OSRS Assemble, Enchant & Repair
Live Grand Exchange profit on item conversions, after runes, NPC fees and the 2% GE tax.
Recipes
How assembly flipping works
A long list of OSRS items is built by combining tradeable components: godswords from a blade and a hilt, the dragonfire shield from a draconic visage and an anti-dragon shield, spirit shields from sigils, primordial boots from a crystal and dragon boots, Torva from damaged pieces and Bandosian components, the twinflame staff from a battlestaff and two element crowns. Because every part and every finished item is priced by different buyers on the Grand Exchange, the whole is routinely worth more — or less — than the sum of its parts.
That gap is the trade. When the components cost less than the finished item sells for (after the 2% GE tax and any NPC fee), assembling is profit. A smaller set of items also comes apart cleanly — godswords return their blade and hilt, an uncharged toxic staff returns the staff and fang, the Wilderness upgrades split back into weapon and trophy, Bandos armour breaks into components and Armadyl armour chisels into plates — so when the parts are worth more than the whole, disassembling pays instead. This tab prices every recipe in both directions from the live GE feed.
Requirements and badges
Making these items is gated in-game: 80 Smithing to forge a godsword blade, 90 Prayer and 85 Smithing to attach a sigil, 60 Magic and 60 Runecraft for the cerberus boot upgrades, Dragon Slayer II for the Dragon Forge, and so on. Each recipe wears its requirements as badges — a skill icon with the level needed, and quest badges that link to the OSRS Wiki. Requirements never change the profit shown; they just tell you whether the recipe is yours to use.
Where an NPC will do the work for a fee — Oziach assembles the dragonfire shield for 1.25M coins, Abbot Langley attaches sigils for 1.5M, Zaff builds Bryophyta's staff for 50K — the paid route is shown too, so a recipe is never off the table just because of a skill level. Fees that are part of the assembly itself (the Voidwaker's 500K reassembly fee) are already subtracted from the profit.
Assembly FAQ
What OSRS items can be assembled from parts for profit?
Dozens: godswords from a blade and hilt, the dragonfire shield from a draconic visage and anti-dragon shield, spirit shields from sigils, primordial boots from a crystal and dragon boots, Torva from damaged pieces and Bandosian components, the twinflame staff from a battlestaff and the two Royal Titans crowns, and the amulet of rancour from an amulet of torture and an etched araxyte fang. Whenever the parts cost less than the finished item sells for after GE tax and any fee, assembling is profit.
Which items can be disassembled for profit?
Items whose dismantle returns every component: godswords split back into blade and hilt, an uncharged toxic staff of the dead returns the staff and magic fang, and the Wilderness upgrades come apart into the original weapon and its fangs, claws or skull. Devout boots separate back into holy sandals and a drake's tooth, and Otto Godblessed reverts a Zamorakian hasta to its spear for free. Bandos armour also breaks down into tradeable Bandosian components and Armadyl armour chisels into Armadylean plates. When the parts sell for more than the whole costs, breaking is profit.
Do assembled items have skill or quest requirements?
Many do — and every one shows as a badge on the recipe's card. Where an NPC offers a paid alternative (Oziach, Abbot Langley, Zaff), that route is shown as well, so low levels only cost you the fee, not the trade.
Which prices does the calculator use?
Buy prices are the GE low and sell prices the GE high, after the 2% tax. Press any card above to see how it's made.Tap any card to see how it's made.
Enchants
How enchant flipping works
Enchanting is the cleanest conversion trade in the game: you buy a plain piece of jewellery or a stack of tipped crossbow bolts, buy a handful of runes, cast one spell, and sell something different. A sapphire ring becomes a ring of recoil, a dragonstone amulet becomes an amulet of glory, a zenyte amulet becomes an amulet of torture, and ten ruby bolts become ten ruby bolts (e). Because the plain item and the enchanted one are priced by completely different buyers — crafters on one side, PvMers on the other — the gap between them moves constantly, and that gap is the trade.
There is no reverse. Nothing un-enchants, so unlike armour sets or godswords there is only ever one direction to price: buy plain, cast, sell enchanted. That makes the maths simple and the risk one-sided — if the spread closes while you are holding the plain item, you cannot undo the cast to get back out.
