High Level Alchemy

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High Level Alchemy
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Released 24 May 2001 (Update)
Members No
Level Magic 55
Spellbook Standard
Type Utility
Experience 65
Runes 5Fire 1Nature
Casting speed 5 ticks
Description Converts an item into more gold
Animation
Sound effect
File:High Level Alchemy.ogg

High Level Alchemy (also known as high alch, hi alch, or HA) is a utility spell available in the standard spellbook. It requires level 55 Magic to cast, and grants 65 Magic experience per cast.

When cast on an item in the player's inventory, the item is converted into a number of coins equivalent to 60% of the item's value (not the item's Grand Exchange price). This is a 50% higher yield than Low Level Alchemy.

Casting High Level Alchemy (commonly known as "alching") is a popular way for players to train Magic, either by itself or in tandem with other skills (such as Agility). Players who train this way can break even on the cost of runes, or even turn a profit, by buying items on the Grand Exchange for a lower cost than the item's High Alchemy value (see below).

Cost

The Explorer's ring 4 can be used to cast High Level Alchemy up to 30 times per day without requiring any runes. Players will not gain any experience when casting High Level Alchemy this way.

Standing near the Fountain of Rune in the Wilderness allows players to cast High Level Alchemy without requiring any runes. Players will not gain any experience when casting High Level Alchemy this way. This method can be used to turn a greater profit when alching by removing the cost of runes, but comes with significant risk, as the Fountain of Rune is a hotspot for player killers.

Spell cost
InputCost
5 1 132
Combo runes
1 5 202
1 5 342
1 5 682
Main-hands
1 Alt107
5 0.93 124
Main and off-hands
1 107
0.93 100

Break even Point

Staff Tome Equipment Cost Rune Saved GP Break even Point
Nothing Nothing 0 5Fire 1Nature 0 0
Staff of fire Nothing 1,346 1Nature 25 54
Nothing Tome of fire (empty) + Burnt page 625,665 1Nature 25 25,027
Bryophyta's staff Tome of fire (empty) + Burnt page 11,688,820 0.93Nature 32.13 363,760
Bryophyta's staff Tome of fire (empty) + Burnt page 11,688,820 1Nature 25 [d 1]467,553
Bryophyta's staff Nothing 11,063,155 5Fire 0.93Nature 7.13 1,550,910
Bryophyta's staff Tome of fire (empty) + Burnt page 11,688,820 5Fire 0.93Nature 7.13 [d 2]1,638,620
  1. ^ Not selling Bryophyta's staff and buying Tome of fire to save the 5 Fire runes.
  2. ^ Buying Bryophyta's staff and Tome of fire to "only" save 1/15 of the Nature rune because saving the Fire runes is a lot cheaper with the Staff of fire.

Money making

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Usage

Casting High Alchemy is done by first clicking the icon in the spell book and then clicking the item to cast it on in the inventory. The inventory screen will pop up automatically after clicking the spell icon.

High (and Low) Alchemy can be cast on noted items, saving much withdrawal time from the bank, and simplifying the "click pattern", i.e. the player can place the stack of notes in the same position in their inventory that the alchemy spell is in the spellbook, so that they do not have to move their mouse much to repeatedly cast the spell. Casting alchemy spells on stackable items will only alchemise one at a time. As High Level Alchemy can recast every 5 ticks (3.0 seconds), it is possible to alch around 1,200 items per hour (one item every three seconds) for a total of 78,000 Magic experience.

By using Auto Retaliate, a player can use the spell after their attack (typically by checking for an XP drop), but before getting hit, to alch while training combat skills. If done correctly, the player can maintain combat by re-aggroing from the hit landing after the spell is cast. This can be inefficient against NPCs with slow attack speeds, while being difficult to time correctly against NPCs with high attack speeds.

If the player attempts to cast an alchemy spell on a valuable item, the player will receive a warning message as explained below.

Warning system

High Alchemy 'Valuable Drop Warning' is set to automatically prompt when trying to cast it on an untradeable item or on an item worth 1,000 coins or more. This helps to prevent casting it accidentally on items that are hard to obtain. The threshold value for which the warning is displayed can be altered, and the warning for untradeable items can be disabled, by right clicking (PC) or pressing and holding (Mobile) on the icon in the spell book. A drop-down menu will appear, giving the options to "Cast High Level Alchemy" or "Warnings High Level Alchemy." Clicking on "Warnings High Level Alchemy will give the options to 'Set Value Threshold," or "Disable Untradeable Item Warning."

