High Level Alchemy

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High Level Alchemy
Released24 May 2001 (Update)
MembersNo
LevelMagic 55
SpellbookStandard
TypeUtility
Experience65
Runes 5Fire 1Nature
Casting speed5 ticks
DescriptionConverts an item into more gold
Animation
Sound effect

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, but this can be used regardless of the player's current spellbook.

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 1 196
Combo runes
1 5 321
1 5 496
1 5 636
Main-hands
1 Alt171
5 0.93 184
Main and off-hands
1 171
1 171
0.93 160
0.93 160

Break even Point

Staff Tome Equipment Cost Rune Saved GP Break even Point
Nothing Nothing 0 5Fire 1Nature 0 0
Staff of fire Nothing 904 1Nature 25 37
Nothing Tome of fire (empty) + Burnt page 1,409,378 1Nature 25 56,376
Bryophyta's staff Tome of fire (empty) + Burnt page 5,555,633 0.93Nature 36.4 152,628
Bryophyta's staff Tome of fire (empty) + Burnt page 5,555,633 1Nature 25 [d 1]222,226
Bryophyta's staff Nothing 4,146,255 5Fire 0.93Nature 11.4 363,707
Bryophyta's staff Tome of fire (empty) + Burnt page 5,555,633 5Fire 0.93Nature 11.4 [d 2]487,337
  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.

To get from 55 to 99 it is needed to cast 197,967 of High Level Alchemy.

Money making

The following money making guide is available for High Level Alchemy:

MethodHourly profitSkills
High alching profitable free-to-play items306,960 Magic 55

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

An alchemy 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 navigating to All Settings. You can find the relevant settings in the "Warnings" tab, under the "Items" section.

"Minimum item value needed for Alchemy spells warning" changes the value at which a warning appears on screen. Setting this to a very high value will ensure the warning is never triggered.

"Casting Alchemy spells on untradeable items always triggers a warning" enables warning when attempting to cast an Alchemy spell on untradeable items.

"Casting Alchemy spells by 'using' items together always triggers a warning" enables warning when attempting to cast alchemy by using the item on an Explorer's Ring.

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 32,515,792 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 Invest 4 hrs Total Profit/Loss Member
264 171 510 75 125 54,375 9,375 0
587 171 864 106 125 94,750 13,250 0
927 171 1,200 102 125 137,250 12,750 0
2,756 171 3,120 193 125 365,875 24,125 0
4,355 171 4,680 154 125 565,750 19,250 0
9,440 171 9,984 373 125 1,201,375 46,625 0
8,302 171 8,640 167 70 593,110 11,690 0
11,177 171 11,520 172 70 794,360 12,040 0
15,044 171 15,360 145 70 1,065,050 10,150 0
18,821 171 19,200 208 70 1,329,440 14,560 0
22,747 171 23,040 122 70 1,604,260 8,540 0
20,616 171 21,120 333 70 1,455,090 23,310 0
24,639 171 24,960 150 70 1,736,700 10,500 0
29,611 171 30,000 218 70 2,084,740 15,260 0
32,110 171 32,640 359 70 2,259,670 25,130 0
38,123 171 38,400 106 70 2,680,580 7,420 0
37,773 171 38,400 456 70 2,656,080 31,920 0
38,082 171 38,400 147 70 2,677,710 10,290 0
38,547 171 39,000 282 70 2,710,260 19,740 0
37,525 171 38,400 704 70 2,638,720 49,280 1
4,883 171 5,616 562 125 631,750 70,250 1
5,755 171 6,738 812 70 414,820 56,840 1
58,090 171 60,000 1,739 8 466,088 13,912 1
7,284 171 8,088 633 70 521,850 44,310 1

Crafting/Smithing/Fletching + 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 or Fletching 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 41 to the Profit / Loss)

Item Materials Needed Materials Cost (GE) High Alch Return Profit/Loss
x5 876 336 −540
x5 2,966 1,200 −1,766
x5 4,966 3,120 −1,846
x5 9,426 9,984 558
x5 61,496 39,000 −22,496
x1 12,436 12,480 44
x3 36,966 38,400 1,434
257 210 −47
257 270 13
257 330 73
257 210 −47
303 210 −93
419 630 211
419 630 211
419 690 271
612 765 153
612 765 153
612 780 168
677 855 178
677 915 238
1,097 1,305 208
1,097 1,395 298
1,908 2,205 297
1,908 2,115 207
1,908 2,295 387
2,032 2,520 488
2,125 2,520 395
10,992 11,475 483
11,116 12,624 1,508
11,452 12,624 1,172
5,901 4,680 −1,221
6,564 5,616 −948
7,569 6,738 −831
10,521 8,088 −2,433
9,010 9,300 290
9,063 9,300 237
9,303 9,300 −3
9,501 9,300 −201
x0.2 741.20 912 170.80
445 384 −61
545 768 223
1,136 1,536 400

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:

The following stores buy for 55%:

The following stores also will 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:

Sound effects

Sound Name Description ID
high_alchemy Casting the spell 97
leagues4_highlvl_alchemy_01 Casting the spell with the Leagues IV - Trailblazer reloaded animation override 7557

Changes

Date Changes
4 January 2018
(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.

21 April 2016
(Update)

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

23 April 2015
(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.

5 March 2015
(Update | poll)

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

16 May 2013
(Update)

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

11 April 2013
(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.

11 April 2013
(Update | poll)

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

–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 is equal to 40% of an item's value, that is to say the share not received by the player.
  • It is possible to cast alchemy spells on a living being. Goldie is a rabbit who accidentally had an alchemy spell cast on him by an adventurer, which transformed him into gold.[3]

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'."
  3. ^ Goldie in 2017 Easter event. Old School RuneScape. "Some adventurer had an accident with an alchemy spell... I don't want to talk about it."

Source

Content from the Old School RuneScape Wiki (operated by Weird Gloop), licensed under CC BY-NC-SA 3.0.

Source siteOld School RuneScape Wiki
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