Bolts are ten per cast
The single most important thing to know when reading this tab: one cast of Enchant Crossbow Bolt enchants ten bolts, not one. Every bolt enchant here is priced per cast — the buy-in is ten bolts, the runes are the single cast that covers all ten, and the profit is what you clear on the batch. Treating the rune cost as per-bolt (or the per-bolt price as per-cast) is a tenfold error in either direction, and it is an easy one to make because the number still looks plausible afterwards.
That is also why every enchant has a Per limit/volume figure, under “Show the maths” and as a box in Filters. A ruby bolt cast might clear a few hundred coins where a zenyte enchant clears six figures, which would bury every bolt at the bottom of a profit sort forever. Per limit/volume shows what you would make filling one entire 4-hour buy limit of the plain item, along with how many casts that takes — and since bolts buy in the tens of thousands where a zenyte amulet buys in the single digits, that is the figure where the two become comparable. The limit binds on what you buy; selling the result is never limited. It is capped by the item's daily traded volume as well, because you cannot buy more in four hours than the entire market moves in a day: without that cap, a weeks-old quote on an item nobody trades would advertise billions that do not exist.
One more bolt-specific quirk works in your favour: the 2% GE sell tax is floored per item and skipped entirely below 50 coins, so the cheap bolt enchants — opal, sapphire, emerald, topaz — genuinely sell tax-free. Every profit here already accounts for this rather than applying a flat 2% to the stack.
Runes, staves and the cosmic floor
Every enchant needs runes, and the runes are priced live here just like the items. Wielding an elemental staff supplies the air, water, earth or fire runes a spell needs for free, which is what the staff switch in Filters models — a staff of water for the sapphire and opal enchants, a staff of air for emerald and jade, a mud battlestaff for the dragonstone tier, a lava battlestaff for onyx. Battlestaff and mystic tiers give identical runes and differ only in combat stats, so the page always names the cheapest one that does the job.
What a staff can never supply is the cosmic rune. Every enchant in the game needs exactly one, and no equipment avoids it, so a cosmic rune is the hard price floor under every enchant on this tab. The same is true of the catalytic extras — the mind, nature, law, blood, soul and death runes that some spells add — which is why the zenyte enchants (20 blood and 20 soul runes apiece) get no staff benefit whatsoever. On the low tiers the opposite applies: the elemental runes are pennies next to the cosmic, so the staff barely moves those margins and pays for itself very slowly.
Enchant FAQ
Which OSRS enchants are profitable?
It moves with live prices, which is what this tab is for. Historically the dragonstone tier (amulet of glory, ring of wealth) and the zenyte tier (amulet of torture, necklace of anguish) carry the largest per-cast margins, while the bolt enchants carry the largest total throughput because they run ten at a time against enormous buy limits. Most profit puts the biggest single cast first, and the Per limit/volume figure under “Show the maths” gives the most money per 4-hour window. Several are consistently negative — diamond bolts and the ring of stone destroy value at almost all times — and they are left visible on purpose, because knowing an enchant is not worth casting is useful too.
Do I need runes, or can I use a staff?
Both. Every enchant needs one cosmic rune that nothing can substitute, plus that spell's elemental runes and any catalytic extras. An elemental staff supplies the air, water, earth or fire portion for free once bought — switch on “Wield an elemental staff” in Filters and every card reprices without those runes and tells you which staff each one wants. Blood, soul, law, nature, mind and death runes always have to be bought.
What Magic level do the enchants need?
From 4 for opal bolts up to 93 for the zenyte jewellery: Lvl-1 Enchant at 7 (sapphire and opal), Lvl-2 at 27 (emerald and jade), Lvl-3 at 49 (ruby and red topaz), Lvl-4 at 57 (diamond), Lvl-5 at 68 (dragonstone), Lvl-6 at 87 (onyx) and Lvl-7 at 93 (zenyte). Each card wears its level as a badge; load your stats in Filters and the badges tint green or red, with a filter to hide the spells you cannot cast yet. Only Magic is shown deliberately — the Fletching and Ranged levels on the dragon-bolt pages gate making and wielding the bolts, never enchanting them, and a flipper buying tipped bolts outright does neither.
