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OSRS Investing With a Big Bank: 8 Ideas We Tested

We tested 8 ways to earn more GP with a big bank on real GE prices. Seven lost money or had no room. The one that paid needs play time, not a big bank.

Fixed-rate swaps with 2 hours of play a day

A 1B bank made no more than 50M

Profit a day in months we kept aside, with the same swaps and NPC shop buys at 120 world hops an hour

Fixed-rate swaps with 2 hours of play a day, Profit a day in months we kept aside, with the same swaps and NPC shop buys at 120 world hops an hour: 50M bank ~2.24M GP, 1B bank ~2.21M GP.

  • ~600KGP per hour of play from swaps we could check on market prices, in months we kept aside
  • ~0%what a perfect 1–4 hour flip made after tax on the 25 most-traded items over 100M (−0.7% to +0.1%)
  • 47%of price moves a blind read of update posts called right, about a coin flip
Gielinor Gains research, October 2026. OSRS Wiki prices for every item, 25 January to 24 October 2026, and ten years of daily guide prices from Weirdgloop. A live test of the swaps is scored once on 14 November 2026. How we tested is below.

The question

Our Trader puts at most 3M GP into one item, or 5M for plans of 50M or more. Players with big banks ask a fair question: shouldn’t more GP earn more? A big bank could buy expensive items, hold through price moves or buy in bulk.

Our earlier study found that a bigger bank barely helped flips that last a few hours [1]. So this time we looked at everything else we could think of. We tested items worth up to 1.6B each, holds of up to a year, update news, trained models and ten years of prices.

Here “safe” means a rule had to make money on average, with its 95% range above zero, on most days, with no very bad days. Each study wrote down its own exact test.

Every idea we tested

We tested 8 ideas, and a ninth is still running. To keep ourselves honest, we built each idea on older months of prices. If it made money there, we wrote the rule down and tested it once on newer months we had kept aside, so it had never seen them. If it lost money even on the months we built it on, we stopped, because there was nothing left to test.

IdeaMade money?How we know
Flipping and holding items over 10MNo. It lost money in every version we tried.It lost on the months we built it on, so we stopped.
Bonds and tax-free items under 50 GPBonds: no, they cost 10% to sell again. Cheap items: a little, but they can only take about 84M GP a day.Both fell short on the months we built them on, so we stopped.
Buying after game updatesNo. It lost 15.4% a trade.Tested once on 10 updates we kept aside.
Reading update posts firstNo. It called the price move right 47% of the time, about a coin flip.Tested once on 14 updates we kept aside.
Trained models on items over 10MNo. They lost 2.2% of the GP spent.Tested once on 109 days we kept aside.
Setting your own prices when gaps look wideNo. 0 of 412 versions made money.It lost on the months we built it on, so we stopped.
Ten years of calendar events and new itemsNo. None of the rules made money.They lost on the years we built them on, so we stopped.
The game’s fixed-rate swapsYes, about 600K GP per hour of play. But a bigger bank didn’t help.Tested once on 110 days we kept aside. A live test is scored on 14 November.
Low offers to catch panic salesNot known yet.Still being tested.
Where we stopped early, the months kept aside were never opened for that idea. They stay unused, so a future idea can still get a fair test.

Big items: lots of room, no margin

There is plenty of room at the top of the GE. If you took a tenth of normal trading, items over 10M could take about 170B GP a day. The Twisted bow alone could take about 22B.

The tax is also kind to big items. It stops at 5M per item, so a Twisted bow at about 1.59B pays only 0.31% tax, not 2%.

But other traders got there first. On all 25 regularly traded items over 100M, the typical hourly gap between buy and sell prices was within 0.66 points below to 0.11 points above the tax. Even a perfect flip, buying at an hour’s low and selling at the high 1 or 4 hours later, made between −0.72% and +0.04% after tax.

Next we tried patient offers every day: buy at yesterday’s typical low price and sell a few days later at its typical high price. They lost money at every price level with room. The only items that made money were cheap ones that pay no tax.

Patient offers every day, by item priceProfit after tax as a share of the GP bought. Buy at yesterday’s typical low price, sell 1 or 3 days later at its typical high price.

