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OSRS Progression Guide

18 min read Last reviewed 27 August 2026

Search intent: “I'm playing OSRS but I don't know what I should be doing next.”

The short answer

Progress by unlocks, not XP. Pick a destination (quest cape, bossing, money, max), then work backwards to the nearest thing blocking it (usually a quest or a skill level) and go get that. Broadly: early game is quests, Prayer and Barrows gloves; mid game is a repeatable money boss; late game is raids.

Old School RuneScape never tells you what to do next. There's no campaign marker, no “recommended quest,” no arrow pointing at the next objective — so the single most common feeling in the game is logging in and thinking “…now what?” This guide is a complete answer to that question, from a brand-new account all the way to raids, and it works whether you want to quest, boss, skill or just make money.

It's written for anyone who plays OSRS and wants a plan: new players who don't know where to start, returning players catching up, and mid-game accounts that have drifted without a clear next step. You don't need an account with us (or any tool) to use it.

The short answer, up front

Progress in OSRS is measured in unlocks, not total XP. Pick a destination, work backwards to the nearest thing blocking it — usually a quest or a skill level — and go clear that one thing. Then reassess. The rest of this guide turns that sentence into a stage-by-stage roadmap you can actually follow.

One note on sources, because it matters for trust: the facts here (quest requirements, level breakpoints, what each unlock does) come from Jagex's live game and the community-run Old School RuneScape Wiki. What ScapePath adds is the editorial layer: the reasoning about order and priority, how requirements chain together, and the judgement calls about what matters more. Those are our interpretation, not official Jagex advice.

The progression loop

The idea that fixes most confusion is this: OSRS progression is a loop, not a ladder. Every part feeds the next.

Quests
Skills
Unlocks
Gear & GP
Bossing / PvM

…and Bossing / PvM funds better Gear & GP, which unlocks harder content — so the loop repeats at a higher tier. A stalled account is almost always starved in exactly one link of this chain.

You do quests to unlock content and meet skill requirements. You train skills to meet quest and gear requirements. Those unlock gear and money methods, which fund upgrades, which open bosses and PvM, which drop the gear and gp that let you attempt harder content — and around again at a higher tier.

This is why total level is a poor measure of progression. A level 80 Fishing account that has never done a quest can't fight a meaningful boss, can't wear Barrows armour, and has no efficient income. A lower-total account that has finished Recipe for Disaster and learned one money boss is far further along — it has access, income and a clear next move. Progression is about what you can do, not the size of a number.

Choose your destination first

Here's the thing most “optimal” guides get wrong: there is no single correct order to play OSRS. The best next action depends entirely on what you're trying to reach. So before anything else, pick a destination — even a rough one:

  • “I want the quest cape.”
  • “I want to start bossing / build a PvM account.”
  • “I want to make money.”
  • “I want to max / get specific 99s.”
  • “I want to learn raids.”
  • “I'm an Ironman and need to be self-sufficient.”
  • “I just want to explore and have fun.”

Every one of those points you at a different next step from the exact same account. The roadmap below is the “general” path most accounts benefit from, and the four focus paths later on show how it bends toward a specific goal. Keep your destination in mind as you read — it's the thing that turns “what could I do” into “what should I do.”

The stage-by-stage roadmap

This is the core of the guide. Below are seven stages from a fresh account to the endgame. Before you use them, two warnings that keep you from misreading the whole thing:

  • Stages are not defined by combat level. They're a blend of combat, quests, skills, gear, bank and PvM experience. An account is multidimensional, and most sit across two stages at once (strong in one column, behind in another).
  • The boundaries are approximate. Treat these as orientation (“I'm roughly here, so these are the levers worth pulling”) rather than requirements to tick off in order.
Stage 1

Fresh account

New character, low combat, few or no quests, tiny bank.

Focus: Use quests to skip the slowest grind and reach a usable account.

Quests
High-XP freebies: Waterfall Quest alone gives 13,750 Attack and Strength XP, plus early travel unlocks.
Skills
Enough combat for rune gear (40 Attack/Defence); your first Slayer levels.
Gear
Rune weapon and armour, a strength amulet, a god cape.
Money
Gathering, quest cash and drops — just enough for supplies.
PvM
None yet. Safe-spotted monsters and low-level Slayer tasks.

Skip for now: 99s, expensive gear, and any kind of min-maxing.

