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Which rune for me to craft the best?!?!?!?!?!?!?!?!?!?!?!?!?

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I am now 71, and wonder which method(except zmi) is the best:

 

 

 

run nat: fastest spped per run, but least gp/ess, and can't use abyssal summoning to help.

 

 

 

double cosmic: least xp/ess, but the second most gp/ess, and can use abyssal summoning to help

 

 

 

death: most xp/ess, but second least gp/ess, can use abyssal summoning to help

 

 

 

law: second most xp/ess, most gp/ess, but can't use summoning to help, and sometimes need time to heal in bank, also can't use a pick to go through abyss

 

 

 

So, which 1 do u recommaned? I want to make a lot of profit, but also want to level up fast.

 

 

 

thank you

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Deaths more exp=faster levels (once you hit 75 that pouch adds a lot more exp and gp per trip for any rune). Then switch to bloods at 77.

[hide=Drops]

  • Dragon Axe x11
    Berserker Ring x9
    Warrior Ring x8
    Seercull
    Dragon Med
    Dragon Boots x4 - all less then 30 kc
    Godsword Shard (bandos)
    Granite Maul x 3

Solo only - doesn't include barrows[/hide][hide=Stats]

joe_da_studd.png[/hide]

I did death runes and it was a good combination of both gp and exp.

 

 

 

Also if you were to do Law runs, using food to heal would be smarter than standing in the bank waiting for you hp to regenerate. If you sit in the bank you waste time that could of been spend making more laws and money. The 2k cost to use 2 sharks is nothing compared to the 4-6 runs you could of completed in the time spent waiting for your hp to regenerate.

 

 

 

Go with death runes until 82 then double astrals. At 91 go with natures. This is pretty much the "best" non-ZMI method.

 

 

 

(If you completed the quest and can do bloods then yes, switch to them at 77)

Apparently, my signature was to big.

  • Author

So death beat law? Can some1 suggest the time for each death-abyssal run and law-abyssal run?

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So death beat law? Can some1 suggest the time for each death-abyssal run and law-abyssal run?

 

 

 

 

E. Abyss- Deaths

 

 

 

In this section I did not include any details on how to runecraft using the abyss. See VI. Abyss Runecrafting Strategy for a detailed explanation on exactly how runecraft using the abyss. It is quite lengthy so I put it in its own section.

 

 

 

I believe a reasonable maximum speed for abyss runecrafting is 48 runs per hour (that's including the abyssal parasite/lurker).

 

 

 

However, I obviously cannot expect everyone to obtain their maximum every hour, and this is where the 3% reduction comes in. The reduction takes into account losses in time for reasons I've already mentioned.

 

 

 

I also take half a run per hour off for charging glories. Charging a load of glories takes about the same time as an abyss run, and you use half an inventory of glories per hour of abyss runecrafting.

 

 

 

The maximum ess per run is 61. A little less than half the time, you lose 1 space for the super energy, and 1/12 of the time you will lose 3 ess from your giant pouch degrading. You will craft on average 60.3 ess per trip.

 

 

 

On average you can do 47.5 runs per hour, which is 2864 ess (28.6k xp). Taking off 3% gives 2806 ess which I'm just rounding to exactly 2800 (28.0k xp).

 

 

 

With pure ess at 130 each and deaths at 270 each, you will make 392k total from crafting pure ess into deaths (with the 3% reduction). However, you will lose 21 super energies worth 25k, and 4k for the Abyssal Parasite/Lurker pouch, for an overall profit of 363k an hour with deaths.

 

 

 

Crafting deaths through the abyss gives 28.0k xp and +363k cash per hour.

 

 

 

 

Law runs take slightly longer (I would say 10-20 seconds longer) because you cannot use the mining spot. That can be countered with a tinderbox though. The time it takes you to heal up is where the 10-20 seconds comes from. So you are looking at a few less runs/hour.

 

 

 

And also less gp/run since you cannot use a Familiar.

Apparently, my signature was to big.

You're completely forgetting about the Balloon transportation. It is about the same time as the abyss for a run, and you dont take any damage. You still cant use a familiar though.

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You're completely forgetting about the Balloon transportation. It is about the same time as the abyss for a run, and you dont take any damage. You still cant use a familiar though.

 

 

 

5. Ballons- Laws

 

 

 

After completion of Enlightened Journey, the balloons provide an alternate way to make law runes.

 

 

 

Start in Castlewars bank and run to the balloon just northeast of the lobby. Right click on the monk and select "Fly." Be ready to click through the monk's conversation as fast as possible. Choose to go to Entrana. The monk will quickly search you before you fly to Entrana. On Entrana, run east and then north to get to the law altar. Try not to double back- keep running in a straight line. Craft your laws, and use your ring of dueling to teleport back to Castlewars. Bank there. Withdraw 1 regular log, and 1 super energy potion (3) if you need it. You can drink the super energy potion while you are running.

 

 

 

Now, while not a bad method for beginner runecrafters, there are several reasons why this method is not worth it compared to other methods like Abyss-Deaths.

 

 

 

First, balloon trips are about 80 seconds each, while abyss trips are about 75 seconds average each.

 

 

 

Second, you cannot take familiars on balloons, meaning you cannot use an Abyssal Parasite/Lurker, slowing you down even more.

 

 

 

Third, this is clearly worse than Abyss- Laws, which is logically not worth it either.

 

 

 

... Problem solved.

Apparently, my signature was to big.

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