121–123 start days, 25 January to 30 June 2026. Offers fill hour by hour, up to a tenth of trading, within GE limits. Items under 50 GP pay no tax.

Show the numbers
Item priceSold 1 day laterSold 3 days later
Under 50 GP+1.3%+1.5%
1M–10M−2.3%−2.3%
10M–50M−2.8%−3.0%
All over 10M−2.8%−3.0%

Cheap tax-free items made about +1.3–1.5% a round, and 81–83% of days made money. That shows the test can find profit where a margin exists. The catch is room. GE buy limits cap each item, so all 233 of them together could take only about 84M GP a day. Ancient essence alone was about a third of that.

Bonds are the one big item that pays no tax. But selling a bond on the GE makes it untradeable, and making it tradeable again costs 10% of its price [2].

What this means for you: On items over 100M, the gap between buy and sell prices is about the size of the tax. Flipping them is close to a coin toss that costs a little each time.

How we know

Just holding. Bought with no signal and held 1 to 28 days, expensive items lost 2–6% at the prices you could really trade at. Items from 10M to 250M drifted down 1–3% a month.

Buying big drops. Items over 50M that fell 8% below their usual price gained about 0.5% a week later on average. 57% of 30 drops made money, and the worst lost 10–14%. Drops came in groups, such as all the Inquisitor’s pieces at once, so buying several didn’t spread the risk.

The weekly cycle. Expensive items fell from Monday to Wednesday and rose from Thursday to Sunday. Tuesday fell in 22 of 23 weeks. But a rule that bought on Wednesday and sold on Sunday lost 0.95% to 2.05% of the GP it bought, in all 12 settings over 17 weeks. Patient offers could fill only about 10 of 24 hours when buying and 8 of 24 when selling, so too much stock went at the market price.

Patient offers in detail. 1M–10M items lost 2.28% to 2.93% of the GP bought, with 0–8% of days up. Items 10M–50M lost 2.76% to 2.98%, and all items over 10M lost 2.77% to 3.71%. Between 21% and 34% of the stock couldn’t sell at the asking price. Offers a quarter of the gap closer to the market filled more and lost more.

Bonds. A bond costs about 13.9M and trades about 13,000 times a day, so there is about 5.5B GP a day of room. Its buy–sell gap is about 0.6%, far less than the 10% fee to make it tradeable again.

ItemPriceHourly gapGE taxPerfect 4-hour flip
Twisted bow1.59B0.26%0.31%−0.06%
Scythe of Vitur (uncharged)1.48B0.35%0.34%−0.02%
Tumeken’s shadow (uncharged)881M0.42%0.57%−0.16%
Torva armour set560M0.99%0.89%+0.01%
Elysian spirit shield551M0.79%0.91%−0.16%
Zaryte crossbow369M0.90%1.36%−0.47%
Soulreaper axe277M1.14%1.81%−0.58%
Avernic treads193M1.34%2.00%−0.72%
Typical hourly figures, 25 January to 30 June 2026. The full list of 25 items is in the downloads.

Game updates: the move comes before you can act

Game updates do move prices. Items an update post named made an unusual move in the following week 17% of the time, against 11% for other items. Items that were only similar to them didn’t move more than usual.

But most moves can’t be caught in time. Few started before the update came out, and early moves tended to reverse.

After a big first move on update dayAverage price change over the next 3 days, after an item rose or fell 5% or more in the first hours.

10 updates, 1 August to 14 October 2026, checked once. Lines show 95% ranges.

Show the numbers
First moveItems tied to the updateAll other itemsItems tied to the update: 95% rangeAll other items: 95% range
Rose 5% or more−14.4%−14.7%−19.3% to −6.3%−16.0% to −13.6%
Fell 5% or more+13.4%+13.7%+6.0% to +27.7%+12.6% to +14.6%

Other items did the same, so a big first move is mostly noise that settles back. Either way, buying an early rise lost money.

