
OSRS Achievement Diaries Priority: What to Rush on a Main
31 October 2026 · 13 min readNot all OSRS achievement diaries are equal. This main account guide sorts easy, medium, hard, and elite diaries into rush vs. wait lists, with Karamja and Wilderness deep dives, reward comparisons, and step-by-step checklists.
Game screenshots and facts are cited from the Old School RuneScape Wiki (strategy, equipment, drops, and related pages). Writing is original editorial, not a copy of the wiki article.
Contents
- How Achievement Diaries Work
- Requirements at a Glance for a Main
- The Rush List: Diaries Worth Doing Immediately
- The Wait List: Diaries to Delay
- Deep Dive: Karamja Diary from Easy to Elite
- Deep Dive: Wilderness Diary and When the Risk Pays Off
- Rewards Comparison and Step-by-Step Checklists
- Common Mistakes, Time/Cost Tradeoffs, and Next Steps
The Achievement Diary system in Old School RuneScape includes 492 tasks spread across 12 regions, split into easy, medium, hard, and elite tiers. On a main account, diaries are one of the highest-value account progression paths because they grant permanent teleports, daily free items, skilling boosts, and untradeable gear without requiring a massive cash investment. But not all diaries are equal; some easy and medium rewards save hours over the lifetime of an account, while others are only worth it if you already meet the requirements or plan to camp specific content. This guide orders the achievement diaries by practical priority for a main, with step-by-step checklists, specific Karamja and Wilderness examples, and a rewards comparison.

Before rushing any diary, understand one core rule: tasks can be completed from different tiers in any order, but claiming a tier's rewards requires all preceding tiers of that diary to be completed as well. Rewards always include an antique lamp and an equippable item, plus region-specific benefits. The quest, skill, and item requirements vary wildly by tier, so a main should focus on low-requirement, high-impact easy and medium diaries first.

How Achievement Diaries Work
There are 12 regional diaries: Ardougne, Desert, Falador, Fremennik, Kandarin, Karamja, Kourend & Kebos, Lumbridge & Draynor, Morytania, Varrock, Western Provinces, and Wilderness. Each has four tiers: easy, medium, hard, and elite. Rewards are claimed from that diary's taskmaster, and you cannot claim a higher tier until you have completed and claimed all lower tiers in that same region. For example, to claim Karamja gloves 2, you must first complete the entire Karamja easy tier and collect the gloves 1 reward.
- Maximum skill requirement: 40 in several skills (the exact skill varies by diary; e.g., 20 Agility for the Karamja rope swing, 15 for Cairn Isle)
- Quest requirements: Cook's Assistant, Doric's Quest, Druidic Ritual, The Knight's Sword, plus a few started quests like Elemental Workshop I and The Giant Dwarf
- Additional: Reach 30 chompy or jubbly bird kills, 50 Kudos with the Varrock Museum
Medium diaries raise the maximum skill requirement to around 65, hard to 75, and elite tasks demand levels in the 90s. A main can often knock out all easy diaries within a few hours each.

Requirements at a Glance for a Main
Temporary skill boosts can be used for most diary tasks unless the task specifically states otherwise. This means a main can complete many medium or even hard tasks before reaching the base level. However, quest requirements cannot be boosted, so completing the prerequisite quests is the real gating factor for many tiers. The table below summarizes the general tier thresholds based on the combined requirements from all 12 diaries.
| Tier | Approx. max skill req | Typical quest requirement | Notable additional requirement |
|---|---|---|---|
| Easy | 40 (ranges 9–40 by skill) | Cook's Assistant, Doric's Quest, etc. | 30 chompy kills, 50 Kudos |
| Medium | 65 (ranges 23–70 by skill) | Animal Magnetism, The Dig Site, Cabin Fever, etc. | Started Fairytale II, partial Dragon Slayer I |
| Hard | 75 (ranges 42–75+) | Many grandmaster quests | Full Dragon Slayer I, Monkey Madness I partial |
| Elite | 90s (varies, e.g., 93 Slayer for some) | Nearly all quests | High boss kc, 1,023+ quest points for all diaries |
For a main account, the easiest burst of value comes from completing all easy diaries and the medium tiers of Ardougne, Karamja, Wilderness, Falador, and Desert. These reward teleports, daily free resources, and skilling bonuses that compound over time.
