The short version
30-second read- Revenants pay the most. With a Craw's bow, the wiki puts revenant orks at about 3.9M profit and 63,000 Ranged XP an hour, assuming you never die.
- Brutal black dragons are the safe pick. With 77 Slayer they make about 1.6M and 90,090 Ranged XP an hour, with no player killers and no cannon allowed.
- Price your deaths in. If you are skulled you keep one item, and the bracelet, artefacts and 100,000 fee are always lost. Each 1M at risk costs about 15 minutes of kills.
- Few cannon tasks pay for themselves. Warped creatures and cave horrors cover their cannonballs. On dagannoth, kalphites and most other tasks the wiki marks the cannon as a loss.
Profitable Ranged Training: The Short Answer
Revenants are the most profitable way to train Ranged in OSRS. The wiki's Craw's bow revenant money-making page puts that setup at about 3.9M profit, 63,000 Ranged XP and 20,948 Hitpoints XP an hour, killing 150 revenant orks an hour while skulled. The catch: the caves are Wilderness, and that figure assumes you never die.
If you want no player-killer risk at all, brutal black dragons are the high-level answer at about 1.6M and 90,090 Ranged XP an hour, with 77 Slayer. Below 80 Ranged, green and blue dragons pay roughly 0.6M to 1M an hour while you level, and the dwarf multicannon earns its keep on the few Slayer tasks whose drops cover the cannonballs.
Every GP figure here is the wiki's live calculation on 14 October 2026. Those pages price loot at the Grand Exchange, so treat them as rough figures that move with the market.
Requirements and How to Start
Most of these methods have no hard Ranged requirement beyond the weapon. The levels below are what the wiki's money-making pages recommend for their kill rates. You can start lower and accept fewer kills.
| Method | Skills | Quests and unlocks | Gear that matters |
|---|---|---|---|
| Revenants, Craw's bow | 90+ Ranged (60 to wield the bow), 45+ Defence, 43+ Prayer | Hard Wilderness Diary and Monkey Madness II (royal seed pod) both optional | Craw's bow, charged bracelet of ethereum, amulet of avarice, black d'hide, looting bag |
| Revenants, magic shortbow | 80+ Ranged, 45+ Defence, 43+ Prayer | Same as above | Magic shortbow, amethyst arrows, bracelet, amulet of avarice |
| Green dragons (Wilderness) | 60+ Ranged, 25 Prayer for Protect Item | Dragon Slayer I for the anti-dragon shield; 55 Slayer for broad bolts (optional) | Rune crossbow, anti-dragon shield, looting bag |
| Blue and black dragons | 70+ Ranged (blue), 80+ Ranged and 70 Defence (black) | 70 Agility or a dusty key in Taverley; Dragon Slayer II for the Myths' Guild | Broad bolts, extended antifire |
| Brutal black dragons | 77 Slayer, 85+ Ranged, 37+ Prayer | 45 Construction for a house altar (optional) | Dragon hunter crossbow or twisted bow, extended antifire, divine ranging potions |
| Adamant and rune dragons | 90 Ranged | Dragon Slayer II | Dragon hunter crossbow, insulated boots (rune) |
| Cannon Slayer tasks | Slayer level of the task | Dwarf Cannon | Cannon set (750,000 coins from Nulodion), steel cannonballs |
The Revenant Caves are members-only and charge a 100,000-coin entry fee, taken from your bank. You only pay it again after a death. There are three one-way entrances: level 17 Wilderness east of the Dark Warriors' Fortress, level 26 north of the Bandit Camp, and level 40 south-east of the Lava Maze. The exits sit away from the entrances on purpose, so you cannot hop in and out to shake a player killer.

Start from Ferox Enclave. A ring of dueling teleports you there, and it has a bank plus a Pool of Refreshment that restores Hitpoints, Prayer, stats and run energy. Walk west to the level 17 entrance. Inside, Agility pillars at 65, 75 and 89 (boostable) give escape routes; without 75 Agility the wiki's strategy page says to stay near the lower-level entrances.
