Each OSRS achievement diary is a members-only list of tasks tied to one region of the map, split into easy, medium, hard and elite tiers, and finishing a tier earns an antique lamp, an equippable reward and region perks. As of November 2026 there are 492 tasks across 12 regions. The best order for most accounts is to clear the easy tiers early, push the medium and hard tiers that unlock teleports and experience bonuses you will use every day, and save elites for the late game. Below is how the system works, what each region gives, and which rewards are worth rushing.
We checked this against the OSRS Wiki's Achievement Diary, antique lamp, Agility training, Inferno and Ironman pages in November 2026.
How the Diaries Work
The Achievement Diaries test general knowledge of the game rather than a single skill. Easy tasks can be as simple as browsing a shop or praying at an altar, while the hardest elite tasks involve surviving the TzHaar Fight Cave or finishing every quest. Skill requirements scale with the tier: up to level 40 for easy tasks, 65 for medium, 75 for hard and into the 90s for elite.

You can complete tasks from any tier in any order, but you can only claim a tier's rewards once every earlier tier in that region is also done. Rewards are collected from each region's taskmaster, and every claim includes an antique lamp and an equippable item, often with perks like extra experience, better drop rates or access to new areas.
Ironmen face a few extra hurdles. The wiki notes that kill tasks do not count if another player helped, such as assisting on the Giant Mole for the hard Falador diary, and some tasks need higher levels for Ironmen because they must gather the items themselves. For example, the easy tier asks Ironmen for either 42 Crafting or Skippy and the Mogres with 32 Slayer to obtain a fishbowl.
The 12 Regions and Their Rewards
Every region has its own reward item that upgrades with each tier, from 1 to 4. Here is the full list with the taskmaster you speak to and the highest single skill level that region's diary asks for:
- Ardougne: Ardougne cloak from Two-pints, highest requirement 94 Magic.
- Desert: desert amulet from Jarr, highest requirement 95 Fletching.
- Falador: Falador shield from Sir Rebral, highest requirement 91 Farming.
- Fremennik Province: Fremennik sea boots from Thorodin, highest requirement 83 Slayer.
- Kandarin: Kandarin headgear from The 'Wedge', highest requirement 90 Smithing.
- Karamja: Karamja gloves from Pirate Jackie the Fruit, highest requirement 91 Runecraft.
- Kourend and Kebos: Rada's blessing from Elise, highest requirement 95 Slayer.
- Lumbridge and Draynor: Explorer's ring from Mikasi, highest requirement 88 Smithing.
- Morytania: Morytania legs from Le-sabre, highest requirement 96 Fishing.
- Varrock: Varrock armour from Toby, highest requirement 95 Cooking.
- Western Provinces: Western banner from the Elder gnome child, highest requirement 93 Slayer, which cannot be boosted.
- Wilderness: Wilderness sword from the Lesser Fanatic, highest requirement 96 Magic.
Those elite numbers look daunting, but they only apply to the final tier. The easy, medium and hard tiers of every region sit well within reach of a mid-level account, and they are where most of the day-to-day value lives.
Lamps and the Experience They Give
Every tier pays out an antique lamp, and the experience adds up quickly. In most regions, the easy lamp gives 2,500 experience in any skill at level 30 or above, the medium lamp 7,500 in a skill at 40 or above, the hard lamp 15,000 in a skill at 50 or above, and the elite lamp 50,000 in a skill at 70 or above.

Karamja is the exception for its first three tiers. Its easy lamp gives 1,000 experience in any skill, the medium 5,000 in a skill at 30 or above and the hard 10,000 in a skill at 40 or above. Across all diaries, the wiki totals the lamp experience at 891,000.
Where to spend it is personal, but most players put lamps into slow or expensive skills. Elite lamps in particular are worth saving for a skill that costs a lot of gold to train, such as Prayer or Construction, rather than one you will level passively anyway. Our Construction training guide shows how expensive that skill gets, which is why it is a common lamp target.
Rewards That Change How You Play
A handful of diary rewards make entire activities faster, and they are the main reason to prioritize certain regions. For Agility, the hard Kandarin diary lets you set the Camelot Teleport to land beside the Seers' Village rooftop course, and the Kandarin easy, medium and hard tiers add a 5, 10 and 15 percent chance of a mark of grace on a failed roll. The hard Desert and hard Fremennik diaries raise experience on the Pollnivneach and Rellekka courses, and the elite Ardougne diary improves the mark rate in Ardougne. Our Agility training guide lays out where those bonuses fit in a full route.
