The cost of maintaining 1x Rune Dragon alt alongside a main account would be around 10m (2x Bonds) every 14 days, so around 14 hours every 2 weeks (rounded down; very much so!) at 1m gp/hr gained with this money-maker, one of the best methods on Oldschool Runescape. However, the purpose of an alternate account is to generate income to fund the progress of another, meaning the items gained are dumped for GP for other items to be bought and progress to be made, with the goal of generating enough GP to cover these bonds plus enough profit to make the money-maker worthwhile, as is the case with all alt accounts on OSRS.
This document aims to highlight the benefits of converting most items gathered by a Rune Dragon alternate account directly into progress, bypassing the middleman of GP and optimizing the extra load which would normally be offset by the labour provided by the workers whom process the items normally for profit, paid for by the losses made by selling to buy [items], by integrating production seamlessly into regular account progression and activities of the grind.
To Continue Reading "Optimizations for a Rune Dragon Alt" See:
Introduction/Main Body: Rune Dragon Alts
400k gp of profit/hr (down from 1,300k+ [source]) is generated by a Rune Dragon Alt if most drops which are considered valuable in the ways value can be measured are kept, processed later by the main account or another alt (this developed throughout as specific items or method/activities call upon them) for additional experience or benefits, without the need for the Grand Exchange slots or other ways of manually gathering items, with their associated hazards being avoided, such as: buy limits, with having to stop/start to collect or refill the G.E; price fluctuations, as most of the materials are gathered by the user; reliance on supply being present, with enough of it to fill our own, and all of the other active players, demand... Listed as the key factors/blocks in training skills which use the resources of "gatherer" skills.
âSo by what metrics an account can advance through the use of Rune Dragons are found by following the production line of the/se resources "the RD Drop Table" to identify the so-called "Buyable" skills the resources funnel experience into. Then, sorting out similar resources which would end up the same or in some way in a worse state than their alternatives somewhere throughout this chain, and sorting the remaining items by how long it would take to process (with 0time being the goal), what can be gained or done during their processing (to advance the account through its tasks which need completing to max, in proper order, and staying close to the desired "0time" processing time of completing these additional tasks) if the items are kept and used, and finally, comparing this strategy to simply dumping the items for their GP equivalent to buy the relevant method of progression, usually to skip processing or to make use of better methods if any. If an item on the drop table does not meet these criteria it is dumped for GP to bridge the gap on losses from the bonding and supplies investments.
While methods of progress can be substituted directly, such as Smithing Runite items over smelting Gold Bars, others allow for multiple actions-- processing materials or gaining experience for multiple skills at the same time-- to be completed simultaneously, often optionally but almost always without loss of any kind (other than monetary in profit/opportunity). Skills such as Smithing, Agility, Magic, Fletching, Fishing, among many others, can be trained together. "Using a Rune Dragon alt account for more" uses these skills and activities as one if its cornerstone for its reasoning. Optimizing this to its fullest potential is that arguments benefactor, and the contents of this document hopes to further provide an argument for the use of a Rune Dragon alt and overall view of progressing accounts otherwise in the ways detailed throughout.
Now to exemplify the sorting of materials, the production chain of Runite Ore, one the drops from Rune Dragons [source] is [Ore > Bar > Runite Item]. Breaking this down into the states it takes on as it follows the chain of production downwards it can be sorted using the above reasoning by
â¦To detail the main account activities to be done.
Smithing, Magic, Agility; From the RDA Resources
The profit/hr estimate takes the "Rune Platebody" drops at around ~122k gp per hour (at the time of writing) as an item to be kept for processing via alch-agility, while also keeping the "Rune Scimitar" drops (~37k gp per hour). This relates to the above (Main body) paragraph as an additional factor to be taken into consideration when sorting items, that being the current state of the account which will process the items; as "Rune Bars" are kept, but the smithing requirement for Platebodies (99) is higher than that of Scimitars (90), both alchables, the Scimitar drops will be kept as the Rune Bars dropped will be converted into the same item until the account has a high enough smithing level to create Platebodies, to alchemize. This is to double-down on the progression of the main account and the resources it'll create, keeping more of the (lesser state) item to process further until no more of them will be created, to have as many as possible while they're being had. Once the account progresses through to creating Platebodies, only those will be used as the last of the gathered Rune Scimitars have been alchemized and the Scimitars dropped are dumped for GP from that point on.