We built a buying rule on 11 updates and then ran it once on the next 10. It lost 15.4% a trade (95% range −23.7% to −7.5%). All 18 versions we tried lost money on average. A trip in and out cost about 4% for these items, and only about 1 trade in 5 moved more than that.

The Masori body shows why a single story misleads. Its price rose almost 30% in the three days after The Fractured Archive came out on 20 October 2026 [3]. But of 171 items of the same combat styles, 149 fell over those three days. The middle item in the rest of the market fell 5.9%.

What this means for you: Don’t chase a price that jumps on update day. On average, it gave the gain back within 3 days.

Update news: reading the post first didn’t help

If prices move too fast, maybe reading the post first is the edge. We tested that with 20 updates. A separate AI helper read each post with no prices and labeled each item: more wanted, less wanted, new or unclear. We saved its labels before loading any price.

On the 14 updates we kept aside, the labels called the price move right 47% of the time over 7 days. Buying the items labeled “more wanted” lost 15.1% of the 1.10B GP bought (95% range −19.1% to −6.9%). Only 1 of 9 updates made money.

Buying the items an update post made more wantedProfit after tax as a share of the GP bought, sold 7 days later, for each update in the months we kept aside.

1.10B GP bought in all, 30 June to 7 October 2026, checked once. One more update had a “more wanted” item, but its offer never filled.

Show the numbers
UpdateReturn on GP bought
30 Jun−18.9%
15 Jul−16.4%
22 Jul−20.0%
29 Jul−5.7%
12 Aug−12.7%
19 Aug−3.0%
2 Sep+5.1%
16 Sep−4.1%
7 Oct−42.8%

By the time a player can act, the post’s meaning is already in the price. Or the market does something the post doesn’t predict, such as buffed items falling.

Trained models and setting your own prices

Next we trained three kinds of models to predict how items worth 10M or more would move over 1, 3 and 7 days. They used past moves, volume, the buy–sell gap, each item’s past results, the whole market, the day of the week and the item’s yearly range.

A trained model on items over 10MProfit after tax as a share of the GP bought, sold 3 days later. Blue: the months we built it on. Grey: the months we kept aside.

80 build days and 109 kept-aside days, about 110 items a day. Lines show 95% ranges.

Show the numbers
What it boughtBuild months (6 Apr to 26 Jun)Months kept aside (1 Jul to 18 Oct)Build months (6 Apr to 26 Jun): 95% rangeMonths kept aside (1 Jul to 18 Oct): 95% range
Every item over 10M−2.3%−3.0%−2.7% to −1.9%−3.4% to −2.4%
The model’s picks−1.3%−2.2%−1.7% to −1.0%−2.7% to −1.6%

The model’s picks lost less than buying everything, so it learned something. But it still lost 2.2%, and only 14% of days made money. None of 114 settings passed on the build months.

The signal is small. From the price a player can actually see, the tenth of items the models liked best rose only about 0.1–0.6%. A trip in and out costs about 1–4%.

Patient offers also fill on the wrong days. A buy offer below the market fills when the price is falling. On the build months, offers that never filled would have made +1.6% on paper, and the ones that filled made −1.2%.

A follow-up set its own buy and sell prices on big items, but only when the gap looked wider than the tax. All 412 settings lost money, even on the months they were built on. Even if every trade had filled at its price, which no real offer can, it lost 0.4–1.9%.

What this means for you: If a tool says it can predict big-item prices, ask how it did on months it never saw, after tax and with real fills.

Ten years of calendar events and new items

Some events come once a year, so 2026 alone can’t test them. We used ten years of daily guide prices from Weirdgloop [4] to test 19 calendar rules: Leagues and Deadman seasons, holiday events, gear releases, the month or day, and three-year lows and highs. We built and tested them on 2017 to 2022.

A trip in and out costs about 5% here: 2% tax and about 3% between buy and sell prices. None of the 19 rules made money after that. Most lost 1–11% each time.

Items at a three-year low did rise about 5–9% before costs, once we left out items whose price never moves. But nearly all of that came from one burst in 2021 and 2022, when godswords and Armadyl gear shot up. In other years they went nowhere.

New expensive items lost the most. A year after release, the typical new item over 10M was worth 23% less. After two years it was worth 37% less.