Leads to: On-task Slayer and your very first bosses.

Stage 2

Early game

Roughly 40–60 combat, foundational quests started, small bank.

Focus: Build combat on Slayer tasks and hit the key Prayer breakpoints.

Quests
Dragon Slayer I (rune platebody), Monkey Madness I (dragon scimitar), The Fremennik Trials (Rellekka).
Skills
Attack/Strength via Slayer; Prayer 43 for all Protect prayers; 44–45 for Eagle Eye and Mystic Might.
Gear
Dragon scimitar (60 Attack, needs Monkey Madness I); a Slayer helmet at 55 Slayer.
Money
Steady Slayer drops and herb runs.
PvM
Barrows (no quests, near-zero death risk) and the Giant Mole.

Skip for now: Raids gear and trying to build three combat styles at once.

Leads to: Barrows gloves and your first repeatable money boss.

Stage 3

Early-mid game

Around 70 combat, a Slayer helmet, one combat style forming.

Focus: Turn Recipe for Disaster into Barrows gloves, and commit to one strong style.

Quests
Recipe for Disaster (a chain of sub-quests) as your big multi-week project.
Skills
Defence 70 (Barrows and Karil's armour); Prayer toward 70; Herblore toward 81 for Saradomin brews.
Gear
Abyssal whip (70 Attack); a fire cape from the Fight Caves; Barrows armour.
Money
Slayer plus herb runs; first attempts at a money boss.
PvM
The Fight Caves for a fire cape; learning your first money boss.

Skip for now: Endgame quests like Desert Treasure II, and chasing best-in-slot items.

Leads to: A money boss on farm and the God Wars Dungeon.

Stage 4

Mid game

Roughly 80+ combat, Barrows gloves, a fire cape, a growing bank.

Focus: Learn a repeatable money boss, then branch toward your destination.

Quests
Dragon Slayer II (Vorkath), the Underground Pass → Regicide line (Zulrah), Monkey Madness II.
Skills
Ranged 75 (toxic blowpipe); Magic 75 (trident); Prayer 70 (Piety); Herblore 81 → 90.
Gear
Toxic blowpipe, trident of the seas (75 Magic, from Kraken), Bandos armour (65 Defence).
Money
Zulrah or Vorkath as your engine.
PvM
Vorkath, Zulrah and God Wars — General Graardor first for Bandos.

Skip for now: Rushing into raids while under-geared.

Leads to: Endgame quests and raids preparation.

Stage 5

Late-mid game

Around 90+ combat, a money boss on farm, most quests done.

Focus: Clear the big endgame-enabling quests and round out gear and Prayer.

Quests
Song of the Elves (Prifddinas) and Desert Treasure I (Ice Barrage) if not done.
Skills
Prayer 74 (Rigour) / 77 (Augury); Herblore 90; Construction 75 (gilded altar); Agility for shortcuts.
Gear
A second combat style; damage jewellery; crystal or Void where it fits your plan.
Money
High-tier Slayer and your money boss, reinvested into gear.
PvM
God Wars grinds and higher-level Slayer bosses.

Skip for now: Nothing in particular — this stage is about consolidating.

Leads to: Raids and the Desert Treasure II bosses.

Stage 6

Late game

Strong stats, strong gear in one or two styles, real PvM experience.

Focus: Learn your first raid and start the endgame boss and gear grinds.

Quests
Desert Treasure II (awakened bosses, best-in-slot rings) and While Guthix Sleeps.
Skills
Push the 90s that unlock content; maxing becomes an optional long-term goal.
Gear
Raids-tier upgrades and genuine multi-style capability.
Money
Raids and high-value bosses.
PvM
Tombs of Amascut first (scalable difficulty), then Chambers of Xeric; Nex and Wilderness bosses.

Skip for now: Nothing mandatory — from here it's driven by your goals.

Leads to: Endgame grinds, best-in-slot, or maxing.

Stage 7

Endgame

High level, strong multi-style gear, comfortable raiding.

Focus: Chase best-in-slot, master all three raids, or max — whatever you enjoy.

Quests
The quest cape (every quest) if you want it.
Skills
99s and maxing as a long-term project.
Gear
Best-in-slot per style, tuned to the content you run.
Money
Consistent raids and high-end PvM.
PvM
All three raids, the hardest bosses, and the Inferno for an infernal cape.

