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Minigames that supply FREE runes

Featured Replies

I LOVE magic, but HATE the cost. I forget the minigames where you could mage at no cost. I Know SC is one, but can you use the god spells there? Where else?

Barbarian assault does too, I believe, though I'm not sure if you get exp for it or not.

 

 

 

You can always train slayer, and if you've done smoking kills quest, spend your points on runes.

norriie.png

[Click for my blog]

 

[hide=Drops & Achievements]

Hunter_cape_(t).gif 99 Hunter: 4/30/09 Cooking_cape_(t).gif 99 Cooking: 6/2/2009 Attack_cape_(t).gif 99 Attack: 6/9/10

 

Dragon Legs x2 | Dragon Skirt x2 | Dragon Med x3 | Dragon Boots x13 | Dragon Shield Left Half x1

Abyssal Whip x2 | Granite Maul x8 | Granite Helm x2 | Granite Legs x1

[/hide]

FoG and BA both supply free runes. In BA you get exp for casting the spells, but not for doing damage.

Kidd_Varrow.png

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FoG is probably the best, as you get full exp, and most of the time it's fun. :thumbsup:

#KERR2016/17/18/19/20/21.

 

#rpgformod

Seeing as you need the staff to cast the god spells, only the ones you are able to bring in your own items is it allowed. Meaning no God Spells in SC.

 

 

 

But FoG, BA, and SC are the only ones to give free runes.

[hide=Drops]Slayer:Draconic Visage x3, Abyssal Whip x23, Dark Bow x3, Dragon Platelegs x3, Dragon Boots x40, Dragon Plateskirt x4, Shield Left Half x3, Dragon Medium Helms x10

GWD:

CS: Zamorakian Spear x2, Zamorak Hilt x1, Bandos Chestplate x1, Sara Sword x1

DKs: Dragon Hatchet x3 Beserker Ring x1[/hide]

[hide=Completed Goals]99Attack.pngAchieved April 26, 200999Defence.pngAchieved Sept. 15, 200999Hitpoints.pngAchieved Nov. 21, 200999Strength.png Jan. 10, 2010

99Slayer.png Achieved Mar. 5, 2010[/hide]

[hide=Goals]c1dfeeb1d3.pngCptBaker.pngCptBaker.png[/hide]

FoG is probably the best, as you get full exp, and most of the time it's fun. :thumbsup:

 

 

 

You get half exp only.

Sinkhan's Quick and Dirty Guide to Auto-Failcasting FoG for Free Magic XP

 

 

 

Steps

 

1. Get a full set of metal armour (Bronze is fine) and then any d vambs and any metal boots (Boots from the SoS work)

 

 

 

3. When hunting, begin autocasting your best offensive spell (Highest Magic XP)

 

 

 

Analysis of Methodology

 

From new players to pures to poor people, FoG is commonly used to raise magic XP for cheap. However, they generally aim to kill their opponent when they are the hunter, which is their biggest mistake.

 

 

 

Under the best case scenario, a player could have 99HP and use all of their bandages. At most, this is a mere 125 magic xp (XP in FoG is halved, unfortunately). This amounts to about the same XP as just 8 castings of Fire Blast, the best F2P spell. However, once you realize that most people don't have 99 HP and the whole autodamage system is in effect, it's much lower.

 

 

 

The best thing to do then is to capitalize on your time hunting and failcast as many spells as you can, getting all of the base XP. Since you have remarkably low magic bonus, you'll pretty much never hit. You spend more time on casting - you don't have to be hunted as much or have to wait in the lobby as much.

 

 

 

Rates

 

Spells are cast once every 2.4 seconds. At 17.25 per casting of fire blast, this amounts to 25875XP per hour as a cyclic rate (I'm not sure what would be the correct term, so a I brought in something from automatic weapons :roll: ) Actual rate will probably be closer to 20K-22K with the lobby wait time and hunted time. If you're P2P, this ramps up to 40500XP per hour if you cast Miasmic barrage :lol:

 

 

 

Pros

 

-Free ::'

 

-Requires minimal attention since you autocast and wait (I watch YT vids :thumbsup: )

 

-OK xp rates

 

 

 

Cons

 

-There are much more efficient methods of gaining magic xp out there (Fail Cursing, Superheating, Alching). However, these require much more attention

 

-Wait time is a bit of a bother

 

-Sometimes targets run away from you, but that shouldn't be much of a problem

 

 

 

Conclusion

 

This is an improvement upon basic FoG magic xp gains where one simply attempts to kill their opponent. It is by no means the most efficient method other there, but is excellent for those with VERY little money, have very low levels, or don't want to pay much attention to RS itself, but still want to gain magic xp.

Btw, in BA you cannot use Lunar or Ancients, so you're stuck with the normal spellbook.