"Set Value Threshold" changes the value at which a warning appears on screen. Setting this to a very high value will ensure the warning is never triggered.

"Disable Untradeable Item" disables warning when attempting to cast High Level Alchemy on untradeable items with a value lower than the threshold.

It should be noted that the valuable item warning depends upon the item's Grand Exchange value, not its High Alchemy value, even if the alchemy value is higher. This is useful to avoid accidentally alchemising very expensive items with a relatively low high alchemy value, such as Ranger boots, which have a Grand Exchange value of 31,205,999 coins compared to their High Alchemy value of 120 coins. As long as the warning threshold value is set below its Grand Exchange value, accidental alching of the item should not happen if the player is paying attention.

High Alchemy profit/loss on some items

Generally, using High Alchemy will not produce as much GP per hour as other, much better methods, however because it can be done so easily at a profit while levelling Magic it is still used. While Grand Exchange buy limits may present a limiting factor, with a large enough starting amount of GP, a player with 55 Magic can net several hundred thousand GP every few hours buying and alchemizing a combination of the following items in the table below while standing around the Grand Exchange. High Level Alchemy can also be done while training other skills such as Agility, allowing players to train Magic at the same time. Here is a list of commonly crafted items players may wish to alchemise and their calculated possible profit/loss. Prices assume a source of unlimited fire runes is used, such as a Staff of fire.

Item + High Alchemy

Item Item Cost (GE) Nature Rune Cost High Alch Return Profit/Loss Limit 4 hrs Total Profit/Loss Member
299 107 510 104 125 13,000 0
672 107 864 85 125 10,625 0
915 107 1,200 178 125 22,250 0
2,757 107 3,120 256 125 32,000 0
4,308 107 4,680 265 125 33,125 0
9,557 107 9,984 320 125 40,000 0
8,078 107 8,640 455 70 31,850 0
10,994 107 11,520 419 70 29,330 0
14,940 107 15,360 313 70 21,910 0
18,666 107 19,200 427 70 29,890 0
22,551 107 23,040 382 70 26,740 0
20,533 107 21,120 480 70 33,600 0
24,300 107 24,960 553 70 38,710 0
29,547 107 30,000 346 70 24,220 0
32,131 107 32,640 402 70 28,140 0
37,885 107 38,400 408 70 28,560 0
37,847 107 38,400 446 70 31,220 0
38,000 107 38,400 293 70 20,510 0
38,507 107 39,000 386 70 27,020 0
37,754 107 38,400 539 70 37,730 1
5,120 107 5,616 389 125 48,625 1
6,123 107 6,738 508 70 35,560 1
59,006 107 60,000 887 8 7,096 1
7,405 107 8,088 576 70 40,320 1

Crafting/Smithing + High Alchemy

This is typically NOT the best way to profit from High Alchemy unless the player creates the items themselves. However, casting High Alchemy on platebodies typically results in less financial loss as opposed to simply buying the materials, smithing the armour, and selling the finished armour back. As such, this is primarily done by players who wish to train Magic along with other skills such as Crafting or Smithing through buying materials directly from the Grand Exchange. The table below does not include the price of the mould for items which require one to craft, as molds are not consumed. The materials cost includes the price of High Alchemy assuming use of fire staff + nature rune.

(* If using silver ore instead of silver bars add 42 to the Profit / Loss)

Item Materials Needed Materials Cost (GE) High Alch Return Profit/Loss
x5 1,202 336 −866
x5 2,712 1,200 −1,512
x5 3,362 3,120 −242
x5 9,712 9,984 272
x5 62,442 39,000 −23,442
x3 37,508 38,400 892
223 210 −13
223 270 47
223 330 107
223 210 −13
271 210 −61
820 630 −190
820 630 −190
820 690 −130
456 765 309
456 765 309
456 780 324
661 855 194
661 915 254
1,084 1,305 221
1,084 1,395 311
1,986 2,205 219
1,986 2,115 129
1,986 2,295 309
File:Abyssal bracelet.png 2,092 2,520 428
File:Abyssal bracelet.png 2,268 2,520 252
11,803 11,475 −328
11,909 12,624 715
12,063 12,624 561
4,735 4,680 −55
6,277 5,616 −661
9,652 6,738 −2,914
16,828 8,088 −8,740

Special cases

Some specialty shops may offer a higher price for certain items than the amount High Level Alchemy gives. For example, High Level Alchemy converts a gold necklace into 270 coins, but Grum's Gold Exchange in Port Sarim offers 315 if there are no gold necklace in the shop's stock. The price decreases 9 coins for each additional necklace in the shop inventory until it reaches a low limit of 45 coins when there are 30 or more necklaces. Some players sell up to about 11 items and then world switch to find another shop which has a low inventory.

