because it shortens the mouse travel between your inventory and the rocks on every single cycle.
  • Data orbs turned off. They sit exactly where a misclick on the southernmost granite rock happens, and one misclick costs you the cycle.
  • An oak telescope or better in a house study, if you intend to mine crashed stars. It gives you the window and the region a star will fall in, which converts scouting from luck into a plan.
  • The Grouping interface's Volcanic Mine clan chat, and world 323. Solo Volcanic Mine is possible and slower; the whole method is balanced around a team of three to five, so finding one is the first step rather than a nicety.
  • Tick counters and timing overlays, if your client's plugin list carries them. Nothing here requires one, but three-tick granite is a fixed cycle and a counter tells you whether your rhythm slipped rather than leaving you to infer it from a bad hour.
  • A gem bag or gem sack, and a coal bag. Not client tools, but they do the same job as one: fewer interruptions to bank, which is most of the difference between a good and a bad hour at Shilo Village or Motherlode.
15

Common Mistakes

Table 8Mining: the five mistakes that cost the most time5 rows
The mistakeWhat it costs you
Mining granite without tick manipulationThe wiki puts plain granite at about 63,000 XP an hour at best, below the 70,000–80,000 that iron gives in the Mining Guild from 60. If you will not tick manipulate, granite is the wrong rock: stay on iron to 70 and move to Volcanic Mine.
Grinding nuggets for the prospector kit as part of a 99 plan180 nuggets is about ten hours of Motherlode Mine for a 2.5% bonus, and the wiki's own conclusion is that it does not pay back if you are going to 99 by the fastest methods. Buy it for the master clue step and the hard Falador Diary helmet, or with nuggets you accumulated while mining Motherlode for the ore, not as an investment in granite mining.
Buying a crystal pickaxe to three-tick graniteTick manipulation bypasses the roll timer that pickaxe tier controls, so the crystal pickaxe's faster rolls do nothing at all on the fastest method in the skill, and no pickaxe changes your success chance per roll. It is a genuine upgrade for Volcanic Mine (94,000 against 84,000 an hour at 99) and the other non-tick methods; on granite an adamant pickaxe does the same job.
Wearing Varrock armour at Motherlode, the Blast Mine, Volcanic Mine or on gem rocksThe double-ore effect is disabled at all four, so tiers 1 to 3 add nothing there and a prospector jacket is the better body. Tier 4 is the exception: it still counts as a prospector jacket for the experience bonus, so keep it on and spend the 60 jacket nuggets on the legs instead.
Dropping granite in batches and clicking the next rock lateThe method wants one or two pieces on the floor between mines. Filling up and then dropping breaks the cycle for the length of the drop, and a late click on the next rock forfeits the second roll that moving between rocks gives you. Nothing else in your setup makes that roll back.
164 min

Ironman Notes

Mining on an Ironman is the front end of Smithing, so the question of whether to drop the ore answers itself differently than it does on a main. Powermining iron is still the fast route to a level, but the level is not the point if your account needs bars. The wiki's compromise is the members' Mining Guild: a triangle of iron rocks beside a bank chest, with respawns halved so the banking costs you steps rather than trips. Below 60, the Monastery Mine works with an Ardougne cloak teleport in and a ring of dueling out to Castle Wars. The Ironman Mining guide adds that from 61 a dragon pickaxe gets you over 82,000 XP an hour on guild iron, which is also an effective way to earn the expert mining gloves.

A practical iron route: quests to 37, iron to 45, then granite if you will tick manipulate. Spend a block at the Motherlode Mine somewhere after 55, where the wiki calls it moderately efficient, for the coal bag, the gem bag and the prospector kit, and treat the coal, gold and mithril as Blast Furnace stock. The iron guide only calls Volcanic Mine viable from 85 and advises getting the prospector kit first. Its points also buy ore packs at 4,000 points each, and every pack has a 1% chance of a broken dragon pickaxe that Nurmof repairs for 2,500,000 coins; otherwise a dragon pickaxe is a drop from the Wilderness bosses, the Kalphite Queen or, very rarely, the King Black Dragon.

Several methods exist mostly for irons. Gem rocks without tick manipulation are slow and still worth doing if you want opals, jades or red topazes, because there is no other reasonable source, and you will want gems for expeditious bracelets at some point. Calcified rocks in Cam Torum hand you blessed bone shards alongside the Mining experience, which is Prayer training arriving from a skill that has no business providing it. Volcanic ash is a Mining job too, since ultracompost needs it. And the Camdozaal barronite rocks, minable from 14, hand out deposits that break down into the broken Imcando hammer, a permanent quality-of-life item rather than a stat.