Level 90 to Post-99 Agility Progression Estimates - Using Ardougne Course
(Runite items needed, for Alch-Agility):
From 84 magic, ~155k items are used to reach 99 via high alchemy, to be done while training Agility-- note using Smithing from its lowest possible level (90) to reach 99 via Rune Scimitars generates ~51k of the item ready to be alchemized. This brings the account to a third of-the-way through its progression in this particular goal. Though this does not account for switching to Platebodies at 99 and Smithing them beyond the point of level 99 Smithing, where the remainder of the alchables will be generated to progress the Magic level through to 99, while Agility and Smithing go beyond to the post-99 experience points the account ends up at after doing so. As Smithing experience is granted per bar, the metrics for (Rune Platebody) in how many will be created and how much experience it will generate can be estimated by simply halving (40% for a closer estimate) the amount of items created while going beyond the experience/level goals I have set in the above if such information is needed.
1,200 items per hour can be alchemized, but if Agility is trained as the primary activity then the downtime lowers this number to around ~7,660 Alchs per hour while training Agility
-According to Reddit [Source: Reddit - alching while doing agility for 10 hours]
The main account benefits from these numbers being known to itself as goals such as 99 Smithing are easily achieved after creating an amount of Rune Scimitars, and afterwards, the other related goals like Magic and Agility are to be achieved while using another set number of Rune Platebodies; This paints a full picture of the path which will be taken to progress as details go back and forth between resources to feed one-another information on what is needed: how much will be gained from each broken down part of information and by what process it will be done, of what stage of the account it will be done by, etc. With this information, the method can be optimized, or just developed further from where it was. Thus the method does not have to be developed beyond its bare-bones very much at all, as it develops naturally and unto itself as it progresses while both main account and Rune Dragon alt both know where they are to be going at all times.
The main account benefits also from the additional numbers required, such as having to process Runite Bars through to Platebodies even after 99 Smithing, as post-99 experience boosts the rank of the account after it's maxed once the OSRS High-Scores starts ranking the account by experience gained rather than levels, after the max total level has been reached.
Agility & The Graceful Set in Aide of Smithing
The Agility/Magic milestone of fully processing all Rune Scimitars (not counting those generated by the Rune Dragon alt directly, as drops) into Magic experience and GP comes with being able Smith Platebodies, and using the Platebodies while progressing further through the other goals in place of Scimitars for what is to be alchemized. It will also be enough to reach 99 (20m+ xp) Agility from level 90 [source: oldschool.tools/calculators/skill/agility], around 18,000 laps of the course, with more than enough sets of Graceful to last an account its entire lifetime.
The Graceful set is a must for smithing Rune Platebodies, as more bars are used per piece over Scimitar smithing, meaning more banking and so, more run energy being used. It's enough to deplete the run energy of a level 99 Agility account before enough bars are processed in any form of grind. Magic is the only high-volume metric of this grind, but it's 0time and provides a lot of alternate activity for the account training Agility in "doing it for a long time" at the rates the skill provides. Once again this is beneficial for post-max account ranking, and while this method of training Magic isn't the very best it demands no downtime from the account doing it.
âThe additional benefit of completing the Graceful set with the resources accumulated from training smithing is now a little more present, I hope.
Reaching Level 90 Agility; Ardougne Rooftop Requirement
[Reaching Level 90 Agility with Rune Dragon Alt drops...] â¦While looking at routes of potential gain in other areas of account progression while doing so, for the minimum required Agility level for Ardougne Rooftops to be where the account is by the time all Bars and other Runite items are gathered/processed and ready in the form of alchables.
Fletching is an 0time activity and will be trained while using Fishing to reach 90 Agility; Barbarian Fishing provides Agility (and Strength) experience while being one of-- if not the best methods for gaining experience for Fishing while 3-ticking. Runite Bolts are kept for the main account from the alt as they're gathered from the Rune Dragons, to be fletched while either cut-eating the fish caught or using a herb on tar, taken from the main accounts stack of feathers* and the RDA profits per hour until they are returned in their finished form*.