Revenants vs Dragons: Pick Your Method
The trade is simple. Revenants pay roughly double the best dragon rates and several times the mid-level ones, but your kit and loot sit in front of player killers. Dragons pay less and never take anything you did not choose to risk.
| Method | Ranged XP/hr | Profit/hr | Risk | Attention | Best for |
|---|---|---|---|---|---|
| Revenant orks, Craw's bow, skulled | 63,000 | About 3.9M | High: skulled, you keep 1 item | High | 90+ Ranged mains who accept deaths |
| Revenant orks, magic shortbow, skulled | 46,200 | About 3.1M | High, but only the protected amulet is valuable | High | 80+ Ranged on a cheap kit |
| Brutal black dragons | 90,090 | About 1.6M | None from players | Low | 77 Slayer mains with a dragon hunter crossbow |
| Green dragons, Wilderness, rune crossbow | About 42,000 | About 0.7M | Medium: level 24–25 Wilderness | Moderate | 60–80 Ranged |
| Blue dragons, Taverley | 42,000 | About 0.59M | None | Moderate | 70–80 Ranged, no Wilderness |
| Black dragons | 39,800 | About 0.41M | None | High | 80+ Ranged without 77 Slayer |
| King Black Dragon | 30,960 | About 0.28M | The route crosses deep Wilderness | High | Pet or visage hunting, not profit |
| Cannon on Castle Wars ogres | About 40,000 (cannon alone) | A loss (cannonballs) | None | Reloading | Fast early levels |
The green dragon row is derived rather than read off a page. The green dragon money page assumes 180 melee kills an hour for its 0.93M; its own kill-rate table gives 140 an hour for a rune crossbow from a safespot, so the Ranged rate is 140 × 300 XP and the profit about 140/180 of the wiki figure. Where a dragon page lists combat XP, all of it goes to Ranged on rapid or accurate; longrange splits it with Defence.
Revenant Caves: Bracelet, Bow and Drops
The bracelet of ethereum
A charged bracelet of ethereum cuts all revenant damage by 75% and makes revenants tolerant of you. Each revenant attack uses one charge. It holds up to 16,000 revenant ether, and the Toggle-absorption option tops it up from the ether revenants drop. Before 6 August 2020 it gave full immunity, which is why older advice still calls revenants harmless.

Load 50 to 100 ether and let absorption do the rest, as the wiki money and strategy pages suggest. The ether economy runs in your favour. In the wiki's Craw's bow model each ork kill drops 12 ether on average (1,800 an hour), and uncharged bracelets drop about once every ten kills, 15.5 an hour. Each spare bracelet dismantles into 250 ether.
Craw's bow and ether ammo
Craw's bow needs 60 Ranged. While charged it adds 50% Ranged accuracy and damage against any NPC in the Wilderness and fires its own ammo at one ether per shot: 2,000 ether an hour on rapid, 1,500 on accurate or longrange. Activating it costs 1,000 ether on top of the ammo. The strategy page says no more than 500 extra ether a trip is needed.
The bow's bonus stacks additively with a Slayer helmet (i) or multiplicatively with a salve amulet (i), but not both. The amulet of avarice gives 20% accuracy and damage against revenants and does not stack with the Slayer helmet (i). Adding the fangs of Venenatis makes a webweaver bow (85 Fletching, or 500,000 coins to Derse Venator), which the wiki rates as only a minimal kills-per-hour gain here.
Which revenants to kill
Both wiki money guides use revenant orks (combat 105, 105 Hitpoints, max hit 20) for the best mix of drop value, kill speed and escape routes. All four ork spawns sit below level 30 Wilderness, where a royal seed pod or charged dragonstone jewellery can still teleport you out. Revenant knights and dragons drop the most per kill, but they sit above level 30 in the busiest PK area and are hard to kill without a revenant weapon.
Weak weapons suffer here because revenants heal 20 Hitpoints when below half health, at most once every 15 ticks and 8–25 times per revenant. A revenant Slayer task from Krystilia multiplies the Wilderness weapon drop rate by 5, but the wiki notes that skipping tasks to get one lowers overall profit.
Emblems, totems and the other artefacts
| Artefact | Emblem Trader pays | Chisels into | Chance per kill |
|---|---|---|---|
| Ancient emblem | 500,000 | 1,000 ether | 1/4,840 |
| Ancient totem | 1,000,000 | 2,000 ether | 1/1,210 |
| Ancient statuette | 2,000,000 | 4,000 ether | 1/2,420 |
| Ancient medallion | 4,000,000 | 8,000 ether | 1/4,840 |
| Ancient effigy | 8,000,000 | 16,000 ether | 1/4,840 |
| Ancient relic | 16,000,000 | 32,000 ether | 1/4,840 |
The Emblem Trader only buys artefacts in the caves on the official Bounty Hunter world, but all of them trade on the Grand Exchange. Artefacts make up about 1.1M of the 4.46M gross the wiki's model produces each hour, so plenty of sessions will see none. The 3.9M is an average over a long run, not a per-session promise.
