miércoles, 3 de junio de 2015

LOS EQUINOCCIOS

La comunidad Bahá’í decidió recientemente que el año Bahá’í comience en el equinoccio de primavera (del hemisferio norte); el punto de referencia es la ciudad de Tihrán (Teherán). Antes, se hacía coincidir el año nuevo con el 21 de marzo del calendario gregoriano; ahora, con la nueva definición, el calendario Bahá’í se independizó del calendario gregoriano. El año comenzará alrededor del 21 de marzo, pero no todos los años será exactamente en esa fecha.

Aquí quiero aclarar algunas dudas, sobre todo sobre los temas astronómicos.

¿Por qué el año nuevo Bahá’í no es siempre el 21 de marzo, como antes?

Eso es porque se decidió que el año nuevo comience en el equinoccio, con Tihrán como punto de referencia; el año gregoriano comienza aproximadamente en el equinoccio, pero no es exacto. Más adelante lo explico en más detalles.

¿Qué es el equinoccio?

El equinoccio es APROXIMADAMENTE cuando día y la noche tienen la misma longitud. Ver abajo por más detalles.

Sin embargo, la definición exacta es que el Sol está en el plano ecuatorial de la Tierra. El plano ecuatorial (relacionado con la rotación de la Tierra) y el plano de la eclíptica (el plano en que la Tierra va alrededor del Sol) están inclinados entre sí, en 23,5°. (Esta inclinación es la causa de las estaciones.) Los equinoccios son cuando el Sol (visto desde nuestra posición) llega a la recta de intersección de esos dos planos. Esto ocurre alrededor del 20 de marzo, y del 23 de septiembre.

Cuando eso ocurre en marzo, en el hemisferio norte – por definición – comienza la primavera. Se dice que es el equinoccio de primavera. Por otra parte, en el hemisferio sur, comienza el otoño; es el equinoccio de otoño. La diferencia es que antes y después de esa fecha, en el hemisferio norte los días se hacen más largos; en cambio en el hemisferio sur, los días se hacen más cortos. Por otra parte, en el equinoccio de septiembre, en el hemisferio norte comienza el otoño, y en el hemisferio sur, la primavera.

Las fechas y horas exactas para los equinoccios (y solsticios) se pueden obtener, entre otros, de la Wikipedia: http://es.wikipedia.org/wiki/Equinoccio o http://en.wikipedia.org/wiki/Equinox Los horarios están en UTC, es decir, el horario mundial central. Para convertir, por ejemplo, a hora boliviana, se deben restar cuatro horas (es posible que eso nos lleve a la fecha anterior). Para convertirlo a horario de Tihrán, se suman 3:30 horas; o 4:30 horas si casualmente tienen horario de verano. Como el horario de verano comienza alrededor del 21 de marzo, es posible que a veces se aplique el horario de verano, a veces no. Para convertir a cualquier otro horario, se debe buscar cuál es su huso horario – por ejemplo, la Wikipedia suele tener esta información – y sumar o restar, del horario UTC. Por ejemplo, como el horario de Bolivia es UTC – 4, se restan cuatro horas. En algunos países se necesita tomar en cuenta un posible horario de verano.

La definición astronómica del equinoccio permite determinar el momento exacto del equinoccio, al minuto, y quizás al segundo. Sin embargo, también ocurre lo siguiente en el equinoccio:
* Para un observador en el ecuador, al mediodía el Sol pasa por el cénit.
* Prácticamente en cualquier parte del mundo, el día y la noche tienen la misma duración. Esto es APROXIMADO, por motivo de 1) el diámetro del Sol, que es aproximadamente medio grado: la salida y puesta del Sol no es cuando el CENTRO del Sol está en el horizonte, sino su BORDE SUPERIOR; y 2) la refracción atmosférica, que hace que el Sol aparente estar más alto de lo que realmente está – en promedio, más de medio grado más.

¿Qué relevancia tiene seleccionar un punto de referencia?

