Training Herblore in RuneScape can be very expensive. There are a number of ways of reducing the cost of training Herblore. Both Dungeoneering and Hunting can be used to help reduce this cost, although often this will take more time than if you had a cash pile to train with. Of these two skills, Dungeoneering is the most use.
Dungeoneering
There are a number of ways Dungeoneering can be used to reduce the costs of training Herblore.
Dungeoneering Rewards
Some of the rewards that can be got from Dungeoneering by purchasing them with reward tokens have a use in Herblore.
Scroll of Life
This reward costs 10,000 tokens to buy, and once bought it is a learned ability, rather than an item. It requires level 25 Farming and level 25 Dungeoneering.
Although a Farming reward, it also helps with Herblore as you have the same chance of getting herb seeds back, 10% chance of getting the same seed back from a live patch, and a 5% chance of receiving a random seed from a dead patch.
This helps reduce the cost as it makes herb seeds go further, causing an overall increase in yield from effectively the same number of seeds.
Scroll of Cleansing
This costs 20,000 tokens to buy and, like the
Scroll of Life, is a learned ability. It requires level 49 Herblore and level 49 Dungeoneering to use.
This is probably the most useful Dungeoneering reward for training Herblore. There are two benefits:
1 in 8 (12.5%) chance that any complete potion made will be made twice as fast as normal.
1 in 10 (10%) chance that when adding an ingredient to a
Vial of water,
Coconut milk or any unfinished potion the ingredient won't be used up. As this works for both stages of making a potion, there is a chance that a potion can be made without using up either ingredient. This also works for juju potions from the Herblore Habitat activity and extreme potions.
The second benefit is by far the most valuable, as, with the exception of
Vials of water and
Coconut milk, the same ingredients will make substantially more potions. More than the apparent 10% increase, as ingredients that are unused initially also have a chance to be unused every time.
For example, if 1,000 unfinished potions are made initially, on average, only 900 ingredients will be used, allowing another 100 unfinished potions to be made.
When these 100 saved ingredients are used to make another batch of 100 potions, again, on average, only 90 ingredients will be used.
This effect will continue, and applies to both ingredients used to make a complete potion.
The potential savings in ingredients is enormous, and will result in more money being made from the same amount of ingredients, as they make more potions.
HerbicideThis reward costs 34,000 tokens to buy, and requires level 21 Herblore to use. When in your inventory and clicked, a popup will appear with names of the herbs and checkboxes next to them.
Clicking a checkbox so that a tick appears will make that herb be instantly burnt if dropped for twice the Herblore experiece normally gained for cleaning it. Herbs with crosses in the checkboxes will be dropped on the floor as normal. Hovering your pointer over a herb name will give the current Grand Exchange price for that herb, allowing you to check which herbs are most valuable.
Herbicide is not a fast way of gaining experience, and is a fairly expensive Dungeoneering reward, but if you are killing monsters with lots of herb drops, it can be worth having in inventory to automatically gain experience without having to do anything else once the herbs to be burnt are selected from herbs you would normally not even bother picking up.
In comparison to
Bonecrusher, which can be used to train Prayer in a similar way,
Herbicide, which is the same price, is not as good value. Creatures that drop bones will always drop them, whilst creatures that drop herbs will only drop sometimes.
Bonecrusher is a better first purchase if you also want to train Prayer.
Daemonheim
Herbs found and cleaned and potions made in Daemonheim itself whilst doing a dungeon don't cost anything at all to make, except for the time taken to complete the dungeon. Not a very time effective way of training, but very cost effective, and the tokens gained for doing the dungeon can be used to purchase the previous rewards.
Resource Dungeons
As you increase your level in Dungeoneering, you will gain access to Resource Dungeons. Some of these have resources useful for training Herblore.
There are two Resource Dungeons inside the Edgeville Dungeon. The main dungeon can be entered from Edgeville or, with a
Brass key (found inside the dungeon in the room with the Zombies), using a hut south-west of the Grand Exchange.
Edgeville (level 10)
This is the first resource dungeon you can enter, requiring only level 10 Dungeoneering. In it, are four herb spawns;
Grimy marrentil,
Grimy irit,
Grimy harralander and
Grimy ranarr. There are also 12 Chaos Druids.
The dungeon entrance is in the Edgeville Dungeon. WARNING: The entrance is in low level Wilderness! You may be attacked by player killers. Do not take anything you are unwilling to risk.
Edgeville (level 20)
Also in the Edgeville Dungeon, the entrance to this is in the room with the level 28 Hill Giants. The dungeon itself contains four
Limpwurt root spawns, and 11 Hill Giants.
Taverley Dungeon (level 60)
The entrance to this dungeon is in the Taverley Dungeon in the room with the blue dragons. In the dungeon are a further eight blue dragons and twelve
Blue dragon scale spawns. Given the number of dragons, some sort of dragonfire protection is required, such as a
Dragonfire shield,
Anti-dragon shield (with optional
Antifire potion for full protection) or
Super antifire.
Reaching the room with the entrance in requires either having a
Dusty key or, for much quicker access, level 70 Agility (can be boosted) to use the Agility shortcut just inside the entrance to the Taverley Dungeon.
Hunting
Catching some Implings, either in RuneScape or in Puro-Puro, will occasionally yield items useful in Herblore. Hunting is also required in the Herblore Habitat activity.
Catching Earth Implings will occasionally result in getting a Unicorn horn, a valuable and useful secondary ingredient. They require level 36 Hunter to catch.
Catching Nature Implings occasionally yields herb seeds or clean or grimy herbs. Although the rewards can be worth it, such as a Dwarf weed seed, or Clean or Grimy torstol, Nature Implings are not that common, and do give other items, so this should not be depended upon.
They require level 58 Hunter to catch.
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