Why isn't the digsite pendant or jade bolts on this tab?
Because you could never sell what you made. The digsite pendant is untradeable, and it is the only enchant in the game with a quest requirement on top (The Dig Site, plus learning the spell at the Varrock Museum). Regular jade bolts are the one enchanted bolt type that cannot be traded in either state — though jade dragon bolts trade fine and are listed. Everything on this tab has a plain form you can buy and an enchanted form you can sell, checked against the live Grand Exchange feed rather than assumed.
Which prices does the calculator use?
Buy prices are the GE low and sell prices the GE high, after the 2% tax. Press any card above to see how it's made.Tap any card to see how it's made.
Sets
How set flipping works
A handful of OSRS armour and robe sets — every Barrows set, the god armour sets, and high-end kit like Justiciar, Inquisitor's, Ancestral and Masori — trade on the Grand Exchange in two forms at once: as a single set item, and as the individual pieces. A Grand Exchange clerk will combine the pieces into a set, or split a set back into pieces, for free.
Because the set and its pieces are bought and sold by different people, their prices drift apart constantly. That gap is the whole opportunity: when the pieces are cheaper than the set you combine (buy pieces, sell the set); when the set is cheaper than its pieces you break (buy the set, sell the pieces). This tab prices both directions from the live GE feed so you never have to add it up by hand.
Reading the set cards
Every price is a real market order: pieces and sets are bought at their instant-buy price and sold at their instant-sell price, never a flattering mid price. Breaking buys the set and sells the pieces; combining buys the pieces and sells the set. Only one can pay at a time, so each card shows the direction that does — its pieces listed “from” when you combine and “into” when you break. Press a card and “How it's made” draws it, with a switch between the two directions; “Show the maths” lists every piece's buy and sell price behind the number.
The 2% GE tax is already subtracted from every sale (floored per item, capped at 5,000,000 coins), so the profit shown is what lands in your coin pouch. Watch the buy limits: a set flip is capped by how many you can buy in a 4-hour window — the set's own limit for breaking, and each piece's limit for combining — so a healthy per-flip margin on a low-limit set is still a slow earner. Margins here are usually thin and move fast; treat the numbers as a live snapshot, not a promise.
Set flipping FAQ
How does item-set flipping work in OSRS?
Some armour and robe sets trade on the Grand Exchange both as a single set item and as their separate pieces. A GE clerk combines or separates them for free, so whenever the set price and the summed piece prices drift apart there is a profit in converting one into the other and selling. This calculator prices both directions live.
What is combining versus decombining a set?
Combining means buying the individual pieces, assembling them into the set item, and selling the set — worth it when the pieces are cheaper than the set. Decombining (breaking) means buying the set item, splitting it into pieces, and selling the pieces — worth it when the set is cheaper than its pieces. Only one direction is profitable at a time.
Which OSRS sets are worth combining or breaking?
It changes constantly with live prices. Barrows sets, god armour sets and high-end raid sets like Justiciar, Inquisitor's, Ancestral and Masori all swing between combine and break profit as buyers move the set and piece prices independently. Sort by best profit to see which sets have an edge right now.
Which prices does the calculator use?
Buy prices are the GE low and sell prices the GE high, after the 2% tax. Press any card above to see how it's made.Tap any card to see how it's made.
Pieces
How repair flipping works
Degradable gear trades on the Grand Exchange in exactly two states, fully working and fully broken, and the broken one can be restored. That turns every such piece into a conversion trade: buy the broken form, pay to repair it, sell it working. Whenever sellers dump broken pieces below their repaired value minus the repair cost and the 2% GE tax, the spread is yours. This tab prices all 40 pieces from the live GE feed and re-ranks them as prices move.
The repair cost comes in three shapes. Barrows equipment (broken form: the name ending in 0) is fixed by NPCs like Bob in Lumbridge for a flat fee by slot — 60,000 coins for a helm, 90,000 for a body, 80,000 for legs, 100,000 for a weapon — with no requirements at all. Moon equipment from Perilous Moons works the same way but costs a flat 1,500,000 for every piece, helm or tassets alike, which is why its cheaper pieces are usually underwater. Torva is not an NPC repair at all: you smith it back together at an anvil with Bandosian components, 1 for the helm and 2 each for the body and legs, so its cost is a live GE price that moves with the components rather than a fixed fee.