New items over 10M after releaseChange in the middle (median) item’s guide price, from its first days on the GE.

105 items of 10M or more first priced from 2015 to 2022. The early rise is most likely the guide price catching up with real trades: hourly prices show new items falling about 30% in their first week.

Show the numbers
Time since releaseMedian change
1 week+8.3%
1 month+16.3%
3 months+10.5%
6 months+0.7%
1 year−23.1%
2 years−36.9%

Every rule that bought new items after release lost money. In the worst cases, a rule lost 47% to 78%.

What this means for you: Big prices don’t move on a schedule you can trade, and there is no safe bottom to buy new expensive items.

How we know
RulesBest ruleBest average after costsTimes in profit
Leagues and Deadman seasons (4)Late season−1.4%1 of 4
Holiday events (2)Run-up−4.5%3 of 18
Holiday rares (3)None: they never reach 1M——
Gear releases (4)A week later−4.6%1 of 8
Month of the year (1)September−1.6%1 of 4
Day of the month (1)Day 28−4.8%0 of 51
Three-year lows (3)Hold 91 days−0.1%15 of 46
Three-year highs (1)Hold 28 days−5.3%12 of 49
New items after release (5)Day 90, hold 182 days−1.6%2 of 6
Build years 2017 to 2022. Daily volume starts in 2018, so in practice 2019 to 2022. The years since 2023 were never opened, because no rule passed.

Costs. The GE tax at today’s rate for every year (2%, at most 5M), plus each item’s typical hourly gap from 2026: 2.8% for 1M–10M items, 1.8% for 10M–100M and 1.5% over 100M.

Guide prices, not trades. Weirdgloop’s price is the smoothed official guide price. It runs about a day behind real trades, and it is frozen for thin items. That’s fine for moves over months, not for gaps or fills.

A skeptic. Before any final check, a separate reviewer re-worked three events by hand and found no bug that changes a result. About 18% of the GP in each basket sat in items with frozen prices; leaving them out raised averages 0.3–3 points, and still nothing passed.

Holiday rares. Holiday events hand them out again each year, so none is worth even 1M.

What did work: the game’s fixed-rate swaps

The game has fixed swaps. You buy the inputs, change them in a fixed way and sell the result. Tanning hides, sawing planks, combining potion doses, high alchemy and selling to NPC shops all work like this. The profit is set when you buy, as long as prices hold until you sell.

We built 15,136 swaps from the OSRS Wiki [5] and saved them before loading any price. We kept the ones that made money from January to June. Then we checked them once on July to October, for one account with 8 GE slots and 2 hours of play a day.

Profit a day from fixed-rate swapsOne account, 2 hours of play a day, after the GE tax. Blue: the months we kept aside. Grey: the months we built on.

110 kept-aside days, checked once. NPC shop buys assume 60 world hops an hour. Lines show 95% ranges.

Show the numbers
SwapsMonths kept aside (1 Jul to 24 Oct)Build months (25 Jan to 30 Jun)Months kept aside (1 Jul to 24 Oct): 95% range
Checked on market prices1.2M1.1M1.1M to 1.2M
Paid in coins889K726K827K to 941K
With NPC shop buys1.3M1.1M1.2M to 1.4M

Every registered test passed, and the months kept aside did a little better than the months we built on. The swaps we could check on market prices made about 1.18M GP a day, or about 600K for each hour of play. Swaps paid in coins by the game made about 0.89M a day, and none of them lost GP. Of 169 swaps that buy and sell on the GE, 164 made money.

The biggest earners were tanning blue dragonhide (about 466K a day), sawing mahogany planks (241K) and combining super potions. For coins, it was selling rune javelins and rune warhammers to NPC shops.

But a big bank adds nothing here. The account bought only 7–21M GP of items a day, with 54–84M in use at the most. A 50M bank made as much as 1B. The limits are play time, GE buy limits and how much the GE trades.

This passed a test on months we kept aside. It is not yet proven on live prices. A live paper test runs the same frozen rules on prices from 27 October to 9 November 2026. It is scored once on 14 November, and we’ll update this page either way.

