High Level Alchemy
|High Level Alchemy|
|Release date||24 May 2001 (Update)|
|Description||Converts the targeted item into even more coins!|
|Infobox • Talk page|
High Level Alchemy (high alch, or alching) is a non-combat Magic spell used to convert items into coins at the best price a player could sell them for at a speciality store. The amount of coins generated is precisely 60% of the item's value (its non-GE price). Excluding rounding errors, high alchemy produces 50% more coins than Low Level Alchemy, and 100% more coins than selling to a non specialised shop.
The cost of runes to cast high level alchemy is 1162 coins but is reduced to 402 coins with a Staff of fire, Fire battlestaff, Mystic fire staff, Steam battlestaff, Mystic steam staff, Lava battlestaff, Mystic lava staff, any skeletal/necromancer versions of the above, Mindspike (fire), Mystical staff or a Dragon staff, as these staves supply unlimited fire runes. Alternatively, the Explorer's ring 4 and Radiant alchemist's amulet provides 15 rune free casts of High level alchemy a day, which still grants full XP.
High Level Alchemy is a popular way for mages to train their Magic level, by buying or making valuable items and nature runes, then casting the spell on the items. For example, a player might buy or make yew shieldbows to cast High Level Alchemy on them. Buying them would create profit or loss depending on the item's market price, while making them from scratch would usually create profit. In practice, smartly buying items in bulk from other players usually results in more coins being created than paid for the converted item. This is widely regarded as a major cause of inflation in the game.
In Daemonheim, High Level Alchemy will always yield double the shop price (twice what the smuggler will buy for).
Cost[edit | edit source]
Efficient casting[edit | edit source]
High (and Low) Alchemy can be cast on noted items, saving much withdrawal time from the bank, simplifying the "click pattern", and allowing the spell to be used in almost any location. Also, it should be noted that High Alchemy always grants 65 experience (6.5 in Dungeoneering), regardless of the rarity or expensiveness of the item you are alchemising. For example, high-alchemising a Rune bar grants no more experience than high-alchemising a Bronze bar.
High Level Alchemy takes 5 game ticks, or 3 seconds, to cast. It can be cast up to exactly 1200 times in one hour which adds up to exactly 78,000 xp/hr, although in practice many people cast a little less, due to lag and timing inconsistency.
It is possible to use High Level Alchemy without disrupting other tasks, such as using battle spells or skill tasks like woodcutting, mining or running. If the alchemy spell is cast any time after 5 game ticks since the last alchemy cast, you can cast alchemy as low as every 6th tick without it disrupting the combat/task in any way, and continue battle as normal. If you click any time before 5 ticks since the previous alchemy cast, then it will disrupt your task. You can still cast alchemy and continue combat fluently, and have alchemy cast every 5th tick, but you will have to issue the combat command again in order to keep casting the battle spell or melee/ranged attack fluently. Auto retaliation can be effectively used to do this.
Players can also cast High Alchemy by dragging and dropping an item into their Money Pouch provided that they have the required runes. It will cast at the same speed and cooldown as if it was cast from the spellbook or action bar.
Restrictions[edit | edit source]
Certain items cannot be alchemised, such as untradeable quest items, Treasure Hunter prizes, Crystal equipment, and most Invention items. In addition, members-only items cannot be alchemised in a free-to-play world. The following areas also prohibit the use of alchemy spells:
- Duel Arena
- Soul Wars
- Pest Control
- The Great Orb Project
- Fist of Guthix
- Castle Wars
- Stealing Creation
- Fishing Trawler
- Big Chinchompa
- Barbarian Assault
Role in the economy[edit | edit source]
Since each item holds a fixed amount of coins gained from High Level Alchemy, this acts as a price floor on items, especially those that have turned relatively obsolete (adamant armour, for example), which varies depending on the cost of nature runes. As the price of an item plummets below the point at which a profit can be made from alchemising it, the market demand for said item stabilises the price and prevents it from further decreases.
Essentially, players who wish to train magic through High Alchemy for experience or money tend to seek opportunities to profit. When an opportunity for a significant profit arises, players will exploit that opportunity, causing the price to rise, therefore providing a price floor.
History[edit | edit source]
Casting alchemy spells on stackable items will only alchemise one at a time; in RuneScape Classic, the entire stack becomes alchemised.
Originally, users had to time this spell casting so that they could maximise the number of alchs/hour (similar to burying bones at double speed). However, Jagex implemented a spell-cast queue for this spell, so players can choose the cast option while the previous animation runs, so the character will automatically queue another cast. Note that the queue will only hold a single cast, and clicking the interface more than once every 3 seconds will simply cause some clicks to be discarded.
In the past, Castle Wars was a favourite location for casting this spell because the 20 minute time limit provided a reasonable amount of measurement. It was also enjoyable for the players to watch others fight. Due to player complaints about other players free-loading this way, this spell can no longer be cast inside a Castle Wars activity. However, people still go along the walls of Castle Wars and cast alchemy spells, as you can still get somewhat of a show as you do it. Soul Wars was a very popular place to alch because there was a lack of random events.
Some items, such as rares, are worth far more on the street than in the store. Prior to the 9th November 2009 update, it was inadvisable for players to carry such items in their inventory, as accidentally alchemising them would cause a major loss for the player. A warning message now appears if the player tries to cast high level alchemy on an item with a market value of 500k or more.