The Rush List: Diaries Worth Doing Immediately
Several diaries stand out because their easy or medium rewards directly improve everyday gameplay for a main. Prioritize these in the following order:
- Ardougne easy — Ardougne cloak 1 gives unlimited teleports to the Ardougne Monastery, a 2,500 XP antique lamp (level 30+), double death runes when trading cats, 10% increased steal success in Ardougne, and noted drops at the Tower of Life. The teleport alone is worth the short task list.
- Karamja easy + medium — Karamja gloves 1 reduce boat fares and shop prices; gloves 2 grant 10% extra Agility experience in the Brimhaven Agility Arena, access to the underground Shilo Village mine, and a 5,000 XP lamp. The Agility boost is excellent for early training.
- Wilderness easy + medium — Wilderness sword 1 always slashes webs and gives a daily 40 free runes; sword 2 lowers Resource Area fees, allows up to 4 ecumenical keys, unlocks Callisto/Venenatis/Vet'ion without a slayer task, and improves zombie pirate drops. If you spend any time in the Wilderness, medium is high value.
- Falador easy + medium — Falador shield 1 restores 25% Prayer once per day; shield 2 restores 50% and gives 10% more experience from the Falador farming patch plus a Motherlode Mine shortcut. Useful for Prayer-restore dependents and farming runs.
- Desert easy + medium — Desert amulet 1 makes Pharaoh's sceptre hold 10 charges and notes artefacts; amulet 2 gives a free Nardah teleport daily. Nardah has an altar and bank, making it a handy pre-POH teleport.
- Fremennik easy — Fremennik sea boots 1 offer one free Rellekka teleport daily and Peer the Seer acts as a bank deposit box. Quick to complete and useful for early game.
These diaries have low skill and quest requirements for a main, and their rewards are permanent. Do them before spending hours on long quest chains or expensive gear.
The Wait List: Diaries to Delay
Some diaries require skills, quests, or risk that make them inefficient to rush. Morytania hard and elite are long-term goals tied to Barrows, slayer, and high combat. Kandarin and Western Provinces have multiple medium/hard tasks locked behind long quest series like the Elf questline. Elite tiers of any diary demand 90+ skills and are only worth pursuing when you already plan to train those skills or camp the associated content.

If you never enter the Wilderness, delay all Wilderness tiers except easy. If you plan to do Wilderness slayer, revs, or bosses later, medium is worth doing early because the ecumenical key and boss access improvements directly speed up those activities. Hard and elite Wilderness rewards are excellent for dedicated PvMers but require significant time and risk tolerance.
Deep Dive: Karamja Diary from Easy to Elite
Karamja is the first diary introduced and a perfect example of a diary worth rushing on a main because its rewards scale smoothly and support common training methods. The reward NPC is Pirate Jackie the Fruit in Brimhaven's Agility Arena.
Easy tier
- Tasks include using the rope swing to Moss Giant Island (10 Agility) and exploring Cairn Isle (15 Agility, bring a Dramen staff if using fairy ring C K R).
- Rewards: Karamja gloves 1 reduce Brimhaven–Ardougne and Musa Point–Port Sarim boat fares to 15 coins, apply shop discounts around Karamja, and grant a 1,000 XP antique lamp usable at any level.
Medium tier
- Notable task: climb to the summit of the Agility Pyramid (30 Agility). Speak to Simon Templeton at the base before climbing, and be sure to take the golden pyramid and click continue in the dialogue for the task to count.
- Rewards: Karamja gloves 2 give 10% additional Agility XP from all Brimhaven Agility Arena obstacles and tickets, access to the underground Shilo Village mine, and a 5,000 XP lamp (level 30+).