Por definición, el equinoccio ocurre en el mismo instante en todo el planeta Tierra. Es posible que, en el momento del equinoccio, en Tihrán el Sol esté a punto de ponerse, mientras que más al ESTE ya se haya puesto. O vice versa – en Tihrán el Sol ya se puso al momento del equinoccio, y más al OESTE aún no se puso. En ambos casos, en diferentes partes de la Tierra son diferentes fechas; se necesita seleccionar un punto de referencia, para poder determinar, sin ambigüedades, cuándo comienza el año.

Hay que tomar en cuenta que en el calendario Bahá’í, el día comienza y termina con la puesta del Sol; pero si se utilizaría otro momento para comenzar el día (por ejemplo, la medianoche), se tendría exactamente la misma situación.

Hasta donde yo sepa, se seleccionó Tihrán como punto de referencia, por ser el lugar de nacimiento de la Bendita Belleza.

¿Qué significa que el Sol "entra al signo de Aries"?

Menciono esto ya que esta referencia aparece en el Libro Más Sagrado. La ruta aparente que hace el Sol por las estrellas - por el plano de la eclíptica - está dividido en 12 secciones, cada una de 30° - los "signos". Estos signos no están directamente relacionados con las constelaciones del mismo nombre - se mantienen los nombres por razones históricas. El momento que el Sol entra al signo de Aries es, precisamente, el equinoccio de primavera en el norte.

jueves, 2 de abril de 2015

Skilling in Runescape

Originally published as an email for my clan.

Before I get started, one more tip about making money (the topic of the previous newsletter): Postpone buying things just because they “look cool”. Your first priority should be investing – whether you invest in the market (i.e., merching - if you choose to do that); in weapons and armour to improve your combat; or in training skills. Other things, which simply look good, should be postponed until you have quite a lot of money.
 
Now, to the main topic. I am assuming that the reader wants to get as high a level as possible in all skills. This is what gives you a high level in the RuneScape rankings; also, high levels in different skills unlock many different game features (better weapons, better armour, certain quests, high-level potions, great ways to earn money, etc.). Of course, I am aware that some players have different objectives – some players specifically want to AVOID training certain skills. In such cases, you may want to avoid certain activities, such as Tears of Guthix which always gives you experience in your LOWEST skill, or specific Circus activities if you don’t want the corresponding experience. While there is nothing wrong with setting your personal goals, that’s not my style. In any case, many of the recommendations below are based on the assumption that you want to train as many skills as possible, to a high level.
 
I have not included lots of detail about each of the activities; the guides at runescape.wikia.com (and other, similar, guides) provide enough of that. Here, the purpose is to give a general overview.
 
Glossary:
* Profit: This simply refers to income minus expenses. If you have a profit of a million coins, that means that you earned a million coins MORE than what you spent. For example, if you get items that you can sell for 1.5 million in some activity, but you also spend 0.5 million, your profit would be 1.5 million – 0.5 million = 1.0 million. You might also call it your net income.
* UTC: The central world time. This is also the time used by the RuneScape servers. Several activities reset at midnight UTC. You can look up your country or time zone in Wikipedia, to see how many hours you need to add or subtract to get from UTC to your own time zone. As an example, since Bolivia has the time zone UTC – 4 hours; therefore the RuneScape reset time, which is midnight UTC, corresponds to 8:00 p.m. in Bolivian time (4 hours before midnight).
* Bonus experience: Some activities, such as killing Agoroth, or fallen stars, provide “bonus experience”. This experience is counted separately from the regular experience; you convert it to “regular” experience, 1:1, during regular training. For instance, if through training you earn 10K regular experience, another 10K of your bonus experience in that skill - should you have any - is also converted into regular experience – so in this example, you would get a total of 20K experience, and your bonus experience would be reduced by 10K.
 
Membership: First and foremost, it is important to keep an active membership. If you are not able, or not willing, to spend real-life money, you can buy bonds. This should be more than compensated by the extra money you can earn as a member.
 
