|This article is a stub. You can help out by adding content to this page.
Help out further by visiting the article stubs category and completing the articles found there.
High level alchemy (often just called alching) is a spell in the regular magicks spell book, requiring 55 magic to cast. It's a higher powered version of Low Level Alchemy, and gives 65 experience per cast. The spell requires 5 fire runes and one nature rune. When casted, the spell will redirect the spell book interface to the inventory, allowing the player to click on an item to be "alched". When "alched", an animation appears where the player shifts their hands and a flash of light show. The item then disappears and is switched into a fixed amount of gold. The interface then redirects back into the spell book.
Because a player can adjust an item into the proper position where clicks can be done without having to move the mouse. If the item is noted, this allows for easy, almost mindless, magic experience. Many players take advantage of this, because it can give an upward of 70,000 magic experience per hour, while making or losing some money.
This spell is also quite useful because it allows junk to leave the game. It is also the main source of where nature runes leave the game, allowing the runes to stay at a decent price. The spell, however, can also be casted by the Explorer's ring, a reward from the Lumbridge and Draynor task list. However, only a fixed amount of spells can be casted per day, resetting at 0:00 UTC (forum time).
A player casting the high level alchemy spell.
= Additional Information =
High Alchemy is a popular method of training Magic from level 55 onwards, for members as well as non-members. Each cast of the spell provides 65 Magic Experience, and is a popular method to use in reaching level 99 in magic. As well as providing a decent rate of magic experience with minimal attention to the game, it can also be used to make great profits. In Solomon's General Store there is the option to change the animation of the spell if a player wishes to makes his/her high alchemy casts that much more dynamic. Quest Items cannot be alched. It is advisable not to alch "Rare Items" in the game such as Party Hats/Halloween Masks/Santa Hats/Pumpkins etc. It is advisable to use a fire staff/mud staff (or any other staff that provides unlimited fire runes) in order to save the player money from buying additional fire runes. High Level Alchemy requires 1 nature rune and 5 fire runes per cast (if done without any source that replaces the need for fire runes). In some perspectives the 'High Level Alchemy' spells has tarnished the reputation of the 'Magic Skillcape' which requires Level 99 Magic to equip, mainly since many players of the Runescape economy refer it to as the 'Auto-clicked Cape' as when the high alchemy spell and item to be alched are placed directly on top of each other, one could simply look away and spam-click, or choose to get a 'Auto-clicker software' to aid them. The predecessor of this spell is known as 'Low Level Alchemy' which requires 3 Fire Runes and 1 Nature Rune, meaning that a person who has a source for unlimited fire runes, it'd be redundant to cast a Low Level Alchemy, as it'd cost the same as a High Level Alchemy spell (provided the player has a source that consists of unlimited fire runes). It is rumoured that Jagex plan on altering the 'High Level Alchemy' values for all items in Runescape in the 'Evolution of Combat' update.
By many 'Player Killers' it is inadvisable to High Alch to Level 99 Magic, but instead to fight monsters to level 99 magic, mainly due to the fact that a person who high alchs to level 99 will have much less constitution exp than another player who trained it through combat., Since constitution will not affect the combat level of a player, the player who trained with combat for the level 99 magic skillcape will have the clear advantage (unless you possess another level 99 skillcape, which would balance the fight).