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RuneScape

Plan crafting materials, owned stock and profit

Start with the item you want to make and the quantity you need. A useful crafting plan works backwards through its ingredients, subtracts what you already have and keeps the recipe's actual batch yield. Turning every recipe into a single-item assumption can buy the wrong supplies and overstate profit.

Choose the recipe before buying materials

The Old School Rune scimitar recipe uses two runite bars at an anvil, requires level 90 Smithing and a hammer, and gives 150 Smithing experience per scimitar. Making ten needs twenty bars and gives 1,500 experience before any separate modifier.

Open that ten-item plan. Enter bars already held in the inventory section. With six bars owned, the remaining requirement is fourteen bars. The six owned bars are consumed by the plan; they are not an additional sale output.

Enable ingredient crafting to see whether producing the bars is part of your preparation. An intermediate item can have several recipes. Select the method you intend to use and check its station, required tools and any unlock conditions. The planner's requirements are preparation information, not proof that your account has unlocked them.

Round batches and reuse outputs

When a recipe makes several items per action, the number of actions rounds up. A recipe yielding ten items still needs one action when you request one. Its other nine items are newly produced leftovers. They may be useful for the next recipe or available to sell, but they must only be counted once.

Byproducts are handled the same way. An output made earlier in the chain can supply a later step before more ingredients are bought. Materials in your inventory that the plan never consumes remain inventory; they cannot create apparent crafting profit.

Some source recipes describe an average yield or a fraction of a reusable item's charges. Those need their particular success or charge rules. The fixed-quantity planner does not treat a mean yield as a guaranteed output. A looping recipe is also shown as a separate ingredient to obtain, rather than an unlimited source of materials.

Separate extra spending from material value

Coins still needed measures the material purchases remaining after owned quantities. Profit after material value also counts the materials consumed from your inventory. This prevents already-owned materials from appearing worthless when comparing crafting with another use for them.

For a simple arithmetic example, suppose a recipe consumes three units of an ingredient worth 10 coins each, all already owned. Suppose the finished item sells for 100 coins with a 2-coin seller fee. No new material purchase is needed. Sale proceeds are 98 coins, but the gain after the 30-coin material value is 68 coins. The prices in this example are chosen assumptions, not a current market opportunity.

Change a price assumption to keep it in your plan. Leave the field empty to follow the available observation. A missing price prevents a complete cost or profit result; it does not make the ingredient free. An explicit zero is a different assumption and should be chosen deliberately.

Include extra-output sales only when you intend to sell the generated leftovers and their values are known. Sale taxes apply to each item at its own price and exemption. Alchemy is a separate comparison because its rune costs and returned coins differ from a Grand Exchange sale.

Dragonwilds uses its own preparation

A Bronze Sword in Dragonwilds uses eight Bronze Bars, four Leather and one Wool Thread at a Blacksmith's Bench. The held recipe gives 60 Artisan experience. Open its crafting plan to gather the exact materials or expand their recipes.

Dragonwilds does not gain a Grand Exchange price just because a similar item exists in another RuneScape game. Its planning outcome is the material chain and crafting preparation. An unknown duration remains unknown rather than borrowing a timing from the MMO recipe.

Continue into a training or sale goal

When a supported crafting method gives experience, use its training handoff to calculate the actions for your next XP target. Follow the resulting item quantity back into crafting so the material plan covers the same goal.

For a traded output, inspect the market observation, compare an after-tax sale, or calculate alchemy after rune costs. The named item stays in the link. A noncraftable item should not send you to an unrelated default recipe.

Recipe references: Old School Rune scimitar and Dragonwilds Bronze Sword. Their game-qualified recipe records also appear on the linked item pages.