The short version
- Nothing truly unattended earns well, and leaving an account playing breaks the rules. What exists is a spectrum of attention.
- Grand Exchange offers are the only thing that genuinely continues while you are logged out.
- Judge these by GP per unit of attention, not GP per hour — the time was not going to be spent playing properly.
- Kraken is the exception among bosses: over a million an hour for about as much attention as fishing.
Let us be clear about what AFK means here, because the term gets stretched. Old School RuneScape logs you out after roughly twenty minutes of no input, and leaving an account playing unattended breaks the rules. Nothing on this page is unattended play.
What exists is a spectrum of attention: activities needing a click every thirty seconds, activities needing one every few minutes, and Grand Exchange offers, which are the only thing that genuinely continues while you are logged out.
The useful way to judge these is not GP per hour. It is GP per unit of attention — because the whole point is that this time was not going to be spent playing properly anyway.
Genuinely passive: works while you are offline
Grand Exchange offers
The only category that keeps earning with the game closed. Offers placed before you log off continue matching, which makes overnight flipping the closest thing in the game to passive income.
The selection rules are different from active trading — you cannot adjust a price at three in the morning, so the item needs enough daily volume to fill without you. Apply a much stricter volume floor than you would for a trade you are watching, for exactly that reason.
Farming runs
Crops grow whether you are logged in or not. A herb run takes ten minutes and pays out eighty minutes later; tree runs are the same shape with far more experience.
Measured against real time the rates look poor. Measured against time at the keyboard, herb runs are among the best value in the game at any level.
Birdhouse runs
Birdhouses work like Farming for Hunter — set four, come back fifty minutes later, collect seeds and nests. About three minutes of actual play per cycle, from Hunter 5.
The obvious move is to run herbs, trees and birdhouses on the same trip. The overlap costs almost nothing and triples what the trip returns.
A click every thirty seconds
These need you present but barely engaged. All of them are comfortable alongside something else.
| Method | Requirement | Roughly pays | Trains |
|---|---|---|---|
| Amethyst mining | Mining92 | 250k–400k/hr | Mining |
| Anglerfish | Fishing82 | 350k–600k/hr | Fishing |
| Redwood logs | Woodcutting90 | 250k–400k/hr | Woodcutting |
| Cannonballs | Smithing35 | 150k–300k/hr | Smithing |
| Brutal black dragons | Slayer77 | 900k–1.5M/hr | Combat |
| Kraken | Slayer87 | 1.2M–2M/hr | Combat |
Two of those are combat, and they are worth knowing about even on this page. Kraken cannot meaningfully damage you through Protect from Magic, which makes it the most AFK boss in the game — over a million an hour for about as much attention as fishing.
Low attention, but you are still playing
- Motherlode Mine from Mining 30 — no banking pressure, steady output, and the prospector outfit
- Blast furnace — actually quite demanding, despite its reputation
- Nightmare Zone — the standard low-attention melee training once set up
What is not AFK, despite the reputation
Worth saying plainly, because these get recommended as AFK and are not:
- Wintertodt needs steady attention and you take unavoidable damage
- Blast Furnace requires keeping pace with a conveyor
- Three-tick methods are the opposite of AFK by definition
- Most bossing — Kraken is the exception, not the rule
Building an AFK routine
The accounts that do well with low attention layer three things:
- Offers placed before every session, working on capital that would otherwise sit idle
- A run cycle — herbs, trees and birdhouses on the same trip, twice a day
- One low-attention activity running while you do something else
That combination means your effective rate is far higher than any single method's number, because two of the three layers cost you almost no attention at all.
You can filter the full method list by attention on our money-making page — set Attention to "Very AFK" to see everything that qualifies, or read best AFK money making for the same list with context.
The honest caveat
AFK methods pay less per hour than active ones, and that gap is the entire trade. A method paying 300,000 an hour that you run while doing something else is worth more than one paying 900,000 that demands your full focus — but only if the alternative was not playing at all. If you were going to play properly anyway, take the active method.
How AFK a method really is
"AFK" covers everything from a click a minute to twenty minutes untouched, and the difference decides what you can do alongside it.
| Interval between clicks | What you can realistically do alongside |
|---|---|
| Under 30 seconds | Nothing — this is active training with gaps |
| 1–3 minutes | Watch something, read, hold a conversation |
| 5–10 minutes | Work, study, another game in a window |
| 15 minutes or more | Genuinely leave the desk |
Most methods sold as AFK sit in the one-to-three minute band. That is fine, but plan around it: choosing a five-minute method over a one-minute method matters more than a small difference in experience rate, because the point of AFK training is the time it frees rather than the experience it gives.
Choosing between two AFK methods
- Compare experience per hour of attention, not per hour
A method giving 30k/hr at one click a minute and one giving 20k/hr at one click every ten minutes are not close. The second is doing something the first cannot.
- Check whether it pays or costs
Some AFK methods earn while they train and some burn supplies. Over the hundreds of hours AFK training implies, that difference is measured in tens of millions.
- Check the setup cost in attention
A method needing ten minutes of banking per hour is not AFK, whatever happens in between.
Stacking AFK with something else
The highest-value use of AFK training is running it underneath something that needs attention elsewhere.
- AFK combat plus Grand Exchange offers. The offers need a check every few hours; the combat needs a click every few minutes. Neither interferes.
- AFK skilling plus farming runs. The run interrupts the AFK method for ten minutes and pays more than that ten minutes would have earned.
- AFK skilling while doing something outside the game. The honest use case for most people, and the reason these methods exist.
The realistic ceiling
AFK methods are slower than active ones, usually by a factor of two to three at the same level. Nothing changes that. What they offer is experience during hours you would not otherwise be playing, which makes the comparison against active training the wrong one — the comparison is against not training at all.
Common questions
- What is the most AFK skill in OSRS?
- Fishing is the most AFK gathering skill, with anglerfish and sharks needing a click roughly every thirty seconds. Farming is more hands-off still, since crops grow entirely while you are logged out.
- Is there anything truly AFK in OSRS?
- Nothing that earns well. The game logs you out after around twenty minutes of inactivity, and unattended play breaks the rules. What exists is a spectrum from a click every thirty seconds to Grand Exchange offers, which genuinely work while you are logged out.
- What is the best AFK money maker in OSRS?
- Grand Exchange offers, because they complete while you are offline entirely. Among in-game activities, amethyst mining, anglerfish fishing and cannonball smithing all pay reasonably for very little attention.