As an example, just by making vis wax, you will get a profit of about 400-500K a day, on average, spending just a few minutes – that, by itself, should be almost enough to maintain a membership using bonds (assuming you sell it). Vis wax requires a membership, and Runecrafting level 50 to access the Runecrafting Guild. If you also buy some items (such as runes) from shops and re-sell them at the Grand Exchange – which should also take but a few minutes - you will easily have enough money for a membership, and some money left over. For additional ideas on earning money, refer to my previous newsletter, or check runescape.wikia.com for “Money making guide”.
 
Having a membership is a requirement to access certain skills at all – skills such as Slayer, Summoning, Hunter, Farming, and others. For the remaining, “free-to-play” skills, you usually have much better options as a member than in free-to-play mode.
 
For the remainder of this article, I’ll assume that you have a membership.
 
Keep a schedule: Either use a specialized scheduling application, such as Windows Live Mail, Outlook, Google Calendar, etc.; or simply keep a document in MS-Word, Notepad, Notepad++, etc., so you don’t forget important daily, weekly, or monthly activities.
 
Premier Club: If you can afford it at all, get the premier club offer when there is such an offer (currently it is offered during all of December 2014 and January 2015). One of the benefits is an extra spin in Treasure Hunter every day – and many of those spins either give you direct experience (lamps), bonus experience (fallen stars), or various items that help you when skilling. The total cost (in bonds, assuming you buy the bonds with in-game money) is more or less the same than if you use a bond every fortnight. Unfortunately, you have to pay it in advance. Also unfortunately, at the time of this writing bonds have risen in price (about 9 million each, instead of the usual 6-7 million). This is probably due, in part, to the announcement that the price of membership will soon rise.
 
Prioritize: You may have trouble keeping up, even if you only do the “extra activities” mentioned below rather than regular training (as well as daily activities to earn money). If this is so, you may need to prioritize – that is, choose the activities that give you the best rewards, compared to the time spent. In any case, most of the “extra” activities mentioned below give better experience than regular training.
 
Get filthy rich: Okay, you might be thinking that this is easier said than done. However, for various skills, training can be made much faster if you have lots of money to spend. And there are ways in which even a low-level player can earn somewhere around half a million to a million coins an hour. In many cases, I consider it more effective to use such methods to earn the money, and then use the money to train a skill the fast way, than to find ways to train the skill “for free”, but at a much slower rate. With “more effective” I mean that you may end up spending less time total (the time required for earning the money + skilling), for the same amount of experience points. Of course, if you are in no hurry, you might also wait until you get “extras” (prismatic lamps from Treasure Hunter, penguin points, etc.), and apply them to expensive skills.
 
In any case, the previous newsletter was dedicated to several ways to earn money. Refer to that.
 