Skip for now: —

Leads to: Your own goals. There isn't really an 'end' — that's the point.

Milestones at a glance

If the stages feel abstract, these are the concrete, recognisable milestones most accounts pass through. They're a quick reference — “have I hit these yet?” — rather than a strict order.

Timing is approximate and depends on your goals and account type.
MilestoneRoughly whenWhy it matters
Waterfall Quest XPFreshSkips the slowest early combat grind entirely
Protect prayers (43 Prayer)EarlySurvive harder monsters and your first bosses
Dragon scimitar (60 Attack, MM1)EarlyA lasting, cheap early main-hand weapon
Slayer helmet (55 Slayer)Early–midA damage bonus on every Slayer task
Barrows gloves (Recipe for Disaster)Early–midBest all-round gloves for most of the game
Fire cape (Fight Caves)MidA strong, free melee cape you keep for a long time
First money boss (Zulrah / Vorkath)MidSelf-sustaining income that funds everything else
Toxic blowpipe (75 Ranged)MidA defining, versatile ranged weapon
Song of the ElvesLate-midPrifddinas and a huge block of endgame content
Desert Treasure IILateThe four awakened bosses and best-in-slot rings
First raid (Tombs of Amascut)LateAccess to best-in-slot rewards
Max cape / quest capeEndgameLong-term completion goals

Four ways to focus

The roadmap is the general route. In practice most players lean toward one goal, and the smart next step bends with it. Pick the path that sounds like you — they overlap, and you can switch any time.

Quest-focused

Quest for unlocks → train the skills those quests need → chase the milestone quests → quest cape.

PvM-focused

Combat stats → Prayer → one strong gear style → early bosses → a money boss → advanced PvM → raids.

Skilling-focused

Quest unlocks → key skill breakpoints → efficient training methods → your specific skilling goals.

Money-focused

Unlock one viable method → build the gear it needs → move to repeatable PvM → reinvest the profit.

Good next milestone

Whatever your focus, a reliable early target for almost every account is Barrows gloves + a fire cape + one money boss. That trio turns a fragile account into a self-sufficient one, and everything after it gets easier.

The quest backbone

More than any other game, OSRS hides its best content behind quests. A quest reward is rarely just a cutscene — it's access to a boss, a teleport, a spellbook, best-in-slot gear, or a lump of XP that would take hours to grind. Reading quests by what they unlock is the fastest way to know which ones matter for your account.

QuestWhat it unlocksWho should prioritise it
Recipe for DisasterBarrows gloves — best all-round gloves for most of the gameAlmost everyone, as an early-to-mid project
Dragon Slayer IIVorkath, adamant/rune dragons, large XP lamps, Myths' GuildAnyone wanting a reliable solo money boss
Monkey Madness II80k Slayer XP, the Maniacal-monkey Prayer/Hunter method, heavy ballistaSlayer and Prayer trainers; a hard mid-game milestone
Desert Treasure IAncient Magicks (Ice Barrage powers many money and PvP methods)Anyone doing barrage-based Slayer or PvP
Song of the ElvesPrifddinas — crystal gear, teleports and a huge block of endgame contentAnyone approaching the endgame
Desert Treasure IIThe four awakened bosses and the best rings in the gameLate accounts chasing endgame upgrades

That's the shortlist, not the whole picture. For all 184 quests in the community's recommended order with live requirement checks, see the quest guide; for the reasoning behind quest priority, the dedicated quest progression guide goes deeper.

Skills: train for unlocks

The mindset that fixes most skilling confusion: don't train to 70 because 70 sounds good — train to 70 because the thing you want requires 70. A handful of breakpoints carry far more value than the levels around them.

SkillBreakpointWhy it matters
Prayer43 / 44–45 / 70All Protect prayers / Eagle Eye & Mystic Might / Piety (Rigour 74, Augury 77 later)
Herblore81 / 90Saradomin brews (huge for learning bosses) / Super combat potions
Defence70Barrows and Karil's armour, plus many quest requirements
Ranged75The toxic blowpipe — a defining mid-game weapon
Magic75Trident of the seas; Ice Barrage comes from Desert Treasure I, not a level
AgilityLevel-gatedShortcuts that cut travel time; Marks of Grace for the Graceful outfit
Construction75Gilded altar for fast Prayer XP; teleport rooms for travel
SlayerOngoingGates Slayer-only bosses and the best on-task money
FarmingAnyHerb runs — one of the best passive earners, at nearly any level

What should I train next?

