Skill Training Guides

OSRS Crafting Training Guide 1–99: Glass, Gems & Golems

Plan 1–99 Crafting with a worked starting route, glassblowing, gems, battlestaves, dragonhide and Golem Crafting. Compare access, supplies, attention and real costs.

Pew 🔫 12 min read
Old School RuneScape · Guides & insightsKnowledge for your next adventure

Reviewed 24 October 2026 · Onyx Services

For straightforward Crafting training, buy molten glass and blow it at a bank. For faster progress, compare cutting gems, assembling battlestaves and making dragonhide bodies. Golem Crafting adds another option after Fallen From Grace, combining local sunstone collection with shaping and finishing golems. Choose by your budget, available attention and unlocked content rather than assuming the highest-level recipe is always best.

This OSRS Crafting guide gives members a practical starting route and several complete paths toward 99. It also separates supply preparation from production, with free-to-play and Ironman adjustments near the end. Prices and hourly rates vary; the worked quantities below are calculations, and price examples are illustrative rather than live market quotes.

Choose a route that fits the session

Your priority

Start with

Main trade-off

Simple, lower-input batches

Glassblowing with bought molten glass

Slower XP than efficient gem or armour production

Fast early and middle levels

Cutting sapphire, emerald, ruby or diamond

Short batches and potentially expensive cut-versus-uncut margins

Fast production with moderate losses

Compare elemental battlestaves

A large amount of cash tied up in components

Fast later levels

Dragonhide bodies, especially red from 77 and black from 84

Material costs can rise sharply

Movement and local resource gathering

Golem Crafting after its quest

Several access requirements and a multistage loop

Self-supplied progression

Seaweed, sand, glass and selected account unlocks

Gathering time and coins for supplies still count

Set a useful stopping point first. A quest prerequisite or a specific jewellery recipe may matter more than buying supplies for 99 immediately. You can remain on a cheaper recipe after unlocking a faster one, or use short expensive sessions to finish a near-term target.

Know which stage gives the XP

Crafting has many linked processes. Making molten glass and blowing it are separate actions. Cutting a gem, crafting jewellery, stringing an amulet and enchanting it are also separate stages. Enchanting jewellery gives Magic XP, while the earlier material and jewellery steps give Crafting XP.

Likewise, charging an orb is a Magic process; attaching a charged orb to a battlestaff is Crafting. Tanning a hide prepares the leather, and sewing equipment consumes it. A published production rate usually assumes the inputs are already ready in the bank. Include the extra stages when supplying them yourself.

Levels 1–27: a worked members’ starting route

Quest rewards can skip early levels, so check what your account already needs to complete before shopping. If you want a repeatable bank-side route from zero XP, the following glass-and-gem example reaches 27 without relying on quests, boosts or glass-making XP.

Level bracket

Action

Inputs consumed

1–4

Blow 16 beer glasses at 17.5 XP each

16 molten glass

4–12

Blow 69 empty candle lanterns at 19 XP each

69 molten glass

12–20

Blow 116 empty oil lamps at 25 XP each

116 molten glass

20–27

Cut 105 sapphires at 50 XP each

105 uncut sapphires

The glass stages use 201 molten glass and give 4,491 XP. Cutting the sapphires adds 5,250, reaching 9,741 total XP, just above the 9,730 threshold for level 27. Surplus XP carries forward between rows. If you already have quest XP or choose different items, recalculate what remains rather than buying these quantities unchanged.

  1. Withdraw a glassblowing pipe and up to 27 molten glass.

  2. Use the pipe on the glass, choose the required product and let the batch finish.

  3. Bank the output and repeat, changing recipes when the next level bracket opens.

  4. At 20, bank the pipe and withdraw a chisel with the uncut sapphires.

  5. Cut the gems and bank the cut output. Keep it for a planned jewellery method or sell it according to your budget.

This route prioritises clear quantities and straightforward execution. Leather is an alternative: use a needle and thread on tanned leather and progress through eligible items. Raw cowhide is not ready-to-use leather. With an ordinary needle, keep thread in the inventory and replace it as it is consumed.

Glassblowing: a simple route toward 99

Once molten glass is banked, glassblowing needs no furnace. You can stand at any convenient bank with the pipe and glass, select a product using Make-X, and bank each completed inventory. The furnace belongs to the earlier glass-making stage.

Crafting level

Product

XP per molten glass blown

12

Empty oil lamp

25

33

Vial

35

42

Empty fishbowl

42.5

46

Unpowered orb

52.5

49

Lantern lens

55

87

Empty light orb

70

A simple progression is oil lamps until 33, vials until 42, fishbowls until 46, then unpowered orbs or lantern lenses. At 87, empty light orbs become another choice. Older routes sometimes list a different light-orb unlock; use 87 for the current recipe.

