Home GP Per Hour Calculator

GP Per Hour Calculator

Calculate Your Hourly Income

Interactive GP Per Hour Calculator — select an activity or enter custom values, configure all costs, and get accurate net GP/hour analysis.

GP Per Hour Calculator

Select a preset activity or enter custom values. Include all costs for accurate net GP/hour.

🎯 Activity Selection

💰 Revenue Inputs

Average GP dropped per kill
If set, overrides loot × kills

📉 Expense Inputs

Food, potions, runes
Barrows, crystal, other
Average cost of deaths/hr
💡 Quick Reference
💰
Top Money Makers

Vorkath: ~3M/hr. Zulrah: ~2.5M/hr. Barrows: ~1M/hr. Blast Furnace: ~800K/hr.

📊
Calculation

GP/hr = (Revenue per action x actions/hr) minus (Cost per action x actions/hr).

💡
Pro Tip

Account for supply costs, GE taxes (1%), and death costs when calculating true profit.

📋 Sample Calculation Result
Method💰 Vorkath
Combat Level110+
GP per Hour4,680,000 GP/hr
GP per Kill156,000 GP
Supply Cost~120K GP/hr
DifficultyMedium-High

👆 Enter your values above and click Calculate to get your personalized results.

About the GP Per Hour Calculator

Calculate your true GP per hour from any OSRS money-making activity. This calculator accounts for supply costs, repair costs, ammo, GE tax, death costs, and miscellaneous expenses to reveal your real net hourly wage. or plan the whole grind with the OSRS construction calculator.

Key Features

  • Calculate your true GP per hour from any activity
  • Account for supply costs, repair costs, ammo, and death costs
  • Compare bossing, Slayer, skilling, raids, and flipping
  • Estimate session, daily, and weekly profit
  • Calculate profit per kill and return on investment
  • Use preset data for popular bosses and activities
  • Track true net income after all expenses

GP Per Hour Calculation Workflow

Select Activity Enter Loot Values Input All Expenses Calculate Net Profit Project Earnings 💰 True GP/Hour Revealed

Choose the Right Money-Making Activity

Different activities suit different players. Choose based on your skills, gear, and available time.

Bossing

High GP/hour but requires good gear and stats. Vorkath (3–4M GP/hr), Alchemical Hydra (4–5M GP/hr), and Zulrah (2.5–3.5M GP/hr) are top consistent bosses.

Slayer

Moderate GP/hour with combat XP benefits. Gargoyles (500K GP/hr AFK), Rune Dragons (1.5M GP/hr), and Nechryaels (400K GP/hr) offer varying effort levels.

Raids

Highest potential GP/hour but inconsistent. Chambers of Xeric averages 5–6M GP/hr and Theatre of Blood 7–8M GP/hr including split chance of rare drops.

Skilling

Lower GP/hour but minimal risk. Blood Runecrafting (800K GP/hr), Herb Runs (1M+ GP/hr effective), and Blast Furnace (1–2M GP/hr) require no combat gear.

Flipping

Variable GP/hour based on market knowledge. Experienced flippers earn 500K–5M GP/hr with minimal active time but significant capital requirements.

Processing

Consistent GP/hour for AFK play. Tanning hides, making Cannonballs, and cooking food provide reliable income while multitasking.

Activity Profitability Comparison

ActivityTypeGross GP/HrExpensesNet GP/HrEffort
VorkathBossing4.5M1.35M3.15MHigh
Alch. HydraBossing5.0M720K4.3MHigh
GargoylesSlayer500K48K452KAFK
CoXRaids5.5M625K4.9MVery High
Blood RCSkilling800K0800KLow
Herb RunsSkilling1.1M180K920KMinimal

Account for Every Expense

True GP/hour requires tracking every cost. Most players dramatically overestimate their income by ignoring hidden expenses.

Supply Costs

Food (Sharks ~930 GP, Anglerfish ~1,950 GP), potions (Super Combat ~29K, Ranging Potion ~8K), and prayer restoration are your largest recurring expenses.

Equipment Repair

Barrows equipment degrades after 15 hours. Full Barrows repair costs ~330K at an NPC or ~250K at a POH armour stand. Crystal equipment also degrades.

Ammunition & Runes

Dragon Bolts (e) cost ~650 GP each. Blowpipe darts vary from 20 GP (Mithril) to 1K+ (Dragon). Rune costs for magic attacks add up quickly.

Grand Exchange Tax

The 1% GE tax applies to all sales. On 4M GP/hour gross, that's approximately 40K GP/hour lost to tax — significant over long sessions.

Death Costs

Dying costs vary from 100K to 500K+ depending on gear setup and reclaim method. Even one death per hour can reduce net GP/hour by 5–15%.

Opportunity Cost

Time spent banking, traveling, and resupplying reduces effective kills per hour. Factor in realistic downtime for accurate estimates.

Miscellaneous Costs

Teleport charges, instance fees (100K per Vorkath instance), and quest item costs all contribute to total expenses.

Expense Tracking Decision Tree

Track All Costs? Supplies Only + Repairs & Ammo + Deaths & Tax 💰 True Net GP/Hour

Every Output Explained

Gross Revenue Per Hour

Total loot value before any deductions. Calculated as average loot per kill × kills per hour. This is the headline number most players focus on.

Net GP Per Hour

Gross revenue minus all expenses. This is your true hourly wage — the number that actually matters for comparing activities.

Profit Per Kill

Net GP/hour divided by kills per hour. Shows your actual margin per individual action, useful for evaluating method efficiency.

Session Profit

Net GP/hour multiplied by session length. Shows exactly how much gold you'll earn during your planned play session.

