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Alchemy is a spell not yet implemented in the game, and currently is used as a placeholder for what items should yield in terms of coins when the spell is cast. Below is how each item is calculated, the percent acts as a multiplier based on the Value of an item (For example 110% is a multiplier of 1.1). Although Minescapes economy is player owned, placing a Value on items helps players trade around an average price, this price can change with the supply and demand of the item, but having a solid value point helps create a starting point for those unsure what to price their items at. this page will be changed as the game updates and new items are added.

PLEASE NOTE: NUMBERS BELOW ARE NOT FINAL AND ARE SUBJECT TO RADICAL BALANCING CHANGE

Item High Alchemy % Low Alchemy %
1 Bar items

(Daggers for example)

105% 95%
2 Bar Items

(Helmets for example)

110% 90%
Dragon Items 112% 88%
3 bar Items

(Most smithable equipment)

115% 85%
4 Bar Items

(non existent yet)

120% 80%
5 Bar Items 125% 75%
Metal Bars 125% 75%

PLEASE NOTE: NUMBERS ABOVE ARE NOT FINAL AND ARE SUBJECT TO RADICAL BALANCING CHANGE

Concept[]

Spell Level Fire Rune Nature Rune
Low Alchemy 55 50 25
High Alchemy 92 100 40

PLEASE NOTE: NUMBERS ABOVE ARE NOT FINAL AND ARE SUBJECT TO RADICAL BALANCING CHANGE

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