Skull and PK Risk: What You Bring and What You Lose
The caves are singles-plus combat: another player can attack you while you fight a revenant. Dying to a revenant there counts as a PvP death, and anything you drop is visible to every player for up to 60 minutes. The 100,000-coin fee is lost on any death in the caves, or on a PK death anywhere in the Wilderness, and a PKer gets it as loot.
| Item | Unskulled, Protect Item on | Skulled (avarice), Protect Item on |
|---|---|---|
| Items kept | Your 4 most valuable | Your 1 most valuable |
| Bracelet of ethereum and its ether | Always lost | Always lost |
| Ancient artefacts | Always lost, even as your only item | Always lost |
| Looting bag | Lost; contents count as unprotected | Lost; contents count as unprotected |
| Craw's bow activation ether (1,000) | Disappears even if the bow is kept | Disappears even if the bow is kept |
| Ether loaded as ammo | Dropped for the killer | Dropped for the killer |
| Cave fee | 100,000 lost, repaid before re-entry | 100,000 lost, repaid before re-entry |
The amulet of avarice skulls you while worn and for 20 minutes after you take it off. Per the skull rules, that means you keep one item with Protect Item and none without it. In return, most revenant drops come noted, and being skulled raises the rate of Wilderness weapons, most artefacts, yew and magic seeds and the ancient crystal by about 45%. The ancient emblem gets about 3.5 times rarer. The skull from a high-risk world gives none of those boosts and blocks Protect Item.
The risk maths in one line
Every 1M you can lose costs about 15 minutes of wiki-rate kills at 3.9M an hour, or about 20 minutes on the 3.1M magic shortbow setup. The wiki's model banks every 20 minutes, so by the end of a trip you hold about 1.5M of drops on average (a third of the 4.46M gross), on top of your kit. Add up kit, fee and carried loot, divide by your hourly rate, and you know how many hours one death erases.
What to bring
- Protect from Magic and Protect Item set as quick prayers. PKers usually open with Magic, and Protect from Magic halves a teleblock.
- A royal seed pod (Monkey Madness II) or charged dragonstone jewellery. Either teleports you out at level 30 Wilderness or below if you are not teleblocked.
- The hard Wilderness Diary if you can: it removes the caves' 2-tick teleport delay while you are in combat with a revenant.
- Saradomin brews and blighted super restores. The Craw's bow model budgets 24 brews and 15 restores an hour, with spares against smite.
- Spare bracelets, amulets and ether in the bank, so one death does not end the session.
- Unskulled, no more than three valuable items (four with Protect Item). Skulled, one.
Chromatic and Metal Dragons With Ranged
Chromatic dragons breathe fire only at melee range and are weak to heavy ranged weapons, so a crossbow from a safespot handles them. Metal dragons never walk to you, but their dragonfire reaches you at range and Protect from Magic does nothing against it. Wear an anti-dragon shield and drink an antifire, or use a super antifire on its own.
| Dragon | Where | Kills/hr | XP/hr | Profit/hr | Ranged notes |
|---|---|---|---|---|---|
| Green | Wilderness, level 24–25, north of the Graveyard of Shadows | 180 melee, 140 rune crossbow, 260 dragon hunter crossbow | 54,000 combat at 180 | About 0.93M | Safespot with a crossbow; PKers check here |
| Green | Myths' Guild basement (Dragon Slayer II) | 170 | 51,000 combat | About 0.98M | No PK risk, mythical cape teleport |
| Blue | Taverley Dungeon, Myths' Guild | 100 | 42,000 combat | About 0.59M | 70+ Ranged recommended |
| Black | Evil Chicken's Lair, Myths' Guild, Taverley | 50 | 39,800 Ranged | About 0.41M | 80+ Ranged, broad bolts |
| Brutal black | Catacombs of Kourend | 65 | 90,090 Ranged | About 1.6M | 77 Slayer; safespot with Protect from Magic and antifire |
| King Black Dragon | His lair, reached through the deep Wilderness | 30 | 30,960 combat | About 0.28M | 70+ Ranged; the lair itself is not Wilderness |
| Mithril | Ancient Cavern | 45 (melee benchmark) | 48,375 combat | About 0.59M | 80+ Ranged; no cannon allowed |
| Adamant | Lithkren Vault (Dragon Slayer II) | 60 (melee benchmark) | 76,110 combat | About 1.76M | Dragon hunter crossbow at 90 Ranged; cannon allowed |
| Rune | Lithkren Vault (Dragon Slayer II) | 50 (melee benchmark) | 72,600 combat | About 1.55M | Dragon hunter crossbow at 90 Ranged; insulated boots |
Brutal black dragons are the standout for a ranger. The wiki's 65 kills an hour assumes max Ranged, void, a dragon hunter crossbow and Rigour. Its own lower tier, 90+ Ranged with blessed d'hide and a hunters' sunlight crossbow, is 50 kills, which works out to about 69,300 Ranged XP an hour. They count for black dragon Slayer tasks, and the Catacombs ban the cannon.