Hard tier
- Rewards: Karamja gloves 3 provide unlimited teleports to the underground Shilo Village mine, extend store discounts to Jiminua's Jungle Store and Karamja General Store, and grant a 10,000 XP lamp (level 40+).
Elite tier
- Rewards: Karamja gloves 4 offer unlimited teleports to Duradel, a 50,000 XP lamp (level 70+), 10% chance of double Agility arena tickets, free Shilo Village furnace and Hardwood Grove access, noted red dragonhide and metal dragon bars in Brimhaven Dungeon, double Tokkul from TzHaar Fight Cave/Inferno, and a once-daily resurrection in the Fight Cave.
The jump from hard to elite is huge, but even easy and medium provide immediate quality of life for a main. Do easy and medium right away; hard is worthwhile when you need Shilo mine teleports or store discounts; elite is a long-term goal for TzHaar or dragon farming.

Deep Dive: Wilderness Diary and When the Risk Pays Off
Wilderness rewards are among the strongest for a main because they provide free runes, noted drops, obelisk control, and resource area access. Early tiers are quite accessible: easy can be done with minimal risk using low-value gear. Medium unlocks better monster drops and boss access without slayer tasks, making it a high priority for any main that will do any Wilderness content.
Easy tier
- Tasks include killing an earth warrior beneath Edgeville (15 Agility to reach, any weapon).
- Rewards: Wilderness sword 1 always slashes webs, 2,500 XP lamp (level 30+), Wilderness lever teleport to Edgeville, and 40 free random runes daily from Lundail.
Medium tier
- Rewards: Wilderness sword 2 (7,500 XP lamp, level 40+), Resource Area fee lowered to 6,000 coins, up to 4 ecumenical keys, access to Callisto/Venenatis/Vet'ion without a slayer task, 15% more drop chance from fallen ents, 50% chance of extra zombie pirate drops, and chance for double runite ore from the Runite Golem.
Hard tier
- Rewards: Wilderness sword 3 (15,000 XP lamp, level 50+), one daily teleport to Fountain of Rune, 5 ecumenical keys, sell keys for 61,500 each, 120 free runes daily, 50% more lava shards, 67% more Rogue's Castle loot, selectable obelisk destinations, no teleport delay in Revenant Caves, noted Wine of Zamorak, and boss access to Spindel/Artio/Calvar'ion.
Elite tier
- Rewards: Wilderness sword 4 (50,000 XP lamp, level 70+), unlimited Fountain of Rune teleports, free Resource Area access, 200 free runes daily, noted dragon bones from Wilderness dragons, +112.5% dark crab catch rate, and up to 4 runite ore per golem.
Overall, if you plan to kill Wilderness bosses, revs, or do Wilderness slayer, at least medium is a top priority. Elite is a long-term goal because the noted dragon bones and dark crab bonuses are excellent for dedicated Wilderness players.
Rewards Comparison and Step-by-Step Checklists
The table below compares several rush-worthy diaries by their standout reward, target player type, and relative effort. Use it as a quick reference while planning your diary order.
| Diary & tier | Standout reward for a main | Who should rush it | Relative effort |
|---|---|---|---|
| Ardougne easy | Unlimited monastery teleport, stall boost, noted Tower of Life drops | All mains, especially thieving/skilling | Low |
| Karamja easy + medium | Discounted boats/shops, Brimhaven Agility XP, Shilo mine access | All mains, agility/mining | Low–Medium |
| Wilderness easy + medium | Free daily runes, web slash, ecumenical keys, boss access | PvMers, PKers, Wilderness skillers | Low–Medium |
| Falador easy + medium | Daily prayer restore, farming patch XP boost, Motherlode shortcut | Skillers, farmers, miners | Low–Medium |
| Desert easy + medium | Free Nardah teleport, Pharaoh's sceptre charges | Questers, desert slayer | Low–Medium |
| Fremennik easy | Daily Rellekka teleport, bank deposit | All mains | Low |
Once you have selected your rush list, use these checklists to stay organised.
General main rush package (easy tier focus)
- Open the diary tab and note the required skills and quests for each easy diary.