Return on Investment

Revenue divided by expenses, expressed as a percentage. Higher ROI means your supply investment yields more profit.

Daily & Weekly Projections

Estimated earnings assuming 4 hours/day and 28 hours/week. Useful for planning long-term gold accumulation goals.

Earnings Projection Dashboard

Net GP/HourPer Session (2h)Daily (4h)Weekly (28h)Monthly (120h)
500K1M2M14M60M
1M2M4M28M120M
2M4M8M56M240M
3M6M12M84M360M
5M10M20M140M600M

Optimize Your GP Per Hour

Increase Kills Per Hour

Better gear, optimized inventory, and faster banking increase kill rate. Going from 28 to 32 Vorkath per hour adds ~600K GP/hour.

Reduce Supply Costs

Use an Ornate Pool in your POH for free restoration. Fish your own Karambwan. Make your own potions. Every cost reduction directly increases net GP.

Minimize Deaths

Each death at Vorkath costs 100K+ in reclaim fees plus wasted supplies. Reducing deaths from 2/hour to 0 can increase net GP/hour by 200K–500K.

Choose Efficient Methods

Don't chase the highest gross GP/hour — optimize for net GP/hour after all expenses. AFK Gargoyles at 450K net may beat a boss at 600K net if you're dying frequently.

Optimize Travel Time

Use teleports, POH portals, and efficient banking routes to minimize downtime between kills. Every minute spent Not Killing is lost income.

Method Optimization Matrix

OptimizationImpactEffortInvestmentRecommended
Better Gear+15-30%MediumHigh
POH Setup+10-20%One-timeMedium
Fewer Deaths+5-15%PracticeNone
Faster Banking+5-10%LowLow
DIY Supplies+5-10%HighTimeIronman

Hidden Factors That Affect Your True GP/Hour

Unique Drop Variance

Boss GP/hour includes the averaged value of rare drops. If you go dry on uniques, your actual GP/hour over 100 hours may be significantly below the stated average.

Sample Size

Short sessions have high variance. A 2-hour boss session might yield 0 or 3 rare drops. True GP/hour only stabilizes over hundreds of hours.

Market Price Changes

Supply and drop prices fluctuate daily. Your GP/hour from last week may not apply today. Always check current prices before starting a session.

Banking Efficiency

Players who bank efficiently lose 5% of their hour. Those who wander between trips lose 15–20%. The difference is 500K+ GP/hour at high-level bosses.

Learning Curve

New boss learners kill significantly slower and die more often. Your actualized GP/hour during the first 100 kills will be much lower than the optimal rate.

Common GP/Hour Calculation Mistakes

  • Using gross instead of net GP/hour — Headline GP/hour numbers ignore supply, repair, and death costs. Net is 20–40% lower than gross.
  • Ignoring death costs — Even 1 death per hour at high-level content reduces net GP/hour by 5–15%.
  • Overestimating kills per hour — Include banking, travel, and bathroom breaks. Real kills/hour is typically 10–15% lower than optimal rate.
  • Not accounting for GE tax — 1% of all sales adds up. On 5M gross/hour, that's 50K/hour lost to the GE tax sink.
  • Ignoring rare drop averaging — Rare drops dramatically inflate average GP/hour but may not occur during your session.
  • Comparing activities with different effort levels — 3M GP/hour active bossing vs 800K GP/hour AFK aren't directly comparable if you value relaxation.

Advanced GP/Hour Optimization

Multi-Activity Rotation

Combine high-intensity bossing with AFK activities to maintain consistent GP/hour without burnout. Alternate between Vorkath and Gargoyles for balanced sessions.

Passive Income Integration

Add herb runs, birdhouse runs, and Kingdom of Miscellania income to your effective GP/hour. These add 200K–500K GP/hour of effective passive income.

Gear Upgrade Planning

Calculate the GP/hour increase from gear upgrades. If a 50M upgrade adds 300K GP/hour, it pays for itself in approximately 167 hours of bossing.

Seasonal Market Timing

Prices fluctuate around game updates. Stock supplies when cheap and sell drops during demand spikes for maximum GP/hour across seasons.

Endgame Scaling

As your gear and stats improve, GP/hour from the same boss increases non-linearly. Track your GP/hour over time to measure actual improvement.

Ironman Opportunity Cost

Ironman players can't buy supplies — factor in gathering time as an additional cost. Your true GP/hour may be 50% lower than a main account doing the same activity.

Frequently Asked Questions

The calculator uses exact formulas for revenue and expense tracking. Accuracy depends on the precision of your input values — realistic loot, kills/hour, and expense estimates yield accurate results.
Gross GP/hour is total loot value before expenses. Net GP/hour subtracts all costs (supplies, repairs, ammo, tax, deaths). Net is your true hourly wage.
Daily assumes 4 hours/day of active play. Weekly is daily × 7 (28 hours/week). These are projections based on your net GP/hour rate.
Yes. Use the activity presets to switch between bosses and compare their net GP/hour after all expenses. The presets include representative loot and cost values.
Average loot per kill should include the averaged value of rare drops. For example, a 1/512 drop worth 50M adds approximately 97K to your average loot per kill.
Calculate your average death frequency (e.g., 1 death per 3 hours) and divide the death reclaim cost by 3 to get hourly death cost.
Yes. Set kills per hour to 1 and enter your hourly output value as loot. Set supply costs to any material costs consumed.
Food, potions, runes, ammo, charges, and any consumable items used during the activity. Include everything you consume per hour.
Full Barrows repair costs ~330K every 15 hours = ~22K/hour. Crystal equipment has similar degradation rates. Divide total repair cost by usage hours.
Yes, but ironmen should factor in gathering time for supplies as an additional hidden cost. Your effective GP/hour will be lower than a main account.