The adamant and rune dragon money pages are written for melee, so their kill rates are a benchmark. The wiki's adamant dragon strategy page says 90 Ranged and a dragon hunter crossbow kill them easily and avoid their melee. Iron and steel dragons have no wiki money page. They drop five bars a kill, and on a Slayer task Duradel's table rates metal dragons at 30,000 Slayer XP an hour for iron, steel and mithril.

If you still want the KBD for its drops, the King Black Dragon guide has the route and inventory. Unlocks for the stronger dragons are in the Dragon Slayer I and Dragon Slayer II walkthroughs.
Cannon Slayer Tasks That Pay for the Cannonballs
The dwarf multicannon needs the Dwarf Cannon quest and a 750,000-coin set from Nulodion. It hits up to 30 with steel cannonballs and 35 with granite, whatever your Ranged level, and gives 2 Ranged XP per damage with no Hitpoints XP. It can fire up to 6,000 cannonballs an hour and breaks after 25 minutes until you click to repair it.
On Slayer the cannon is passive Ranged XP: the wiki's Ranged training page puts it at 2–4 million Ranged XP over a 1–99 Slayer run. An average Duradel task uses 750–1,500 cannonballs in single combat and can go past 1,500 in multicombat. Only a few tasks pay that back.
| Task | Slayer level | Slayer XP/hr | Do the drops cover the cannon? |
|---|---|---|---|
| Warped creatures | 56 | 55,000 (cannon) | Yes |
| Cave horrors | 58 | 25,000 | Yes |
| Aberrant spectres | 60 | 35,000 | Mostly, from herbs and seeds |
| Bloodveld (mutated, Meiyerditch Laboratories) | 50 | 80,000 with melee, 100,000 with a venator bow | Partly; a loss in the Stronghold Slayer Cave |
| Trolls (ice trolls on Jatizso, mountain trolls at Mount Quidamortem) | 1 | 50,000 | Partly |
| Dagannoth | 1 | 85,000 | No, a loss |
| Kalphites (soldiers) | 1 | 75,000 | No, a loss |
| Black demons, suqah, hellhounds, lizardmen, gryphons | 1–51 | 40,000–55,000 | No, a loss |
Every task in the Wilderness Slayer Cave is multicombat and cannonable, superiors spawn 10% more often, and the monsters drop Wilderness tertiaries. PKers visit too, so carry only the cannonballs you need. A PKer takes what you carry, but your cannon stays where it is after you die and can be reclaimed from Nulodion once it decays. You cannot set a cannon up in the Revenant Caves, the Catacombs of Kourend or the Ancient Cavern. Our Slayer guide covers which of these to block.
Hours and GP to Your Ranged Goal
From the wiki's experience table: level 70 is 737,627 XP, 80 is 1,986,068, 90 is 5,346,332 and 99 is 13,034,431. Hours are the XP gap divided by each method's wiki rate, and profit is those hours times the wiki's GP/hr.
| Goal | Method | Hours | Profit at the wiki rate |
|---|---|---|---|
| 70–80 | Blue dragons (42,000/hr) | About 30 | About 18M |
| 70–80 | Green dragons, rune crossbow (about 42,000/hr) | About 30 | About 21M |
| 80–90 | Revenants, magic shortbow (46,200/hr) | About 73 | About 223M |
| 80–90 | Black dragons (39,800/hr) | About 84 | About 34M |
| 90–99 | Revenants, Craw's bow (63,000/hr) | About 122 | About 482M |
| 90–99 | Brutal black dragons, max setup (90,090/hr) | About 85 | About 136M |
| 90–99 | Brutal black dragons, 50 kills (about 69,300/hr) | About 111 | About 136M |
Brutal blacks pay about the same total either way, because profit comes per kill: a weaker setup just spreads it over more hours. Revenant totals shrink with every death, so price your deaths in with the risk maths above. If you only want the fastest XP and will pay for it, chinning is quicker than any of these; the Ranged 1–99 guide has the chinchompa rates.