Stars matter more on an iron than on a main. The celestial ring is 2,000 stardust, and after that a bag full of gems costs 300 stardust for 40 uncut gems, which the wiki calls a low-risk way to get dragonstones from a low level. Ring first, then gem bags for Crafting.

Worth knowing about the prospector kit: Prospector Percy is not the only shop that sells it. The Volcanic Mine reward shop will trade the set for 120,000 points, which matters if you were going to be at Volcanic Mine for the experience anyway. The set also sells back to Percy for 144 nuggets of the 180 you paid, so an iron who buys it for the master clue step and the hard Falador Diary helmet is not stuck with it.

The mining gloves are the Ironman purchase most people skip and should not. Bought from Belona at the Mining Guild Mineral Exchange with unidentified minerals from the members' area, each tier stops specific rocks from depleting: the base pair covers iron, silver, coal and gold, the superior pair adds mithril and adamantite, and the expert pair adds sandstone, runite and amethyst while stacking the protection on everything below. For an account that mines to supply itself rather than to level, that is more useful than any experience bonus in the skill.

Ultimate Ironman

The UIM Mining guide is blunt: on an Ultimate Ironman the skill is mostly powermining, because you cannot bank what you mine. Motherlode is not recommended for that reason, since the pay-dirt's ores have nowhere to go. Iron and granite need almost no inventory, so pair them with a Farming run or a Superheat Item session that turns iron ore into bars on a nearby anvil. Volcanic Mine is the low-effort option from 70, but plan the healing: noted Saradomin brews or cooked food, and an ornate rejuvenation pool in your house to save supplies.

Calcified rocks are the friendliest UIM method in the skill. The wiki notes the area is safe and does not need an empty inventory, so you can keep your items on you, and the bone shards stack for later Prayer. Passive Mining comes from elsewhere too: blood runes at the dense essence mine give about 12,000 Mining XP per 100,000 Runecraft XP, and sandstone for lantern lenses about 14,000 per 100,000 Crafting. Our Ultimate Ironman guide covers the storage side.

Hardcore Ironman and free-to-play

On a Hardcore, the wiki marks the Volcanic Mine as a dangerous activity, so falling into lava or a bad game is a real death, status included. Skip the Wilderness star spots and the Resource Area triangle in level 51 Wilderness, and treat the dragons on the way to rubium as a gear check rather than a run-past. Our HCIM guide lists the other activities that count.

In free-to-play, the F2P Mining training route is Doric's Quest (1,300 XP, 1 to 10), copper or tin to 15, then iron to 99. The wiki puts iron at around 50,000 an hour at 41 and 52,500 from 61, when every swing succeeds. That is 372,344 iron ore and roughly 250 hours for 15–99. The same page calls runite at 85 one of the fastest free-to-play money makers, which is the better reason to push the level.

17

When Paid Training Makes Sense

The case for buying Mining rests on what it is blocking. The cost of a gathering skill is hours rather than gold. Worth buying if those hours are the only thing between you and the content you actually log in for; not worth buying if you find the rhythm of it relaxing, which plenty of people genuinely do.

If you do order it, the thing to specify is the route as well as the level range: fastest XP and AFK are different jobs on this skill, with different timelines and different supply bills for the same 99. Our Mining page lists what we need from you, and the work is played rather than botted.

183 min

FAQ

Do I have to learn tick manipulation to get 99 Mining?

No, and the wiki spells out the alternative: mine iron to 70 instead of 45, then move to the Volcanic Mine. It is slower than three-tick granite (about 164–171 hours after the quests with a dragon pickaxe, against about 110–116) and it is a real route rather than a consolation, with its own requirement in Bone Voyage and its own habits in team play and food. Granite without tick manipulation, on the other hand, is not worth doing: that is the combination to avoid.

How long does 99 Mining take?

At the wiki's efficient rates, about 110–116 hours of play after the quests if you three-tick granite from 45, and about 164–171 hours if you mine iron to 70 and then do Volcanic Mine with a dragon pickaxe (about 147–154 with a crystal pickaxe). Motherlode alone from 70 is about 201–221 hours. Level 92 is the halfway point in experience, so the last seven levels need as much experience as the first ninety-two.