The items that you keep when you are killed used to be based on the amount of money the item alchemises for. You would keep the items with the highest alchemy value. There were many items which have higher alchemy values than items that are more expensive on the Grand Exchange, and you would keep the lower valued item because it has a higher alchemy value. This led to quite some controversy. Some players used this system of item-keeping to scam other players, such as luring them into the Wilderness and giving them or dropping for a player to pick up, an item which has a large alchemy value but a low G.E. value, such as a dragon battleaxes. A dragon battleaxe has an alchemy value of 120,000 coins, while the (formerly) very expensive abyssal whip has an alchemy value of 72,000 coins. If a player dies and has 4 dragon battleaxes and an abyssal whip in his or her inventory, even with the Protect Item prayer, he or she would keep the dragon battleaxes over the abyssal whip. As of 19 April 2011, this scam no longer works, and items kept on death depend on their Grand Exchange guide price instead.
Gallery[edit | edit source]
Using the explorer's ring high level alchemy.
Update history[edit | edit source]
- patch 18 March 2019 (Update):
- Attempting to cast an alchemy spell on an unfinished smithing item will now return the correct message rather than the prior message which was inaccurate.
- patch 16 April 2018 (Update):
- ninja 7 August 2017 (Update):
- Alchemy values for low-level wands and orbs/books have been re-balanced.
- patch 27 June 2016 (Update):
- Alchemy spell sounds have been improved to better fit the animations and are now less jarring.
- patch 22 February 2016 (Update):
- Augmented equipment now gives a warning when attempting to cast alchemy on it.
- patch 25 January 2016 (Update):
- Feedback messages when attempting to use low-level and high-level alchemy without sufficient runes are now displayed more prominently.
- Dragging an item to the money pouch will now attempt to cast high or low alchemy on it. High alchemy is cast if you have sufficient level, first using a legendary pet's ability if available. If not, using the explorer's ring or the alchemist's amulet if available. Runes are used if neither of these are available.
- You can no longer cast alchemy in the sawmill.
- You can no longer cast alchemy during the big chinchompa D&D.
- You can no longer cast alchemy in the dominion tower arenas.
- Alchemy requires a bankpin check if you're casting it on high level items and you have the bankpin for high value drop setting on.
- The following items can no longer have alchemy cast on them:
- Jennica's ring
- Items in the graveyard training area of the magic training arena
- Progress hat (magic training arena)
- Strange rocks and golden rocks
- Clue scrolls
- Castle wars tickets
- The various "speak" amulets (amulet of ghostspeak, cramulet, camulet, etc)
- The ring of fire, flame gloves and inferno adze
- Gnome amulet
- Glarial's amulet
- Ring of Charos, Ring of Charos (a), Ring of charos (a)(i)
- Armadyl pendant and Pendant of Lucien
- Seal of passage
- Lunar ring and Lunar ring (i)
- Steel key ring
- Crystal pendant (Regicide quest)
- Cat training medal
- Beacon ring
- Clan battlefield items
- Ornate katana
- Trouble Brewing in minigame items
- Circus reward items
- Circus ticket
- Big chinchompa reward tickets
- patch 8 June 2015 (Update):
- It is no longer possible to cast Alchemy spells or craft protean hides while balancing on a Hefin serenity post.
- patch 5 May 2015 (Update):
- It is now possible to use the alchemy spells inside various instanced areas.
- ninja 26 August 2014 (Update):
- The animations for alchemy, super heat, enchant, charge orb, bones to bananas, and bones peaches have all been updated.
- patch 24 March 2014 (Update):
- An issue with the Borrowed Power spell requiring the player to carry excess runes to cast High Level Alchemy has been corrected.
- patch 14 January 2013 (Update):
- Players can once again use High Alchemy with the greater runic staff.
- patch 22 May 2012 (Update):
- Borrowed Power now works correctly with High Alchemy.
- Prior to this, it was possible to be able to cast High Alchemy on three astral runes to consume one astral rune and no charges.
- Borrowed Power now works correctly with High Alchemy.
- patch 1 November 2011 (Update):
- The veteran emote "V" no longer disappears when casting High Alchemy.
- update 31 August 2011 (Update):
- patch 8 March 2011 (Update):
- Trying to alchemise with too many coins in your inventory will no longer drop coins to the floor.
- patch 20 December 2010 (Update):
- Casting alchemy spells while running will cause clipping issues with skillcapes less often.
- patch 2 November 2010 (Update):
- The explorer’s ring's High- and Low-level Alchemy and Superheat Item spells now use a different interface to prevent confusion while alching.
Trivia[edit | edit source]
- In issue 14 of the god letters, Saradomin mentions that casting the High Level Alchemy spell is a serious crime.
- Upon reaching level 55 Magic, it would take approximately 197,967 casts of High Level Alchemy, roughly equal to 165 total hours of non-stop casting to reach level 99.
- If one chooses to alchemise gold pieces, the action will be denied, since the object is "already made from gold." However, one can still alchemise gold bars and jewellery.
- Alchemy spells formerly could not be used on Freneskae, but this was changed in a hidden update.
See also[edit | edit source]
References[edit | edit source]