The honest decision process, in order:

  • Identify your current goal, then its requirements.
  • Find the closest bottleneck — the level standing between you and it.
  • Prefer an activity that trains several useful things at once (Slayer trains combat, gives gp, and unlocks bosses).
  • Stop when the unlock is reached. Then reassess — you rarely need the 99.

The skilling hub ranks the best method at your level, the calculators turn a target level into exact XP, actions and cost, and the skilling progression guide covers each skill in turn.

Gear: what to buy next

Gear is where accounts waste the most gp, because “the most expensive thing I can afford” is the wrong filter. A good upgrade does one or more of four things — and roughly in this order of value for most accounts: it unlocks content, improves survivability, adds damage, and ideally works across multiple activities rather than one niche. (That ordering is a rule of thumb, not a law — a pure damage upgrade can absolutely be the right buy when survivability isn't your problem.)

OSRS gear runs in three parallel lines — melee, ranged and magic. The winning move is usually to build one style deep before spreading wide: a complete ranged setup clears far more content than three half-finished styles. Don't buy an endgame item before you have the stats, mechanics and content to use it — it just sits in your bank.

What should I buy next?

Before any purchase, ask:

  • What content am I actually doing right now — and what's killing me?
  • Am I short on damage, or on survivability? Buy for the one that's the problem.
  • Does this unlock new content, or just marginally speed up what I already do?
  • Would finishing my main style beat starting a second one?

Rather than freeze a best-in-slot list that shifts with the meta and your bank, the gear paths order each style from best-value first buy to endgame, and the gear progression guide explains the reasoning behind each rung.

Money to fund progression

Treat gp as fuel, not a scoreboard. You make money to buy the upgrades and supplies that let you do more content — the number itself isn't the achievement. That reframing changes how you earn it at each stage:

  • Early: consistent, low-risk income — gathering, collection tasks, quest cash and herb runs. Enough to never be broke.
  • Mid: repeatable PvM becomes your engine — Zulrah or Vorkath, farmed for hours.
  • Late: raids, high-value bosses and a few premium skilling methods carry the biggest, most reliable gp.

Common mistake

“Best gp/hr” and “best method for my account” are different questions. A chart-topping method you can't do (wrong quests, wrong gear, wrong risk tolerance) earns you nothing. And spending ten hours grinding gp for a marginal upgrade is often worse than spending them unlocking a boss that becomes your income. Chase the unlock; let it pay you back.

The Money Makers hub shows live gp/hr so you can weigh methods honestly, and the money making guide breaks it down by account stage.

When to start bossing

Bossing is where the loop pays off — the best gp and the best rewards both live here. The mistake is thinking readiness is a combat level. It isn't. Readiness is a checklist: capable gear for the fight, the right Prayer levels and the ability to switch prayers, a food and potion supply, an understanding of the mechanics, any quest unlocks the boss needs, and, most of all, the willingness to die a few times while you learn.

There's a rough ladder, but treat it as a learning path, not a mandatory sequence — gear and mechanics let a strong account skip rungs, and leave an under-geared one stuck on a fight it “should” win:

  • Beginner PvM — safe-spotted monsters and the Giant Mole.
  • Accessible bosses — Barrows, with no quests and near-zero risk.
  • Repeatable money bosses — Zulrah and Vorkath.
  • God Wars and Slayer bosses — General Graardor and friends.
  • Advanced PvM, then raids.

The bossing hub ranks bosses by profit and difficulty, and the bossing progression guide walks the ladder boss by boss.

Raids & the endgame

Raids are the transition from “good account” to endgame: multi-room, multi-boss challenges that drop the best items in the game. There are three — Chambers of Xeric, Theatre of Blood and Tombs of Amascut — and there is no single correct order. Tombs of Amascut is the most beginner-friendly, because its invocation system lets you set a low, forgiving difficulty and scale up as you improve.

What actually makes you raid-ready isn't picking the “right” raid — it's preparation: strong combat stats, capable gear in more than one style, enough Prayer and Herblore for brews and restores, comfortable prayer-switching, the quest unlocks your gear relies on, and real PvM experience from the bosses that came before. Walk in with those and any raid is learnable; walk in without them and the best gear won't save you.