What this means for you: If you want more GP from a big bank, the bank isn’t the limit. Fixed-rate swaps paid in our test, but they pay for the hours you play, not the GP you hold.

How we know
Kind of swapTriedMade moneyTypical return on GP bought
High alchemy1831836.1%
Selling to NPC shops14314329.1%
Buying from NPC shops232230—
Bank recipes13112711.7%
Potion decants33335.0%
Sawmill and tanning3312.7%
Building item sets31−1.3%
Each registered swap run alone in the months kept aside. Run alone, a swap may use up to 6 hours of play a day, so these rows can’t be added up. The chart above is what one player could do.

What the account really did. With swaps checked on market prices, it made 865 tries. 4.5% of them lost GP, and the worst lost about 277K. It kept about half (54%) of the profit it planned, because prices moved or offers filled less than planned.

NPC shop buys. Buying runes from NPC shops and selling them on the GE could raise the total to about 2.2M a day at 120 world hops an hour. That rests on the Wiki’s shop data and on hopping that fast, which market prices can’t check. At 60 hops an hour it was 1.28M.

More play time. With all swaps and NPC shop buys at 120 hops an hour, 1 hour of play a day made about 0.70M, 4 hours about 4.63M and 8 hours about 7.03M.

Families that never got in. Expensive item sets lost about 2% each time. Bonds never had a margin. Charging glory amulets and the trident lost money. Ornament kits can’t be done at all, because every ornamented item is untradeable.

A skeptic. Before the final check, a separate reviewer found three tests that couldn’t fail and several bugs, such as GE limits not carrying across tries. All were fixed before we saved the plan.

Against flipping. Flipping the same items with the same fill rules made nothing, so the profit comes from the swap itself, not from how we model fills.

Still running: low offers to catch panic sales

One last idea is being tested now. You leave buy offers well below the market on expensive items, so they only fill when someone sells in a panic or by mistake. Then you sell once the price comes back.

The five-minute prices this test needs are still downloading. The plan will be saved before the months kept aside are opened, like the others. We’ll add the result here when it’s done.

What this means for you

  • A bigger bank won’t raise your profit by itself. In every test, the limit was the margin, the GE buy limit or your play time.
  • On items over 100M, the buy–sell gap is about the size of the tax. Check the margin after tax before you flip one.
  • Don’t chase update-day jumps. Early rises gave the gain back within 3 days on average.
  • Be wary of new expensive items as a way to make money. They lost about a quarter of their value in a year, on average.
  • If you want more GP an hour, fixed-rate swaps paid in our test while you play. Margins change, so check today’s prices first. The OSRS Wiki’s money-making guide lists many of them with live profits.
  • For flips, the free Market ranks trades by expected profit after tax and shows how often trades like each one made money.

Limits

  • Fills are estimates. We see hourly or daily averages, not each trade. We let an offer take at most a tenth of the trading at its price. Real offers wait in line behind others, so real fills are likely worse. That would only make the losing ideas lose more.
  • We didn’t model our own effect on prices. Big offers on thin items would move the price against you, which would also make results worse.
  • Some sets are small. The update studies had 10 and 14 updates kept aside, and some calendar rules had only 4 events. “No” means we found no reliable edge, not proof that none exists.
  • The swap results are for one account. If many players use the same swaps, they share the same GE buy limits and trading, and each earns less.
  • Shop requirements, such as quests and diaries, aren’t in the swap table. Banking and travel to some shops may take longer than we allowed.
  • Months overlap between studies. Each study kept its own months aside for its own question, but the program as a whole used most of 2026.
  • These are results from past prices, not a promise of future profit.

How we tested

We tried hard not to fool ourselves. With this many ideas, a few will look good by luck, so each study followed the same rules.