The rest — the zombie axe and helmet, the dragon hasta and Belle's folly — are repaired free. Their margins are the widest on this tab for exactly that reason, and the Smithing level or quest badge on the card is the only thing standing between you and the spread. The dragon hasta is the odd one out: Otto Godblessed fixes it for anyone, and the Barbarian Training everyone associates with it gates wielding the hasta, not repairing it — so a flipper who never touches the miniquest can still run that one.
Repairing at a player-owned house armour stand drops the fee by 0.5% for every Smithing level you have — at 99 Smithing you pay about half. Building one takes level 55 Construction, but you do not need it yourself: any player can walk into someone else's house and use theirs, and the discount follows your Smithing level rather than the owner's. That is why the stand is an option in Filters rather than a requirement, and the one group it does gate is standard Ironmen, who cannot enter another player's house. It applies to Barrows and moon pieces only; a stand cannot touch the other families. Switch it on in Filters and set your Smithing level to see your personal margins; the cards recalculate instantly. It matters most on moon gear, where the discount is what decides whether the flip works at all.
Reading the repair cards
Broken pieces are priced at their instant-buy price and repaired pieces at their instant-sell price, with the 2% GE tax already deducted from the sale — the profit on each card is what actually lands in your pouch per flip. The GE limit that matters is the broken form's 4-hour buy limit, since that is what caps a bulk repair session; a few of the newer items have no published limit, which means unknown, not zero.
Most repair margins are steadier than set-flip margins — the fee is fixed by the game, so the only moving parts are the two GE prices. Torva is the exception: its cost is the live component price, a third moving part and the dominant one. Margins here are also public knowledge, so expect them to be thin wherever there is no requirement gating them, and to spike when a piece's price moves quickly and the broken form lags behind.
Repair FAQ
How does repair flipping work?
Degradable gear trades on the Grand Exchange in two states, fully working and fully broken, and the broken form can be restored. When the broken price plus the repair cost is less than the repaired price after GE tax, repairing it is profit. This tab covers all 40 repairable pairs: Barrows equipment, Moons of Peril armour, Torva, the zombie axe and helmet, the dragon hasta and Belle's folly.
How much does it cost to repair each type?
A fully degraded Barrows piece costs 60,000 coins for a helmet, 90,000 for a body, 80,000 for legs and 100,000 for a weapon at an NPC. Moon equipment is a flat 1,500,000 per piece whatever the slot. Both take the armour stand discount — 0.5% per Smithing level in a player-owned house, roughly half price at 99. Torva costs Bandosian components at an anvil instead of coins (1 for the helm, 2 each for body and legs), and the zombie axe, zombie helmet, dragon hasta and Belle's folly cost nothing at all.
Why do only the fully broken versions trade on the GE?
Part-degraded Barrows items (100, 75, 50, 25) and part-charged moon pieces cannot be traded. Only the fully repaired and fully broken forms are Grand Exchange items, which is what makes the repair flip clean: there is one broken price, one repaired price, and a known cost between them. It also means a piece bought off the GE is always fully broken and always pays the full repair.
Why are the free repairs the most profitable?
Because a requirement, not a fee, is what keeps them wide. The zombie axe and helmet need 70 Smithing, Belle's folly needs 70 Smithing and Sleeping Giants, and Torva needs 90 Smithing. Barrows and moon repairs need nothing at all, so competition grinds those spreads thin. Every requirement is shown on its card as a badge. Load your stats and the skill badges tint green or red, and the “only what I can repair” filter hides the ones you are short on. Quests work differently: the hiscores cannot tell anyone which quests you have done, so a quest badge never tints and never hides a card — Belle's folly stays listed at 70 Smithing whether or not you have finished Sleeping Giants, and that badge is the only warning you get. Note also that all of these Smithing levels are boostable in game — the zombie helmet goes from 65 with an orange spicy stew — and the filter compares against your unboosted level, so if you are within a few levels it is worth a look anyway.
Which prices does the calculator use?
Buy prices are the GE low and sell prices the GE high, after the 2% tax. Press any card above to see how it's made.Tap any card to see how it's made.