Unpowered orbs can have a better resale value than lantern lenses, while lenses give slightly more XP per glass. Empty light orbs are untradeable, so they do not refund the input through an ordinary GE sale. Pick the product for its full cost per XP, not its XP value alone.

For scale, processing 1,500 molten glass in an hour into unpowered orbs would give 78,750 Crafting XP; the same number made into lenses would give 82,500. These are arithmetic examples at a stated throughput, not measured Onyx rates. Banking and idle time decide how many items you actually finish.

Making glass and using Superglass Make

Ordinary furnace production uses one bucket of sand and one soda ash for each molten glass and gives 20 Crafting XP. Superglass Make is a different method: it needs the Lunar spellbook, Lunar Diplomacy and 77 Magic. The quest itself requires 61 Crafting and other prerequisites. Having 61 Crafting alone does not unlock the spell.

The spell costs two astral, six fire and ten air runes per cast. A smoke battlestaff supplies the fire and air runes, leaving astrals as the rune supply to maintain. Keep the staff equipped and check your spellbook and runes before withdrawing a large batch of ingredients.

In-game animation of casting Superglass Make to turn sand and seaweed into molten glass

A common setup uses 18 buckets of sand and three giant seaweed. Each giant seaweed supplies six sand units, and the cast gives 10 Crafting XP per sand consumed: 180 Crafting XP for that inventory, plus Magic XP. Blowing the resulting glass later gives additional Crafting XP.

The three-seaweed setup produces an average of about 1.6 glass per sand if all output is retained, including overflow on the floor. Ignoring the overflow reduces the retained average to about 1.45. Picking it up trades time for more retained materials. Do not calculate a glass target using the larger yield while planning to leave the excess behind.

For Ironmen, giant seaweed patches unlock at 21 Farming after reaching Fossil Island. Sandstone can be converted to sand through the desert grinder, with empty buckets and Drew’s 50-GP-per-bucket charge. Count farming, mining, transport and fees in the plan. Our Mining training guide helps separate resource gathering from an XP-focused mining session.

Cutting gems: fast batches with a clear margin

Withdraw a chisel and uncut gems, use the chisel on a gem, and select the batch. Sapphires and higher precious gems cannot be crushed during cutting. Opals, jades and red topaz have a failure chance, so their expected cost and output need a different calculation.

Level

Uncut gem

XP for cutting one

20

Sapphire

50

27

Emerald

67.5

34

Ruby

85

43

Diamond

107.5

55

Dragonstone

137.5

Gem cutting can carry you to later methods or all the way to 99, but an available higher tier is not automatically affordable. Dragonstones can cost substantially more per XP than lower tiers. Compare completed purchases and net sales of cut gems before increasing the batch.

The jeweller’s chisel, obtained from Golem Crafting, has a chance to process two gems at once and grants XP for both consumed inputs. It does not create a free extra gem. It also improves success when cutting semiprecious gems and speeds supported bolt-tip production. This is a useful upgrade when you have it, not a requirement for starting with an ordinary chisel.

Battlestaves: compare capital as well as net cost

Elemental battlestaves require a plain battlestaff and the matching charged orb. Use the orb on the staff and select the production batch. An ordinary balanced inventory holds 14 of each component; the finished staves then go back to the bank.

Level

Staff assembled

Crafting XP per assembly

54

Water battlestaff

100

58

Earth battlestaff

112.5

62

Fire battlestaff

125

66

Air battlestaff

137.5

These are assembly-only XP values. Buying unpowered orbs and charging them yourself adds Magic work, runes and travel. High Level Alchemy on the finished staff adds another stage and rune cost. Do not combine the Crafting-only hourly rate with alchemy proceeds while treating the alchemy time as free.

Diary-unlocked daily battlestaves from Zaff can reduce a limited batch’s input cost. The daily stock does not supply an unlimited training session. Even a method with a small final loss needs enough cash to purchase both components before the output is sold.

Dragonhide bodies: faster later training

Use tanned dragon leather, rather than raw dragonhide, with a needle and thread. Green bodies unlock at 63 Crafting and give 186 XP; blue unlock at 71 for 210; red at 77 for 234; and black at 84 for 258. Each body consumes three matching leathers.

With an ordinary needle and a stack of thread, the two occupied inventory slots leave room for 26 leathers, so you can make eight bodies before banking. The costume needle, obtained after Death on the Isle, replaces both for ordinary dragonhide production. It needs no thread, allowing 27 leathers and nine bodies per inventory.

