12 calculators — max hit, DPS & DPS compare, combat level, drop odds, GE tax, loot splits, goals, Slayer, herb runs, Prayer & Construction. Exact game formulas.
Melee & Ranged use the exact effective-level formula. Magic = base spell hit × magic damage bonus.
Void: use Other multiplier 1.10 (melee/range) or 2.5% dmg for magic void via the % field. Slayer helm on task: 1.1667. Salve (e): 1.20/1.15.
Damage per second vs a target, using OSRS accuracy rolls. Get your Max Hit from the Max Hit tab, then plug it in here.
Model: effective attack = floor(level × prayer) + style + 8; attack roll = eff × (bonus+64); defence roll = (Def+9) × (defBonus+64); DPS = hit-chance × (max÷2) ÷ (ticks × 0.6). Want a side-by-side? Use the DPS Compare tab.
"Is my new weapon actually better?" Fill both setups, pick the monster's defence, and get the winner, the % gain and the time-to-kill difference.
Defaults show a classic dilemma: a fast accurate weapon (A) versus a slower, harder-hitting one (B). TTK assumes 100% uptime and no special attacks. Grab your max hits from the Max Hit tab first.
Standard OSRS combat formula. Enter your stats.
Chance of at least one drop over N kills, plus how "dry" a streak is.
2% Grand Exchange sell tax, capped at 5,000,000 gp per item. No tax under 50 gp.
Tax-exempt items (you keep 100%): Chisel, Gardening trowel, Glassblowing pipe, Hammer, Needle, Rake, Saw, Secateurs, Seed dibber, Shears, Spade and Watering can. Everything else pays 2% on the sell price, rounded down, capped at 5,000,000 gp per item, and nothing under 50 gp is taxed. The gp taken out is deleted from the game — that's the point of it.
Split raid/boss loot fairly. Optionally take GE tax off first if it's being sold.
The 5M tax cap is per item sold, so we cap the deduction at 5M × the number of items. One 700M Tumeken's shadow = 5M tax (not 14M). Three 300M items = 15M. Leave "items" at 1 if the loot is one big drop, or set it to how many separate things you're actually listing.
XP between two levels (or XP values), plus time and cost at your rate.
Slayer XP per kill = the monster's hitpoints (plus the task-completion bonus). Pick a task, set your kills/hr, and see how long 99 actually takes — and what it pays.
XP per kill values are the monsters' hitpoints, verified against the wiki. Kills/hr are honest mid-game estimates — override both fields for your own gear. Task-completion XP from your Slayer master is on top of this, so treat the hours as a slight over-estimate. Full write-up in our Slayer guide.
The exact chance-to-save formula from the game, with live GE prices. Tells you what one lap of patches actually pays — after the 2% sell tax.
Formula: chance-to-save = (low×(99−L)÷98 + high×(L−1)÷98 + 1) ÷ 256, with the item multipliers applied to that chance (high is always 80). Expected herbs per patch = lives ÷ (1 − chance-to-save). Cape and secateurs both stack to +15%. Full route and setup in the Herb Runs guide.
XP/hr and gp/xp for burying/offering bones. Enter the live GE price of the bone.
Gilded altar with two lit burners = 3.5×. Add a demon butler to feed bones for the higher rates. Prices move — grab live bone prices on our Flip Finder.
XP/hr and cost for the main plank-based training builds. Enter the live plank price.
Rates assume a demon butler fetching planks. Oak larders are the cheap route; mahogany tables are faster XP. Oak plank price shown by default — switch to mahogany price for the mahogany build.