The raids hub lists each raid's requirements and rewards, and the raids progression guide covers which to learn first and how to prepare.

Common progression traps

Most stalled accounts share a handful of these. None are absolute rules — there are exceptions to all of them — but each hurts more often than it helps:

  • Treating combat level as progression. It's one dimension of many; a high combat account with no quests is still early-game in practice.
  • Grinding 99s with no objective. A 99 is a vanity or money goal; it rarely unlocks anything a lower level didn't.
  • Training every skill evenly. Balanced levels feel tidy but leave you unable to do anything in particular.
  • Ignoring Prayer. It's the biggest survivability and DPS multiplier in the game; a few levels change what you can safely fight.
  • Skipping quests. You're skipping the unlocks, not the grind.
  • Buying gear before unlocking the content it's for. Or spending the whole bank on one item and having nothing to use it on.
  • Chasing gp/hr instead of progression. The unlock that becomes your income beats grinding for a marginal upgrade.
  • Avoiding PvM forever. Bossing is where the best rewards live; learning your first few is a huge jump.
  • Copying someone else's exact order, or following an “optimal” guide whose goals aren't yours.
  • Optimising tiny efficiencies for hundreds of hours while ignoring a major unlock sitting right there.

Account types change the plan

The same advice isn't right for every account — another reason “just copy this order” falls short. The loop is the same; the priorities shift:

  • Mains can buy any upgrade on the Grand Exchange, so progression is mostly about gp and unlocks — the model this guide assumes by default.
  • Ironmen can't trade or buy gear, so “money making” becomes resource making: herb runs for potions, Slayer for drops, raids for the gear itself. Efficiency of acquisition matters more than gp/hr, and skills like Farming and Herblore climb the priority list.
  • Hardcore Ironmen add permanent-death stakes, so the calculus tilts hard toward survivability and caution — over-preparing for a fight is rational when a single mistake ends the account's status.
  • Skillers and other restricted accounts reorder the whole loop around what they can do, and their milestones shift accordingly.

You don't need each mode's meta to take the point: the best next step depends on your account's constraints, not a universal chart.

Stuck? A reusable checklist

This is the part to bookmark. Whenever you log in and don't know what to do, run these seven questions. They work at level 40 and at level 126 — only the destination changes.

  1. 1

    What do I actually want to unlock?

    Name a concrete reward — a boss, a quest, a gear piece, a money target. Vague goals give vague plans.

  2. 2

    What's stopping me right now?

    There's almost always a single blocker between you and it.

  3. 3

    Is the blocker a quest, skill, gear, gp or mechanics?

    Label it. Each type has a different fix, and knowing which one clears the fog.

  4. 4

    What's the shortest useful path to remove it?

    Pick the route that also advances something else — train on a Slayer task, do a quest that gives XP, buy a level that unlocks a quest.

  5. 5

    Does this also move another goal forward?

    If one activity ticks two boxes, it jumps the queue.

  6. 6

    What opens up once it's done?

    The unlock usually reveals the next obvious step.

  7. 7

    Reassess.

    Re-run this from your new position. Progress is a loop, not a to-do list you finish once.

When to move on

Finished the unlock you were chasing? Don't keep grinding it out of habit. The moment the thing you wanted is done, re-run the checklist — your best next move has almost certainly changed.

How ScapePath applies this

Everything above is the framework, and you can run it entirely by hand — this guide, the linked hubs and the Wiki are all you strictly need. The tedious part is the bookkeeping: checking a boss's requirements against your stats, remembering which quests you've done, noticing you're two levels short of an unlock. That's the part ScapePath automates.

Link your account and it reads your live stats, quests and gear, weighs them against every boss, quest, skill and money method, and ranks the moves you're actually ready for — spelling out the exact missing requirement when you're close. The guide explains the framework; ScapePath applies that framework to your account.

None of it is required to read— every hub and guide is fully public. Signing in just swaps “here's the general answer” for “here's the answer for your account.”

Take this further with ScapePath

A guide can tell you the general path. These tools apply it to your account — your stats, your quests, your bank — so the next step is always specific to you.

Keep reading

Requirements, drop mechanics and unlock names in this guide are checked against the live game and the Old School RuneScape Wiki. Factual OSRS mechanics originate with Jagex and the community Wiki; the explanations, structure and recommendations here are ScapePath's own. Last reviewed 27 August 2026.