  • Plan first. Five of the six studies wrote down their data, tests and what counts as a pass before the final check, and three did it before looking at any price. We saved a fingerprint (a hash) of each plan, so it can’t be changed quietly.
  • Months kept aside. Each idea was built on one stretch of months and checked once on months it had never seen. If an idea failed on the build months, the kept months stayed closed.
  • One look. Each final check ran once, and we logged the time before running it.
  • A skeptic. In three studies, a separate reviewer tried to break the method before the final check. They found bugs, a small look-ahead and tests that couldn’t fail, and we fixed them first.
  • Every try counts. The study files list every rule and setting we tried, failures included.
The full method

Prices. OSRS Wiki real-time prices for every item [3]: hourly and six-hour averages from 25 January to 24 October 2026, and five-minute prices for one week of checks. For the calendar study, Weirdgloop’s daily guide prices for 1,578 items back to 2015 [4].

Fills. A buy offer fills in an hour only if that hour’s average instant-sell price reaches it, for at most a tenth of the hour’s trades, within the GE buy limit. Sell offers work the same way. Anything left unsold goes at the market price over the next 3 days, after tax, as a loss if that’s what it is.

Tax. The GE tax as on our site: 2% of the sell price, rounded down, at most 5M per item. Sales under 50 GP and the game’s list of tax-free items pay nothing. Bonds were charged the 10% fee to make them tradeable again [2].

Splits. Most studies built on 25 January to 30 June 2026 and kept 1 July to mid-October aside. The update studies split by update date instead. The calendar study built on 2017 to 2022 and kept 2023 onward aside.

Blind labels. For update news, a separate AI helper with no prices, no web and no sight of our work labeled 332 item-and-post pairs. Its training ends in June 2026, so the kept-aside updates were new to it too.

95% ranges. We re-drew whole days (or whole weeks, or whole updates) at random, with repeats, and worked each number out again thousands of times. The middle 95% of the results is the range.

Data we didn’t use. No member’s trades, no account data and no Redis. Only public market data.

Download the data

The tables behind this article, as CSV files. They hold our results, not raw prices. The prices themselves are free from the OSRS Wiki and Weirdgloop.

Sources

  1. Gielinor Gains, “OSRS Flipping After the 2% Tax: What It Really Earns”, 10 October 2026. What flipping earns by bank size.
  2. OSRS Wiki, “Old school bond”. Any trade makes a bond untradeable, and making it tradeable again costs 10% of its price.
  3. OSRS Wiki, “Real-time Prices”. The prices and trading volume we used for 2026, which come from RuneLite.
  4. Weirdgloop, price history API. Daily official guide prices and volume for OSRS items, which we used for the ten-year tests.
  5. OSRS Wiki, item, shop and skill pages, and its money-making guide. The rules, fees and shop data behind every swap.

Words we use

Bank
The GP you have to trade with.
K, M and B
Thousand, million and billion. 600K GP is 600,000 GP, and 1.6B GP is 1,600,000,000 GP.
GE tax
The share of each sale the Grand Exchange keeps: 2%, rounded down, up to 5M GP per item. Sales under 50 GP and a short list of low-level items pay nothing.
Buy–sell gap (spread)
How much higher the instant-buy price is than the instant-sell price. A flip has to beat the tax with this gap.
GE buy limit
The most of one item the Grand Exchange lets you buy every 4 hours.
Fill
When your offer actually buys or sells. An offer that never fills earns nothing.
Fixed-rate swap
Turning items into other items at a rate the game sets, such as tanning hides, sawing planks or high alchemy.
Return
Profit after tax as a share of the GP bought. Spending 1M and getting back 1.02M is a +2% return.
Build months and months kept aside
We built and tuned each idea on one stretch of months. We kept other months aside and used them once, to check the idea on prices it had never seen.
Pre-registration
Writing down the plan and what counts as a pass before looking at the results, so the test can’t be bent to fit them.
Median (middle, typical)
The middle value: half the results are above it and half are below.
95% range
How far a number could move by chance. We worked out each number again thousands of times on random mixes of the days (or updates) we measured, and 95 of every 100 results landed inside the range.

Use these numbers

You’re welcome to use these numbers and charts in your own guides, videos and posts. Please name Gielinor Gains and link to this page.

Gielinor Gains, “OSRS Investing With a Big Bank: 8 Ideas We Tested,” October 26, 2026, https://www.gielinorgains.com/research/osrs-investing-big-bank

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