Common Mistakes
- 1
Loading thousands of ether.
The bracelet and any ether loaded in the bow drop for the killer, and the bow's 1,000 activation ether disappears. Keep the bracelet at 50–100 and the bow at a trip's worth.
- 2
Walking around with an artefact.
Ancient artefacts are always lost on death, even as your only item. A relic is worth 16M at the Emblem Trader; bank it the moment it drops.
- 3
Wearing avarice with four valuable items.
Skulled, Protect Item saves one item. Strip the kit to one valuable piece, or take the amulet off and accept the lower drop rates.
- 4
Hunting revenants on a high-risk world.
That skull gives no drop boost and blocks Protect Item, so you take the full loss for nothing.
- 5
Calling every cannon task profitable training.
On dagannoth, kalphites, black demons and most others the wiki marks the cannon as a loss. The passive Ranged XP is real, but the money only comes back on tasks like warped creatures and cave horrors.
Where Paid Help Fits
The profitable part of Ranged only starts once the account can use it: about 60 Ranged for green dragons, 80 for the cheap revenant setup and 90 for Craw's bow at full speed. If the levels before that are what you would rather skip, our Ranged training service does them by hand, and you take over where the money methods start paying. The risk decisions in the caves stay yours.
FAQ
What is the most profitable way to train Ranged in OSRS?
Killing revenants. The wiki puts a Craw's bow setup at about 3.9M and 63,000 Ranged XP an hour, and a magic shortbow setup at about 3.1M and 46,200. Without Wilderness risk, brutal black dragons lead at about 1.6M and 90,090 XP an hour.
Does the bracelet of ethereum make revenants harmless?
No. Since 6 August 2020 it cuts revenant damage by 75%, using one charge per attack; it no longer blocks everything. The magic attack can still freeze you, and the bracelet is always lost on death with its ether.
Is the amulet of avarice worth the skull?
For profit, usually yes: it adds 20% accuracy and damage against revenants, notes the drops, and the skull raises most unique rates by about 45%. The cost is that you keep only one item with Protect Item, so bring a kit you can lose.
Can you use a dwarf multicannon on revenants or brutal black dragons?
No. Cannons cannot be set up anywhere in the Revenant Caves, or in the Catacombs of Kourend where brutal blacks live. The Ancient Cavern (mithril dragons) bans them too. The Lithkren Vault allows one against adamant and rune dragons, and every task in the Wilderness Slayer Cave is cannonable.
Is the King Black Dragon good money for a ranger?
Not for GP. The wiki's money page gives about 0.28M an hour at 30 kills, below blue dragons. Kill it for the pet or the draconic visage, not for an hourly rate.
What Ranged level do I need for revenants?
60 to wield Craw's bow. The wiki's guides recommend 80+ Ranged for the magic shortbow method and 90+ for Craw's bow, with 45 Defence and 43 Prayer for protection prayers. For the rest of the Wilderness options, see the Wilderness money-making guide, and for the cave's demi-boss, the revenant maledictus guide.
Still stuck on a mechanic? Ask the team on our Discord, it is free.
Bottom Line
Revenants are the best-paying Ranged XP in the game at about 3.9M an hour, as long as you keep the bracelet light, bank artefacts at once and price your deaths in. Brutal black dragons are the safe pick at about 1.6M and 90,090 XP an hour, and green or blue dragons carry you to 80. Use the cannon on Slayer for XP, and only call it profit on tasks whose drops cover the cannonballs.
Sources
Numbers and mechanics on this page come from these 19 OSRS Wiki pages:
- Money making guide/Killing revenants (Craw's bow)
- Money making guide/Killing brutal black dragons
- Revenant Caves
- Ferox Enclave
- Revenants/Strategies
- Bracelet of ethereum
- Craw's bow
- Amulet of avarice
- Revenants
- Emblem Trader
- Skull (status)
- Dragon (race)
- Adamant dragon/Strategies
- Dwarf multicannon
- Pay-to-play Ranged training
- Experience
- Money making guide/Killing revenants (Magic shortbow)
- Items Kept on Death
- Slayer training
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