Alchemiser mk. II
|Alchemiser mk. II|
|Release||18 September 2017 (Update)|
• Withdraw products
|Examine||Turns trash into cash.|
|doc • Talk page|
The Alchemiser mk. II is a machine that can be built in the Invention Guild basement at level 108 Invention. It automatically casts high level alchemy on the items put into it, even while the player is offline. In order to make this version, you need to have first built the Alchemiser.
Every hour, on the hour, the alchemiser will process up to 25 items deposited in it, consuming up to 150 machine charges, as well as 1 nature rune per item. Building it requires 55 of the power allotment supplied by the generator. It can hold up to 5,000 items over the three input slots. Researching the alchemiser mk. II blueprint awards Invention experience.
Once the alchemiser has processed some items, the resulting coins may be withdrawn via the machine management interface. However, no Magic XP is awarded.
|Discover: Alchemiser mk. II|
|Power required: 55|
Analysis[edit | edit source]
The alchemiser mk. II processes 25 items per hour at a cost of 150 machine charge. Thus, each item costs 6 machine charge to process - an equivalent of 162.5 coins per item. The alchemiser also requires a nature rune for each item, increasing the cost to 661.5 coins per item.
The alchemiser processes 600 items per day at a cost of 3,600 machine charge (approximately 1.2 divine charges). When completely filled, it will take 8 days 8 hours to alchemise the 5,000 input items, using 30,000 machine charges (approximately 10 divine charges).
The mk. II version is significantly cheaper to run than the mk. I version, as the mk. I additionally requires fire runes (and is of a similar machine charge cost) - each item costs 1,111.4 coins to alchemise in a mk. I.
Update history[edit | edit source]
Trivia[edit | edit source]
The alchemiser machine continues to process even if the player has run out of membership.