How High Level Alchemy works
High Level Alchemy is a standard spellbook spell unlocked at 55 Magic, and free-to-play players can use it. Each cast costs 5 fire runes and 1 nature rune, gives 65 Magic xp and turns one item into coins worth 60% of its store value. That store value is fixed by the game and has nothing to do with the GE price, which is the whole reason alching can make money: when an item trades below its alch value plus a nature rune, you profit.
A cast takes five game ticks (3 seconds), so the most you can do is about 1,200 casts an hour for 78,000 Magic xp. Low Level Alchemy, at 21 Magic, pays only 40% of value and 31 xp, so it is rarely worth casting once you have 55.
Working out alch profit
Profit per cast is the high alch value, minus the price you pay for the item, minus a nature rune, minus fire runes if you are not using a fire staff. There is no GE tax on alching, because you are not selling the item on the Grand Exchange. The nature rune is the cost that moves the most, and a swing of a few coins in its price can flip a whole page of items from profit to loss.
Buy limits decide your hour
At 1,200 casts an hour you get through 4,800 items in a four-hour buy limit window. Most of the classic high-value alchs have small limits, so one item will not last long:
| Item | High alch value | Buy limit (4 hours) | Members |
|---|---|---|---|
| Rune platebody | 39,000 | 70 | No |
| Rune platelegs | 38,400 | 70 | No |
| Rune 2h sword | 38,400 | 70 | No |
| Rune kiteshield | 32,640 | 70 | No |
| Adamant platebody | 9,984 | 125 | No |
| Fire battlestaff | 9,300 | 18,000 | Yes |
| Onyx bolts (e) | 9,000 each | 11,000 | Yes |
| Magic longbow | 1,536 | 18,000 | Yes |
The alch values above are fixed; whether they make a profit today depends on the prices in the live table. Seventy rune platebodies last under four minutes of casting, so players who alch for long sessions mix several rune pieces with an item that has a big limit, or buy a few days ahead. Alch values and limits are also shown on every item's own price page.
Cutting your rune costs
| Setup | Runes used per cast | Notes |
|---|---|---|
| No staff | 5 fire runes, 1 nature rune | Fire runes are cheap but add up over thousands of casts. |
| Staff of fire, fire battlestaff or tome of fire | 1 nature rune | The normal setup. Fire runes cost nothing. |
| Bryophyta's staff | About 0.93 nature runes plus fire runes | Saves a nature rune on roughly 1 in 15 casts, but needs fire runes from elsewhere. |
| Explorer's ring 4 | None | 30 free casts a day with no xp. Pure profit on whatever you alch. |
Alching for Magic xp
From 55 to 99 Magic is about 198,000 casts, or roughly 165 hours of nonstop alching. Most of that time the best items lose a small amount per cast, so the aim is to pick the cheapest loss per xp with a big enough buy limit. The Magic calculator puts alching next to every other spell by cost per xp, and the Magic training guide shows where alching fits into a route to 99.
Alching is also a good partner for slower activities, since it needs a click every few seconds and nothing else. If you only want cheap xp and do not mind a slower rate, splashing is far slower but almost completely AFK.