Sinkhan's Quick and Dirty Guide to Auto-Failcasting FoG for Free Magic XP

 

 

 

Steps

 

1. Get a full set of metal armour (Bronze is fine) and then any d vambs and any metal boots (Boots from the SoS work)

 

 

 

3. When hunting, begin autocasting your best offensive spell (Highest Magic XP)

 

 

 

Analysis of Methodology

 

From new players to pures to poor people, FoG is commonly used to raise magic XP for cheap. However, they generally aim to kill their opponent when they are the hunter, which is their biggest mistake.

 

 

 

Under the best case scenario, a player could have 99HP and use all of their bandages. At most, this is a mere 125 magic xp (XP in FoG is halved, unfortunately). This amounts to about the same XP as just 8 castings of Fire Blast, the best F2P spell. However, once you realize that most people don't have 99 HP and the whole autodamage system is in effect, it's much lower.

 

 

 

The best thing to do then is to capitalize on your time hunting and failcast as many spells as you can, getting all of the base XP. Since you have remarkably low magic bonus, you'll pretty much never hit. You spend more time on casting - you don't have to be hunted as much or have to wait in the lobby as much.

 

 

 

Rates

 

Spells are cast once every 2.4 seconds. At 17.25 per casting of fire blast, this amounts to 25875XP per hour as a cyclic rate (I'm not sure what would be the correct term, so a I brought in something from automatic weapons :roll: ) Actual rate will probably be closer to 20K-22K with the lobby wait time and hunted time. If you're P2P, this ramps up to 40500XP per hour if you cast Miasmic barrage :lol:

 

 

 

Pros

 

-Free ::'

 

-Requires minimal attention since you autocast and wait (I watch YT vids :thumbsup: )

 

-OK xp rates

 

 

 

Cons

 

-There are much more efficient methods of gaining magic xp out there (Fail Cursing, Superheating, Alching). However, these require much more attention

 

-Wait time is a bit of a bother

 

-Sometimes targets run away from you, but that shouldn't be much of a problem

 

 

 

Conclusion

 

This is an improvement upon basic FoG magic xp gains where one simply attempts to kill their opponent. It is by no means the most efficient method other there, but is excellent for those with VERY little money, have very low levels, or don't want to pay much attention to RS itself, but still want to gain magic xp.

 

Charging air orbs is double the xp/hr and still manages to make more profit than catching sharks at 99 fishing. Why get 20k xp/hr with no monetary gain when you can get 41k xp/hr with a significant profit? ;)

Barrows pretty much gave me a surplus supply of runes.

How much profit is charging air orbs, btw?

 

Without a beast of burden, a run takes a consistent 3:00, give or take a couple seconds, assuming a high enough agility that no run restoration is needed. That's 20 runs per hour, or 540 orbs per hour. At current median prices, that's 271,620 gp/hr. (And 41,020 xp/hr.)

 

 

 

I had some trouble exceeding that rate with a beast of burden because of the extra time spent transferring items around between the two inventories; I couldn't get a significant increase in orbs/hr, and I didn't think it was worth the extra hassle, so I've been using a fruit bat instead to add about 15k gp/hr to that profit. A pack yak seems better, though.

What do you mean by the extra time isn't worth the hassle? How much longer does it take?

What do you mean by the extra time isn't worth the hassle? How much longer does it take?

 

It's not like runecrafting where you craft the runes, withdraw the familiar's inventory, then craft more. The air orbs aren't stackable, so you have to take them out of your inventory somehow before you can withdraw the rest of the familiar's stock. That means either sacrificing half the familiar's inventory space in order to deposit 6 and withdraw 6, or taking the extra time to deposit and withdraw each orb individually. So it's a little more bothersome. And also unlike runecrafting, the actual charging isn't done all at once--you take about 3 seconds for each individual orb you charge. The running only accounts for about half the length of the trip, so adding more orbs to an inventory doesn't save as much time as you'd expect. If you fumbled with the interface too often, you could end up wasting a lot of the time you save on running.

 

 

 

It probably would work out to slightly faster rates, but only with a certain level of precision that I seem to lack. And anyway, it takes more attention.

if you took a tortoise with 9 in it, you can do 9 extra orbs in 1 swap. make full orbs, open tort, deposit 9, remove 9. do last 9. that would take about 5 seconds tops.

