Work out the XP you need, how many casts that is, and how many hours it will actually take — then work out whether the item you are alching pays for itself. Pick a spell once; both calculators follow it.
Experience per cast is fixed by the game. Experience per hour follows from how fast the spell recasts — High Alchemy is locked to five ticks, which is what caps it at 1,200 casts. Tap a card to switch spell.
Every figure above assumes you are at the keyboard for all of it. Alching is one click every three seconds, two hundred thousand times — a metronome, not a game — which is exactly the kind of thing that does not need a person doing it.
Botting Hub plays the official game client with nothing injected or hooked, driving it with AI vision and simulated input. Below is what the same spell costs or earns unattended.
Old School RuneScape uses a fixed experience curve — each level needs roughly 10% more XP than the last. That is why level 92 is the halfway point to 99: 6,517,253 XP of the 13,034,431 needed.
High Level Alchemy recasts every five ticks — 3.0 seconds, which is a hard ceiling of about 1,200 casts an hour. At 65 XP a cast that is 78,000 XP an hour and there is no way to beat it, only ways to fall short of it. Superheat Item is 53 XP but casts faster, so efficient play lands at 90,000 to 100,000 instead.
On gold: a spell does not have a GP per hour. An item does. Every cast is worth the alch value, minus what you paid for the item, minus one nature rune at around 163 GP. Clear that and you train Magic at a profit; miss it and you are buying experience — which most people are, and which is fine as long as you know the price.
Around 78,000 XP an hour — 65 experience a cast at roughly 1,200 casts. The spell recasts every five ticks, or 3.0 seconds, so the rate is purely a question of never missing the beat.
55 Magic. Each cast takes 5 fire runes and 1 nature rune, though a staff of fire or charged tome of fire covers the fire runes and leaves just the nature.
For raw Magic experience, yes. Superheat is 53 XP a cast but casts faster — efficient play is 90,000 to 100,000 XP an hour against alching's 78,000, and it pays Smithing XP on top. It needs only 43 Magic. The trade is that you have to keep ore in the inventory, so it is less hands-off.
Only if the item's alchemy value beats what you paid for it plus the nature rune. At 163 GP a rune that is the number to clear. Most items do not, which is why alching is usually a way of buying experience cheaply rather than a money maker — put your own item's figures into the calculator above.
One per cast. From level 1 that is roughly 200,000 casts of High Alchemy, so about 200,000 nature runes — over 32 million GP at 163 each, before you count the items being alched. It is the single biggest cost in the skill.
13,034,431 XP from level 1. Level 92 is 6,517,253 — the halfway point in XP, not level 50.
Because the rate is entirely a function of hitting a 3.0-second interval, several thousand times. Human cadence drifts inside twenty minutes and falls apart after an hour. A script holds 1,200 casts an hour for as long as the runes last.
For the level, yes — it is one of the most mechanical skills in the game. For the gold, no: alching is usually a net cost. The honest case is that you are buying 99 Magic at a known price per hour rather than earning from it.
The official game client, driven by AI vision with nothing injected. Magic AI holds 1,200 casts an hour for as long as the runes last — $10 once, kept for life.
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