Karamja gloves 2 and above add 10 percent experience at the Brimhaven Agility Arena, and the elite Karamja diary doubles the Tokkul you get from the Inferno. For farming, the medium Lumbridge and Draynor diary gives the Explorer's ring 2 teleport near the Falador herb patch, the medium Ardougne diary gives the Ardougne cloak 2 teleport to the Ardougne patch, and the elite Morytania diary is needed for the Harmony Island herb patch.
Some rewards help with bossing. The Falador shield 4 offers two full prayer restores per day, which the wiki's Inferno strategy page lists as an optional item for the fight, and the elite Western Provinces diary adds a resurrection effect at Zulrah that even counts as a safe death for a Hardcore Ironman. If the Inferno is a long-term goal, our Infernal cape guide covers how these perks fit into a run.
Where to Start
Begin with the easy tiers. Across all 12 regions, the combined easy requirements come to about 40 combat and modest skills, such as 40 Mining, 30 Ranged, 30 Cooking, 25 Thieving and 25 Construction (Ranged and Construction cannot be boosted for those tasks). The quests involved are short, including Cook's Assistant, Doric's Quest, Druidic Ritual, Nature Spirit, The Knight's Sword, Biohazard, Big Chompy Bird Hunting, Enter the Abyss and The Fremennik Trials.
After the easy tiers, target medium Ardougne and medium Lumbridge and Draynor for their herb run teleports, then the Kandarin and Desert hard tiers when your Agility is heading into the 60s and 70s. Mixing diaries with Combat Achievements works well, since bossing tasks often overlap; our Combat Achievements guide explains how that separate points system rewards combat progress.
Note one structural difference between the two systems. Combat Achievements let you claim a higher reward tier with points from any mix of tasks, while a diary tier is locked until every earlier tier of that same region is finished. That makes leftover easy and medium tasks more important here: one skipped easy task can hold back a hard reward you have otherwise earned. Ironmen should also plan a little further ahead, since the wiki flags a few easy tasks that need extra levels for them, such as 47 Farming or the ability to kill gryphons to get a watermelon. If you play Leagues, expect some diary tasks to be completed for you automatically there, as they were in the Demonic Pacts League, but none of that progress carries into the main game.
A practical tip: check each region's task list before a quest or training session. Many tasks are small things you can tick off while passing through, like talking to a specific character or using a shortcut, and doing them on the way saves dedicated trips later. Keep the region's reward item equipped or in your bank afterward, because several perks only work while you wear or carry it.
The Achievement Diary Cape
The long-term goal is the Achievement Diary cape. Once every diary is complete, you can buy it from Twiggy O'Korn in Draynor Village for 99,000 coins. Owning it lets you add a cyan trim to your quest point cape, and it is one of the requirements for adding a black trim to the music cape.
Realistically, the cape is an endgame project because of the elite tiers, which call for levels such as 96 Fishing for Morytania and 96 Magic for the Wilderness. Treat it as a capstone rather than a target to rush. The steady benefits of the easy to hard tiers will help you level faster on the way, which makes the elites more manageable when you get there.
Starting Further Along
Diaries reward accounts that already have broad levels and quests. Players who want to start from that point sometimes check our Old School RuneScape page, which lists accounts and updates its selection daily.
Know the rules before you do: Jagex's Rules of RuneScape require that an account be played only by its creator and not transferred, lent or shared, and they state that Jagex has not authorized anyone to sell accounts. The tiers themselves are designed to be ticked off gradually as you explore each region.
Frequently Asked Questions
How many Achievement Diaries are there in OSRS?
There are 12 regional diaries with 492 tasks in total, each split into easy, medium, hard and elite tiers.
Which Achievement Diary should I do first?
Start with the easy tiers everywhere, then medium Ardougne and medium Lumbridge and Draynor for herb run teleports, followed by hard Kandarin and hard Desert for Agility bonuses.
Can free-to-play players do Achievement Diaries?
No. Achievement Diaries are members only.
How much experience do diary lamps give?
Usually 2,500 for easy, 7,500 for medium, 15,000 for hard and 50,000 for elite. Karamja's first three tiers give 1,000, 5,000 and 10,000 instead.
Do I need to finish easy before claiming medium rewards?
You can complete tasks in any order, but you can only claim a tier's rewards after the earlier tiers in that region are complete.
How much is the Achievement Diary cape?
It costs 99,000 coins from Twiggy O'Korn in Draynor Village after you have completed every diary.