- Complete all easy diaries you qualify for, starting with Ardougne, Karamja, Fremennik, Falador, and Desert.
- Gather required items (e.g., Dramen staff, pickaxe, waterskins) before travelling.
- Do tasks in any order, then claim the tier reward from the taskmaster.
- Move on to the medium tiers that offer daily free items or teleports: Ardougne, Wilderness, Falador, Karamja.
Karamja easy/medium checklist
- Easy: Use rope swing to Moss Giant Island (10 Agility), explore Cairn Isle (15 Agility, have Dramen staff).
- Medium: Climb Agility Pyramid summit (30 Agility). Talk to Simon Templeton first, take the golden pyramid, and click continue in the dialogue.
- Claim gloves 1 then gloves 2.
Wilderness easy/medium checklist
- Easy: Kill an earth warrior beneath Edgeville (15 Agility to reach).
- Medium: Complete all listed tasks, which include a mix of PvM, skilling, and Wilderness travel. Use low-risk gear.
- Claim sword 1 then sword 2.
Common Mistakes, Time/Cost Tradeoffs, and Next Steps
Diaries can be broken into quick wins (easy tier, roughly 1–3 hours each with low requirements) and long grinds (hard/elite requiring dozens of hours, high skills, and long quest chains). On a main, the time saved by easy teleports and daily free items outweighs the initial hour invested. For hard/elite, assess whether the specific reward matches your planned content. For example, if you will never kill Wilderness bosses, the Wilderness hard tier is not worth rushing; if you plan to camp Vorkath, the Fremennik elite noted dagannoth bones is a long-term goal.
Common mistakes to avoid:
- Claiming rewards out of order — complete all lower tiers of a diary before claiming a higher tier.
- Forgetting to talk to NPCs — e.g., Karamja Agility Pyramid requires speaking to Simon Templeton before climbing.
- Bringing expensive gear into the Wilderness — use budget setups and bank often.
- Not using temporary boosts — many tasks can be completed well below the listed level.
- Ignoring daily rewards — free runes, pure essence, and other freebies add up over weeks.
- Attempting elite tiers too early — the 90+ skill and quest requirements are a huge time sink; wait until your account naturally approaches those levels.
If you want a main account that already has key diaries completed, or you'd rather spend your time on other content, a diary boost or pre-progressed account can save many hours. When browsing accounts, verify the diary tab shows the claimed tiers you need.
Sources
What achievement diary should I complete first in OSRS?
Start with Ardougne easy for the unlimited monastery teleport and thieving boost, then Karamja easy for discounted boat trips and shop prices. Both have low requirements and permanent everyday benefits.
Are achievement diaries worth doing on a main account?
Yes, especially easy and medium tiers. They provide untradeable teleports, daily free items like runes and pure essence, skilling bonuses, and noted drops that save time and money over hundreds of hours.
How long do OSRS achievement diaries take?
Easy tiers usually take 1–3 hours each with low requirements. Medium tiers can take 5–10 hours depending on quests and stats. Hard and elite tiers require much longer due to 75+ and 90+ skills and lengthy quest chains.
Do I need to complete all previous diaries before claiming rewards?
For each regional diary, you must complete all preceding tiers in that region before claiming a higher tier's reward. Tasks from different tiers can be done in any order, but reward claiming is sequential.
What are the best Karamja diary rewards?
Karamja gloves 1 gives discounted boats and shops. Gloves 2 improve Brimhaven Agility XP and unlock Shilo mine. Gloves 3 offer unlimited Shilo teleports. Gloves 4 give unlimited Duradel teleports, noted bars, and double Tokkul.
Is the Wilderness diary worth the PK risk?
Early tiers are worthwhile because easy rewards are quick and medium unlocks ecumenical keys, boss access without slayer tasks, and free daily runes. Use low-risk gear and avoid hotspots to minimize danger.
Can I boost skills for achievement diaries?
Temporary skill boosts work for most diary tasks unless the task specifically requires a base level. Check the individual diary page for exceptions, especially for ironman-specific item requirements.