Extra activities: There are lots of extra activities that usually give you better experience than regular training. Many of these have a limitation on how often you can do them, or when. Therefore I suggest you give higher priority to these activities than to regular training. These activities include:
* Clan Citadel: Once a week. There is a limit to how much resources you can gather for the clan (and therefore, how much experience you get yourself). Reset depends on the clan. In our clan, it currently resets on Thursday, around 3:30 UTC – but it seems to get a few minutes later every week. Here you can get experience in several skills. Note that in any case, working in the citadel helps the clan, and that doing this is a requirement to continue in the clan (check with the clan leaders if you need an exception). You can train a variety of skills. It is requested that you do the Summoning first (limited to 10% of the weekly total). After that, you may want to check what resources are needed by the clan. After skilling a certain amount, you can go to the Quartermaster to get an extra experience reward; I suggest you use it for Cooking or Firemaking – at high levels, you get about 90K experience of either. For other skills, you get much less extra experience.
* Daily challenge: Once a day. Resets at midnight UTC. The challenge is to carry out a specific task that trains some skill. After the job is completed, you can go to the challenge master in Burthope or Prifddinas, and get extra experience in the same skill. The extra experience varies, depending on the task and sometimes on the level – for Dungeoneering at level 119 or 120, you get over 179K extra experience; for some tasks you get much less. If you spend something for the skill, in most cases you will get a surprise bag that has approximately the value of what you spend. However, there are some exceptions, especially in Firemaking and Prayer. Other than that, you may want to double the daily challenge by paying 50 vis wax. You can also pay 25 vis wax to change your daily challenge for another one. – Also, once you get to the highest level in a skill (120 for Dungeoneering, 99 for other skills), you can turn it off (with the same NPCs that give you the rewards), so that you won’t get any more daily challenges in that specific skill. Also note that you can accumulate up to five daily challenges, before the oldest one goes off the list; that means that if you don’t want to do daily challenges in certain skills, you can postpone up to four of them indefinitely (this is cheaper than repeatedly paying vis wax to change the challenge).
* The Circus: Once a week. Resets on Wednesday, midnight UTC. In a few minutes, at high levels you get over 100K experience total, spread among several skills – assuming you have access to all the activities. At low levels you’ll get less. Some of the activities have quest requirements; but even without the quests, there are several activities you can do in the Circus.
* Jack of Trades aura: Once a day. Or twice a day, if you reset it by paying 40 vis wax. Resets on Wednesday, midnight UTC. Must be purchased with loyalty points. It costs 15,000 (first level) + 30,000 (second level) + 60,000 (third level) loyalty points. Earn any amount of experience in 10, 15, or 20 different skills, and get a skill reward in the skill of your choice. At high levels, the reward is more than 20K every time you use it (i.e., over 40K a day if you reset it with vis wax).
* Tears of Guthix: Once a week. Gives you extra experience in your lowest skill. Typically around 50-80K experience at high levels. You get more time to gather tears (and therefore a better reward) if you have lots of quest points. Once you do this activity, you have to wait 7 days minus 1 hour to do it again.
* Troll invasion: Once a month. Resets on the 1st of the month, at midnight UTC. Experience reward in the skill of your choice. Typically around 80K experience at high levels.
* God statues: Once a month. Resets on the 1st of the month, at midnight UTC. 5 statues; at high levels, each of them gives you Construction experience equivalent to a large xp lamp; and experience in either Prayer or Slayer (depending on your choice) equivalent to a medium xp lamp. At high levels, that’s a total of over 50K for each of the statues; more than 250K for all five of them.
* Fight Agoroth: Twice a week. Resets Wednesday, ca. 1:00 a.m. UTC. Get up to ca. 2 x 20K bonus experience in one or two skills of your choice.
* Player-owned ports. Several new missions every day. Here you can earn both experience, and items that you can convert into money. Requires a high level in one of a list of skills, or better, in several of those.
* Meg. Once a week. Resets Wednesday, ca. 1:00 a.m. UTC. You can find her in player-owned ports. You do NOT require any of the high-level skills required for the regular Ports activities.
* Penguin points: Resets on Wednesday, midnight UTC. In my opinion, the rewards are not enough to make it worth to go looking for the penguins. But if you happen to find one while doing other things, the extra experience is welcome.
* Effigies: This is not a “regular activity”. Rather, you get them as random monster drops, especially from high-level monsters. If you happen to get one, try to do all the skills you can yourself – temporarily raising your skill level if necessary – since the experience you get is quite significant: 15,000, 20,000, 25,000, and 30,000 xp. If you can’t do one of the levels yourself, have somebody assist you. You won’t get the experience (the player who assists you does); but it isn’t worthwhile to wait until you have them, since this will lower the drop rate of effigies from monsters. After that you get a dragonkin lamp, which you can use on any skill you want. The reward depends A LOT on the level of the skill to which you apply it – it is proportional to the cube of the level. For example, at twice the level you get 8 times the reward. Therefore, better don’t use the dragonkin lamp on a low-level skill.
 
* Activities for specific skills, listed below.
 
Decide where to spend “extras”: Many of the “extras” mentioned above give you rewards which you can apply to any skill you want. I suggest you consider applying it according to one of the following criteria, depending on your priorities.
* A skill that gives a higher reward. In many cases (for example, dragonkin lamps, mentioned above under “effigies”), the reward is greater if you apply it to a high-level skill. For other extras, such as lamps, the reward depends on the level, but not as much (and you don’t want to keep your low skills low forever!). The reward from the citadel work is much greater if you apply it to Firemaking or Cooking.
* An expensive skill, such as Herblore, Construction, Prayer, Summoning.
* A slow skill, such as Agility, Divination, Summoning.
* Whichever skill is currently lowest.
* A skill that you want to train for any other reason. For instance, you may want a specific level to be able to use a certain weapon or armour part; to access a certain quest; to be able to use a certain prayer; etc.
 