 

 

 

that would add 9 to your runs at minimal time. lets say that can be done 19 times an hour now instead of 20, so 162 more orbs/hour = 702 orbs, around a 30% increase

 

 

 

sounds worth it to me

 

 

 

edit: didnt know it wasnt all done at once, but still 9 more per trip at minimal swap time sure adds a fair increase but now my math probly isnt right

ilovecardj.png

ilovecardj.png

Dragon Drops: 80+ boots, 7 med, 3 skirt, 2 left half, 2 Spear, 2 2h

Slayer: 30+ whips, 4 Bows, 1 Mask, 3 Granite Legs, 1 Visage (Wyverns)

Notable GWD Splits: Bandos Tassets: 12, Bandos Chest: 11, Bandos Hilt: 2

Proud Slayer of 99 Att/Str/Def/HP/Range/Summoning

if you took a tortoise with 9 in it, you can do 9 extra orbs in 1 swap. make full orbs, open tort, deposit 9, remove 9. do last 9. that would take about 5 seconds tops.

 

 

 

that would add 9 to your runs at minimal time. lets say that can be done 19 times an hour now instead of 20, so 162 more orbs/hour = 702 orbs, around a 30% increase

 

 

 

sounds worth it to me

 

 

 

edit: didnt know it wasnt all done at once, but still 9 more per trip at minimal swap time sure adds a fair increase but now my math probly isnt right

 

About 3 seconds for each orb, same time to cast as alching, I believe. So 9 more orbs = 27 seconds extra. Add 5 seconds for depositing/withdrawing like you said, sure, why not. You'd also need to add the same 5 seconds again to your banking time as well. And having to load the "charge-all" interface and the bank screen a second time can magnify the effects of lag. Probably just under a 10% increase in speed. Arguably worth it, but not exactly incredible either. And that's with a war tortoise; I was testing with a terrorbird, so you can see why I was underwhelmed, I hope.

 

 

 

So the BoB is going to be a little faster, just not as much as you might expect.

if you took a tortoise with 9 in it, you can do 9 extra orbs in 1 swap. make full orbs, open tort, deposit 9, remove 9. do last 9. that would take about 5 seconds tops.

 

 

 

that would add 9 to your runs at minimal time. lets say that can be done 19 times an hour now instead of 20, so 162 more orbs/hour = 702 orbs, around a 30% increase

 

 

 

sounds worth it to me

 

 

 

edit: didnt know it wasnt all done at once, but still 9 more per trip at minimal swap time sure adds a fair increase but now my math probly isnt right

 

About 3 seconds for each orb, same time to cast as alching, I believe. So 9 more orbs = 27 seconds extra. Add 5 seconds for depositing/withdrawing like you said, sure, why not. You'd also need to add the same 5 seconds again to your banking time as well. And having to load the "charge-all" interface and the bank screen a second time can magnify the effects of lag. Probably just under a 10% increase in speed. Arguably worth it, but not exactly incredible either. And that's with a war tortoise; I was testing with a terrorbird, so you can see why I was underwhelmed, I hope.

 

 

 

So the BoB is going to be a little faster, just not as much as you might expect.

 

This reminds me of why you shouldn't use a small rune pouch once you can use a large one. Its all about time. Having to open the bank a 3rd time cuts down on the times you can craft in a hour. Its also the same reason i don't use a lurker when i was doing ZMI. But this of Off topic so i'll leave it at that.

[hide=Drops]Slayer:Draconic Visage x3, Abyssal Whip x23, Dark Bow x3, Dragon Platelegs x3, Dragon Boots x40, Dragon Plateskirt x4, Shield Left Half x3, Dragon Medium Helms x10

GWD:

CS: Zamorakian Spear x2, Zamorak Hilt x1, Bandos Chestplate x1, Sara Sword x1

DKs: Dragon Hatchet x3 Beserker Ring x1[/hide]

[hide=Completed Goals]99Attack.pngAchieved April 26, 200999Defence.pngAchieved Sept. 15, 200999Hitpoints.pngAchieved Nov. 21, 200999Strength.png Jan. 10, 2010

99Slayer.png Achieved Mar. 5, 2010[/hide]

[hide=Goals]c1dfeeb1d3.pngCptBaker.pngCptBaker.png[/hide]

I haven't seen it mentioned yet either, but I'm pretty sure stealing creation gives NO xp in game, so that'd be a very very terrible way to try and earn xp off free runes.

Junkieman608.png

Using the smaller pouches is worth it for ZMI and abyss, but not worth it for ghraak because the runs go too fast. Lurker is also always worth it, so I don't see why you don't use them.

 

 

 

Someone calculated before that runs have to be under 1 minute long to disqualify pouches/enhancers that give 8 ess or less.

 

Charging air orbs is double the xp/hr and still manages to make more profit than catching sharks at 99 fishing. Why get 20k xp/hr with no monetary gain when you can get 41k xp/hr with a significant profit? ;)

 

 

 

He just wanted a minigame that wanted free runes, not just profitable or free magic training methods :P

 

 

 

But yes, I'll agree that orb charging, glass making, or superheating would all be much better alternatives UNLESS they didn't want to pay attention to what they were doing.

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