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