Clan avatar: Pay the clan avatar (or better, the clan Quartermaster) 300 anagogic orts a week. If a clan avatar has been taken out, on the same world you are in, you get a 3% bonus to skilling. If you are near the clan avatar, the bonus is 6%. Our official clan world is world 39; if an avatar is out, it should usually be in this world.
 
Combine skills when training: In some cases, it can be convenient to train more than one skill at a time.
* Fishing and Cooking combine very well. You fish a full inventory, for example near Gunnarsgrun, west of Varrock, then light a fire and cook the fish. Since these fish are not very valuable, you will probably want to drop the cooked fish. Combining the two skills saves you the time of taking the fish to the bank (after fishing) and then out again (for cooking). Of course, you might prefer to train the two skills separately; in that case, you can sell one type of fish which you get from Fishing, and buy a different type for Cooking. If you combine these two skills, you neither earn nor lose money.
* Woodcutting and Firemaking: Similar to the above, these combine very well, and save you the trouble of taking the logs to the bank and back out again. Don’t use this method with yew and higher, since they are fairly slow to cut. If you combine these two skills, you neither earn nor lose money.
* You can combine Mining, Smithing, and some magic, and earn some money, as follows. Wield a staff of fire. Make sure you are using the standard spellbook. Take nature runes, optionally teleports, and lots of mithril ore to a coal mine, leaving 4 free inventory spaces. Mine coal, and use the Superheat Item spell to make a mithril bar. Note: using the Superheat Item spell requires magic level 43, and whatever Smithing level you need for the bar – in the case of mithril, Smithing level 50. Repeat, until you use up all your mithril ores. Then go to a bank, deposit the bars, and get more ores. Similarly, you can do this with adamantite ore, or with runite ore, once you get the required Smithing level – or make steel bar using iron ores, at Smithing level 30-49. I suggest using teleports, to quickly get to the bank, and back to the mine. You can teleport to a bank quickly, and for free, with the Dungeoneering ring; with the TokKul-Zo ring, or at a small cost with the ring of duelling (use the “Castle Wars” option). You can teleport quickly to the Mining Guild with the Skills necklace. None of these options use an inventory space.
* Training different combat skills can be combined very conveniently with Slayer, or with Dungeoneering, since both involve a lot of combat.
 
SPECIFIC SKILLS
 
You may want to consult an online guide (for example, runescape.wikia.com) for tips about the best options to train a specific skill, according to your level. However, note that many of the extra activities mentioned above give better experience per hour than regular skilling.
 
For the “expensive skills”, you can spend a lot of money on the skills (using the profit you get from other skills, or other activities). You may also want to dedicate extra experience bonuses (the reward from Jack of Trades, lamps, etc.) to such skills. You may also want to dedicate “double xp weekends”, as well as the festive aura, to such skills, since you will then get more experience for the same money ... except that the price for many items required for training tends to go up right before double xp weekends, for obvious reasons. Well, just in case you don’t think it’s obvious, the key phrase is “supply and demand”. Doing daily challenges in a skill helps, too – at least in most cases. Some time ago I estimated that some of the more expensive skills cost about 300 million each, to reach level 99. This was just a rough estimate, prices have changed in the meantime, and there are usually different options for any skill. In any case, I am pretty sure you can surely get this cheaper now, with all the extra experience points. (For example, if you apply lots of bonus experience to a specific skill, you only need to spend half the regular amount while it lasts.)
 
The skills are presented in the order in which they appear in the skills window.
 
I included comments on the “usefulness” of each skill; though personally, I try to train every skill, useful or otherwise, just to increase my level on the high-scores. Also, certain levels are required for each and every skill to access certain quests.
 