There are also some general stores which buy initially for item's 60% value:

Then there are some other stores which buy for 55%:

And some more stores which buy for 55% but lose their value quickly:

Animation override

Leagues IV - Trailblazer reloaded High Level Alchemy animation

An animation override is available for High Level Alchemy, unlockable via the Trailblazer reloaded alchemy scroll. Players can apply and revert the animation override at any time via the "Animation" menu option on the spell's icon.

Alchemy-restricted zones

Alchemy is inaccessible in random events (as the interface is limited) and disabled in the following minigames for teamplay:

Changes

Date Changes
[[{{#explode:4 January 2018| |0}} {{#explode:4 January 2018| |1}}]] [[{{#explode:4 January 2018| |2}}]]
(update)

An optional extra warning can be enabled for alching untradeable items. Right-click the alchemy spells in the spellbook if you wish to enable this.

[[{{#explode:21 April 2016| |0}} {{#explode:21 April 2016| |1}}]] [[{{#explode:21 April 2016| |2}}]]
(update)

It is now possible to use the alchemy spells whilst in most instances.

[[{{#explode:23 April 2015| |0}} {{#explode:23 April 2015| |1}}]] [[{{#explode:23 April 2015| |2}}]]
(update | poll)

Warnings when trying to use high alchemy on valuable items will now appear based on the Grand Exchange value of items rather than the alchemy value.

[[{{#explode:5 March 2015| |0}} {{#explode:5 March 2015| |1}}]] [[{{#explode:5 March 2015| |2}}]]
(update | poll)

You can now cast high level alchemy 30 times per day (no rune cost, no experience) with the Explorer's ring 4.

[[{{#explode:16 May 2013| |0}} {{#explode:16 May 2013| |1}}]] [[{{#explode:16 May 2013| |2}}]]
(update)

The alchemy spells will no longer try to run on sliding puzzle pieces.

[[{{#explode:11 April 2013| |0}} {{#explode:11 April 2013| |1}}]] [[{{#explode:11 April 2013| |2}}]]
(update)

For the benefit of players with certain medical conditions, flashing effects have been toned down in the Killerwatts' realm and for High Level Alchemy animation.

[[{{#explode:11 April 2013| |0}} {{#explode:11 April 2013| |1}}]] [[{{#explode:11 April 2013| |2}}]]
(update | poll)

If you cast a second alchemy spell before your last one finishes, it's now queued up.

Gallery (historical)

–11 April 2013 11 April 2013 –
present

Trivia

  • An attempt was made to implement a magic tablet for the High Level Alchemy spell in the lead-up to the Construction update, which ultimately proved unsuccessful due to limitations in the way item interactions were handled.[1] Players would have been required to use a High Alchemy tablet on another item in order to alchemise it, which would run into problems when that item already had use-item-on-item code defined. For example, if one were to have used a High Alchemy tablet on a rune spear, the weapon would execute the item interaction code associated with using weapon poison on it instead, frustrating the attempt to run the alchemisation code defined on the magic tablet.
  • According to an issue of the Postbag from the Hedge, a portion of the alchemised gold is "waylaid" by Santa Claus whenever someone uses High Level Alchemy on an item, as a means to fund Christmas present production.[2] Presumably, the percentage of gold siphoned off to Lapland is equal to 40% of an item's value, that is to say the share not received by the player.

References

  1. ^
  2. ^ Santa. Postbag 14: "The woeful tale of the bunny ears.". letter 1. RuneScape Postbags from the Hedge. Jagex. "It does not cost me much to make so many presents, as we have a deal that I cannot completely reveal to you. All I can say is that when you 'High-Alch', as you call it, some of the material gets a little 'waylaid'."