* = these points developed upon in future articles
Initial Investment & Supplies For The Money-Maker
To provide the food that'll be used on the Rune Dragon account, the main 1T-Cooked Karambwans for Cooking experience, and created Prayer Potion (3)s from (unf)s for prayer to the work on the same goal, and it'll do this to resupply whenever more are needed for the RDA to keep functioning. These training methods are useful even without the additional use for the finished items and the experience rates, so this extra step is taken in supplying the alt.
While this information isn't absolutely necessary to this page on its own, I've included it here and will go on to explain so for a little while longer in this section to introduce the concept of "effective costs" items have for the player throughout all supplies, having actually cost money but having a return associated with them. Not an instant return like a money-making method, rather a guaranteed and slow-releasing one being more an asset that depreciates and has, after enough RDA (or their purpose otherwise) uptime, an effective cost to the initial buyer of "0". To Feathers, being similar, they're mentioned earlier in the "Fishing/Agility" section as an item with a value to the player and the possibility of going into the negatives after lowering the value (to the holder) enough through trading (over the direct use/conversion required on the supplies front), while maintaining their face value to be traded after afterwards.
These points will be developed upon in another post, at a later date.
Summary/Conclusion of "Using a Rune Dragon Alt To a Greater Potential: Argument For" | Dolo Main/RDA
The order in which skills will be trained/resources gathered on each of the two accounts is different to how they are laid out in this article, as the readability and flow of the page was the focus. So this section is to summarize all written contents thus far and reiterate the main/RDA plans to reinforce the message of "using Rune Dragon Alts more effectively/to a greater purpose".
âThe primary goal for the main account is to generate experience or some other metric of progress, even beyond "level 99" or "amount of items needed"/"max cash stack", and to either lower the cost or provide some kind of benefit either in some way for the alt, the main account, the main account's grinds, or the additional 0time experience or GP that can be caught and gained the side of these grinds.
GP per hour gained from OSRS Money-Makers is a resource, to be spent wisely for maximum effectiveness
This is true even for the "biggest" ways of generating money with an alt. If a lot of money is gained, but it's spent incorrectly (such as the player spending on high gp:xp ratio skills without playing enough or using high enough gp/hr methods for the income that funds the method, or all resources for training the desired skills are bought for prices way too high for what they are, etc), then extra effort, investment, and planning an alt account requires is wasted. Sometimes a player could've spent their time better if it was simply spent on a main in gathering either the resources or the GP that was needed to buy them. GP is a resource like a Runite Bar, and to take the "Runite Bar" and gain the most "experience" or "finished product of most value" it has to be spent correctly.
A player wouldn't need to take from a Rune Dragon alt account so much to make the resources gathered-- not to the extent of how much is being taken in this document, for the main accounts benefit outside of GP-- worth, if the needs of the main account are different. For a single drop such as Runite Bars could be kept, the method starts being useful to the account, and the GP:item exchange rate for that item/skill has been avoided for smithing experience to be gained with less strain on the "pool" of resource (GP) generated via the alt account; in both using the item raw and without conversion or conversion rates, the most Smithing experience can be taken from the alt account by not selling an item to buy another by using the satisfactory xp:gp rate for the GP that is had, over alternate methods and getting a lower amount of experience from the pool of GP generated from the RDA running in using a more expensive method such as Gold Ore > Bars. GP is simply a conversion rate between item and item, and an alt account made as a way to generate more of the resource per hour is effectively-- once the dumping/processing is complete-- generating the items that are bought. It's best to maximise these resources per hour as it means more progress for an account, but it's up to the player to do optimize for their account progression plan. For the needs of a properly optimized main account though, I believe this document is justified in taking what it does to do what the items are put towards.
âA lot of players like to train "buyable" skills to pool a large amount of total exp/account EHP before moving onto "gatherer" skills, and they do so by pouring the money made by the Rune Dragon alt into the skills a bit at a time and 100% conversion from RDA items gathered > items they use. But With gathering/otherwise non-buyable skills trained first, the largest quantity of items are allowed to be gathered on the RDA before they're taken from by the main. This is what using a Rune Dragon alt following the method detailed throughout this document hopes to capitalize on: the training of gatherer, longer skills to have the capital required to fund all buyables, progress them for cheaper, or throughout the progression of non-buyable skills on the main.
End Of Document
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