Bonds: the one item that is never a normal flip
A bond pays no Grand Exchange tax, has a buy limit of 100 per four hours, and trades in the tens of millions with a spread you can see from space. It looks like the best flip in the game. It is one of the worst, and the reason is a fee that does not appear on any margin screen.
Every other lesson in this track has been about reading a market. This one is about an item whose price is not really set by the game at all, and whose trading rules are different enough that treating it as an ordinary flip will quietly cost you a million gp per attempt.
Four ways a bond is not a normal item
- It is exempt from the Grand Exchange tax. Bonds appear on the wiki's short list of items the 2% convenience fee never touches.
- Its supply comes from outside the game. Bonds enter existence when somebody pays Jagex real money for one. No drop table, no skill, no bot farm.
- Transferring one changes what it is. A bond bought with real money is tradeable. Trading it, selling it on the Grand Exchange, or gifting it to another player all make it untradeable in the new owner's hands.
- Turning it back costs 10%. An untradeable bond can be converted back into a tradeable one through the membership bonds interface, for 10% of a tradeable bond's current Grand Exchange value.
That fourth point is the one that ends the conversation about flipping bonds, and almost nobody works it out before trying.
The tax exemption, and why it does not help
On any other item worth eleven million gp, selling costs you 2% of the sale price. At 11.8M that would be 236,000 gp, and the exemption saves you every coin of it. Bonds share that exemption with a handful of low value and early game items, and it is genuinely valuable.
It is also completely irrelevant to a flip, because it saves you 2% on a transaction that costs you 10% somewhere else. The exemption is what makes a bond a good place to park gold, which is covered below. It is not what makes it a good thing to trade.
The conversion fee is the whole story
Walk through a bond flip in order and the problem is obvious.
- You buy a bond on the Grand Exchange. Because you acquired it through a transfer, the bond in your pouch is the untradeable version.
- You want to sell it. An untradeable bond cannot be listed, so first you convert it, paying 10% of a tradeable bond's current value.
- Now you can sell. You keep the whole sale price with no tax, but you are 10% down before the trade starts.
Old school bond, buy limit 100 per four hours, currently around 11.58M bid and 11.80M ask.
The visible spread is 220,000 gp, and there is no tax to subtract. That looks like a clean flip.
Conversion fee at 11.8M = 1.18M gp.
Buy at 11.58M, convert for 1.18M, sell at 11.80M. Net result: 960,000 gp lost per bond.
The fee is more than five times the entire spread. Even at the widest point of the recent range, roughly 10.69M to 12.83M, a 2.14M swing barely clears one conversion.
The wiki puts it directly: buying a bond with gold and immediately re-selling it is usually not profitable because of the conversion fees. A margin screen that only knows about buy price, sell price and tax will happily show you a positive number here, because the fee is charged by an interface outside the Grand Exchange and is invisible to every price feed in existence, including ours.
This is the general lesson, not just a bond lesson. Any cost that happens outside the Grand Exchange is invisible to every margin calculation. Bonds are the clearest case, but the same logic applies to anything where owning the item involves a charge, a charge cost or a conversion step.
One bond per slot
Even if the fee did not exist, the throughput would. Players may only buy or sell one bond per Grand Exchange slot. The buy limit of 100 per four hours is therefore not a practical ceiling for anyone; with eight slots you can move at most eight bonds at a time, and each one occupies a slot you are not using for anything else.
Compare that to a supply item where one slot holds 18,000 units. A bond position is expensive in gold and expensive in slots at the same time, which is the opposite of what you want from a trade.
Two related rules are worth knowing. Your bond pouch holds up to 100 bonds in total, tradeable and untradeable mixed. Ironmen can buy bonds through a dedicated interface but cannot sell them, so an ironman holding bonds has no exit at all except redeeming them.
What actually sets the price
Bonds are the only item in the game that can be obtained through a real money purchase, which makes their gold price a rate of exchange rather than a valuation.