Is 3-tick granite worth it without tick manipulation?

No. This is the most repeated bad advice about the skill. Granite only becomes the fastest method because tick manipulation bypasses the pickaxe's roll timer. Mined normally it manages about 63,000 XP an hour at best, which loses to plain iron in the Mining Guild at 70,000–80,000.

Is the prospector kit worth 180 nuggets?

Not as an experience purchase if your plan is 99 by the fastest methods; the wiki says so directly. It is worth owning for two other reasons, a master clue step that needs the set and a hard Falador Diary task that needs the helmet, and it sells back to Prospector Percy for 144 nuggets, so the commitment is smaller than the sticker. If you are at Motherlode for ore anyway, the nuggets are free and the question goes away.

Which pickaxe should I actually be using?

The best one you can, with two caveats that matter more than the tier. If you are three-ticking, the tier is irrelevant because the cycle bypasses the roll timer, so use an adamant pickaxe while learning, then an infernal pickaxe for the combustion and passive Smithing experience. If you are not, the crystal pickaxe is the fastest tool in the skill and the dragon pickaxe is the practical one, and neither improves your chance of success on a roll.

Motherlode Mine or Volcanic Mine at high level?

Volcanic Mine is the faster of the two and the wiki recommends it over Motherlode once you are past the level for it: 68,000 an hour at 70 and 84,000 at 99 with a dragon pickaxe, against Motherlode's 48,000 and 64,000. Motherlode stays the answer when you want something straightforward: veins, hopper, sack, with ores and nuggets coming out the other end and no team to organise. They are not competing for the same hour.

Cape Conch or the quarry for granite?

Cape Conch, if you have started Troubled Tortugans, because it has granite and sandstone with no desert heat and therefore no compromise in your head slot. The Bandit Camp Quarry is the fallback and it works fine with a Desert amulet 4 or a Hitpoints cape and regen bracelet. There is also a spot at the Necropolis mine by the akp fairy ring if you have started Beneath Cursed Sands.

What does the Mining Guild actually give me at 60?

Halved respawn times in the members' area, an invisible +7 to your Mining level while you are inside, a bank chest, two runite rocks, the only amethyst in the game, and unidentified minerals that buy the mining gloves from Belona. The 60 requirement can be boosted, but the area is worth having permanently rather than by potion.

How do I get the rock golem?

It can come from almost any Mining (infernal shale, the salt mine and the essence mines are the exceptions), with the chance depending on your level and how long each resource takes to gather. Gem rocks are the fastest route to it on average, which is a reason to consider the underground Shilo Village mine even if the experience is not what you are optimising for.

Why does the guide keep telling me to drop the ore?

Because experience is awarded when the rock produces, not when the ore reaches a bank, so the fastest possible Mining is mining with nothing in your inventory to slow you down. That is the whole logic of powermining, and it is also the reason an infernal pickaxe helps rather than hurts: burning the ore removes the drop you would otherwise have to make.

Still stuck on a mechanic? Ask the team on our Discord, it is free.

19

Final Takeaway

Mining resolves into two clear routes and a shelf of alternatives. Clear the six quests for 27,525 experience and level 37, mine iron at a triangle to 45, and then decide once: three-tick granite for the fastest 99 in the skill, about 110–116 hours, or iron to 70 with the Mining Guild from 60 and then the Volcanic Mine, about 164–171. Both work. The failure mode is starting one and finishing neither, usually because Bone Voyage was never done and the granite cycle never stuck.

Everything else on this page is a second track rather than a competitor. Motherlode for the evenings you cannot concentrate, crashed stars for the ones where you can barely click, the Blast Mine from 75 and gem rocks from 40 for the hours you want the bank to grow instead of the bar. Keep the two tracks separate in your head and you will stop being disappointed by whichever one you are on. For what those ores and gems are worth, the Mining money making guide has the GP side.

The thing worth deciding before you start is what the level is for. If it is Smithing, mine for ore and accept the slower bar. If it is the cape, the granite cycle is what stands between you and it, and if fifty-four levels of three-ticking is not a thing you will do, our Mining training is the alternative. Tell us whether you want the granite route or the iron-and-Volcanic-Mine route, because they finish in different times and leave different things in your bank.

Browse Mining training, more skill guides, or the full blog for related progression help.

Sources

Numbers and mechanics on this page come from these 10 OSRS Wiki pages:

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