Use a deposit lock for your tool if available, and withdraw the exact material quantity. Standard bank-side sewing is already a complete method; advanced tick-manipulation rates depend on an additional setup and should not be used as a beginner’s target.

Compare black bodies with air battlestaves or cheaper leather tiers before spending a large budget. If tanning raw hides yourself, include the tannery fee or spell requirements, runes and time. Our Smithing guide explains the same separation between material preparation and finished-item production.

Golem Crafting: access and first rotation

Golem Crafting takes place on Wyrmscraig after Fallen From Grace. The quest requires 62 Sailing, 60 Crafting, 47 Runecraft and 53 Mining, plus Pandemonium. It also involves combat. Prepare the quest separately; reaching 60 Crafting does not provide immediate access by itself.

The activity uses local sunstone, a chisel, a hammer and suitable fur. A fur’s listed Hunter level matters when collecting it yourself; buying an eligible fur does not require that Hunter level merely to use it. Check that it is an accepted fur: tatty variants do not work.

Player shaping a sunstone golem on a plinth at Wyrmscraig, with completed golems nearby
  1. Bring a pickaxe, chisel, hammer and a small supply of suitable furs, leaving room for sunstone.

  2. Mine five sunstone for one completed golem. Use four to start the golem at an empty plinth.

  3. Carve all four sides. Debris beside a completed side helps you track which sides remain.

  4. Use the chisel on the fifth sunstone to make a sunstone core.

  5. Finish the unpowered golem with the core and a fur, receiving Crafting XP and an uncut gem.

  6. Repeat or bank before inventory space prevents the next rotation.

Individual sunstone rocks support a momentum mechanic that rewards prompt movement between rocks. The monolith offers a quieter but slower gathering option. Learn the ordinary rotation before trying faster shaping inputs; high-end rates assume strong gathering, efficient movement and suitable furs.

A gem bag and fur pouch can extend sessions, and an equipped Imcando hammer can free an inventory slot. They improve a developed setup rather than being mandatory for your first golem. Better furs change the finishing XP and cost. Self-hunting local goats is a mixed Hunter-and-Crafting route, so include the hunting time in comparisons.

Jewellery, nets and free-to-play alternatives

Jewellery production needs the correct mould, the required metal bar and, for gem jewellery, the appropriate cut gem. Edgeville has an accessible furnace near a bank. Rings, necklaces and bracelets are finished unstrung; ordinary amulets have a separate wool-stringing stage before enchanting. Compare the exact item you intend to sell.

At 26 Crafting, two jute fibre can be woven into a drift net at a loom. Fossil Island offers a convenient loom-and-bank setup after access is unlocked. Nets can be useful for your own Fishing and Hunter training, but demand and sale margins should be checked before mass production.

Yarn and fabric recipes offer additional Sailing-related outputs. Spinning raw fibre and weaving yarn into cloth are separate stages, with separate quantities and XP. Do not confuse flax spun into bow strings with flax spun into linen yarn.

Free-to-play accounts can train with leather, pottery, available gem cutting and gold jewellery. The members’ glass route, battlestaves, dragonhide production and Golem Crafting are different options. For a basic F2P leather session, bring a needle, thread and tanned leather, use eligible recipes and bank the completed pieces. Add hide collection and tanning only if those stages are part of your intended session.

Calculate one target before buying the next batch

Items needed = round up (remaining XP ÷ XP for the exact production stage). A 100,000-XP glassblowing target using unpowered orbs at 52.5 XP each needs 1,905 molten glass. If you make the glass yourself first, subtract the Crafting XP gained during that preparation before calculating how much blowing remains.

Net cost = inputs + preparation fees and runes − net output sales. For an illustrative ruby batch, suppose an uncut ruby costs 900 GP and the cut gem sells for 780 GP net. The 120-GP loss divided by 85 XP is about 1.41 GP per XP. One thousand gems would give 85,000 XP at a net cost of 120,000 GP. Those prices are a worked example, not a current offer.

Buy a small test batch, finish the full loop, and record the time, actual input prices and completed sales. Keep enough cash for the next inventory rather than locking everything into slow-selling output. Crafting works well as a sequence of useful milestones: select the next unlock, choose a sustainable method, and reassess when you reach it.

Independent guide: Onyx Services is an independent service provider and is not affiliated with, endorsed by, or sponsored by Jagex Ltd. RuneScape and Old School RuneScape are trademarks of Jagex Ltd.

Your next chapter

More adventure. Less grind.

Get a custom quote from the Onyx team for your next OSRS goal.

Explore more from the journal
OSRS Crafting Training Guide 1–99: Glass, Gems & Golems | Onyx Services