Supply comes from players who bought bonds from Jagex, currently around 9.99 US dollars or 7.49 pounds for a single bond, with discounts on larger packs. Demand comes from players who would rather spend gold than money to keep an account members. When more people want to fund membership with gold than are bringing bonds in, the gold price rises. When it is the other way around, it falls.
Two consequences follow. Game updates barely move bonds. A drop table change reprices a raid unique; it does nothing to how many people want to pay for membership. And the long run direction of the bond price is tied to how much gold exists in the game, which drifts upward over the years, rather than to anything you can research in patch notes.
So the usual toolkit from lesson 6 does not apply. There is no mechanism to trace, because the mechanism is a payment page.
What bonds are good for
Parking gold
A bond is a compact, tax free store of value with a floor underneath it. Because bonds are created by real money purchases, their gold price does not collapse in the way an in game item can when supply floods, and the exemption means moving in and out does not pay the 2% each way. They also cannot be dropped or destroyed, and they are always kept on death, even in the Wilderness.
The cost is that the parking is not free either, if you ever need the value back as tradeable gold. Buy a bond to hold and you own an untradeable bond, and converting it back is the same 10%. Parking is only cheap if the eventual exit is redeeming it for membership.
Membership without real money
This is what bonds exist for and where the value is unambiguous. One bond redeems for 14 days of membership, two redeem together for 29 days, three for 45, and 20 at once for a full year at a considerable discount over redeeming them one by one. If you are going to keep playing anyway, buying bonds with gold converts flipping profit into playing time at a known rate.
Gifting and ironmen
A tradeable bond can be used directly on another player to give it to them, including an ironman, which is the normal way to fund a friend's membership. Ironmen can also buy their own bonds on the Grand Exchange through a restricted interface. Note that gifting makes the bond untradeable for the recipient, so what you are moving is membership, not liquid gold.
Other account services
A bond can be spent to change your display name without waiting out the free cooldown. Small, but it is another exit that does not involve converting.
What bonds are bad for
- Flipping. The 10% conversion fee is several times the spread at any normal price.
- Fast liquidity. One per slot, tens of millions each, and a conversion step before you can sell. Nothing about this is quick.
- Trading the news. Bond prices do not respond to game content in the way item prices do.
- Diversification within a flipping bank. Gold held as bonds is gold not placing offers, and it carries a 10% cost to become offers again.
- Speculating on a rising bond price. The gold price of bonds tends to drift with the money supply over long periods, which is a slower horizon than 10% of your capital is worth paying for.
The only version that makes sense
The wiki notes the one case where the maths can work: buy a bond, convert it, and re-sell it much later. Paying 1.2M to convert only makes sense if you expect the price to move considerably more than that before you sell, which means holding for a long time and accepting that the position earns nothing while it sits.
Set against the alternative, that is a hard case to make. The same gold rotating through ordinary flips has the full four hour window structure working for it, and a bond is a bet on a slow drift with a 10% entry cost attached.
If you want to hold that bet anyway, at least make it visible. Track it and it sits in My Flips alongside your ordinary flips, where the deployed capital figure quietly makes the argument for you: gold parked in a bond shows up as gold not working. Set a price alert at whatever level would actually justify the conversion fee, and you are told if the drift ever gets there rather than checking a price you have no plan to act on.
Which is the right note to end a track on. Every lesson here has been about finding an edge in the mechanics: the price your trade really executes at, the queue behind your offer, the cost of an instant exit, the hour of the day, the line in a patch note nobody read. Bonds are the reminder that mechanics cut both ways, and that the most attractive looking margin on your screen is sometimes the one with a cost the screen cannot see.
From here, the Flip Finder and the Margins board are where you apply all of it, and Market news is where the next update gets taken apart.
Item pages used above
Live prices, recent range and buy limits: Old school bond. For contrast, an ordinary taxed item at a similar scale: Dragon claws.
GE Uncut is an unofficial, fan-made tool, not affiliated with or endorsed by Jagex Limited. RuneScape and Old School RuneScape are trademarks of Jagex Limited; in-game content and item images are the property of Jagex Limited, used for reference only. Price data is from the OSRS Wiki real-time prices API. See data attribution.