Combat: I strongly recommend to combine this with Slayer tasks. That way, you train one more skill. Also, Slayer tasks usually give good drops, especially at high levels, and most Slayer tasks give a decent amount of charms, required to train Summoning.
You should choose a combat style (melee, magic, or ranged) according to the monster’s weakness. Some monsters (for example, airut, or kal’gerian demons) don’t have a specific weakness; in that case, I suggest you train the combat style in which you have the lowest levels, or one on which you want to concentrate for some other reason.
Of course, you might also want to go against specific monsters simply because they are profitable. But note that some of the best monsters require a high Slayer level.
Whether for slayer or otherwise, to prepare for combat you should get the best weapons and armour you can afford. Higher-level weapons cause significantly more damage than lower-level weapons – while high-level armour mainly protects you by reducing the damage you receive.
Don’t be afraid of using degradable weapons. The extra cost of repairing them is usually more than offset by the fact that you can kill the monsters much faster (since the best weapons are high-level, degradable, weapons), and thus get more money from drops. In other words, by using weapons that are degradable, but have a high level, you should get more profit per hour, not less. Degradable and high-level armour, on the other hand, may save you some time since you have to go back to the bank less often (to restock food).
That being said, some high-level weapons are VERY expensive, and it may take a while until you can afford them... Or you may simply consider they are not worth the cost. For example, at the time of this writing, a noxious staff (level 90) costs about 300 million coins, so you may just prefer (or have to) settle for a chaotic staff (level 80 – requires Dungeoneering tokens). Also note that the price of such weapons and armour tends to go down over time, as more alternatives become available.
Using high-level food may also save you some time, since you’ll have to get back to the bank less often.
It also helps to use other enhancements for combat, either to kill faster, or to require less trips to the bank. For example, using different prayers can help you either cause more damage or (especially with the “soul split prayer) recover health and therefore save food; using a Vampyrism aura can recover health and therefore save food. Combat scrimshaws are too expensive, in my opinion (not worth the cost if it is the money you are after). If you get the ancient bones required to make the scrimshaws yourself, I think you are better off making tradable scrimshaws and selling them for about 900K each (at the time of this writing). Better spend the 900K for other improvements.
While doing Slayer tasks or other combat, you can save quite a lot of time by using signs of the porter, which take some types of drops directly to the bank (as soon as you pick them up); a pack yak (requires Summoning level 96), which you can use to send items to the bank (though I prefer a combat familiar); and magic notepaper, which you can use to note items. Note that using magic notepaper is only worthwhile once you get drops that are worth significantly more than the notepaper itself!
 
Attack: See “Combat”.
Usefulness: Combat in general is very profitable. A higher Attack level increases the chance of a melee attack being successful. Also, each melee weapon has a certain Attack level requirement.
 
Constitution: See “Combat”.
Usefulness: Combat in general is very profitable. A high Constitution level increases your maximum health.
 
Mining: Fallen stars give a good deal of extra experience in mining. This is one of the skills you can train at the Citadel. See also notes above on “Combining skills”. To train quickly, you may want to consider “drop-mining” (dropping the ores you mine).
Usefulness: Depending on how you train, you can earn some money selling the ores you mine.
 
Strength: See “Combat”.
Usefulness: Combat in general is very profitable. A high Strength level increases the amount of damage you cause in melee combat.
 
Agility: With regular training, this skill is one of the slowest skills – and quite boring. Once you can access Prifddinas, do the daily activity in the Hefin sector, to get 20,000 experience in Agility (and to use up an additional 20,000 bonus experience, should you have any), in a few minutes.
Usefulness: Get to places quicker, using shortcuts. Also, run energy depletes slower at high Agility levels.
 
Smithing: This is one of the skills you can train at the Citadel (for free). See notes above, about “combining skills”. Other than that, I would recommend to spend some money to train this quickly, making mithril, adamant, or rune platebodies, depending on your level and budget.
Usefulness: A high Smithing level makes it cheaper to repair most degradable weapons and armour. Other than that, it is not very useful, since the smithed items are usually cheaper than the raw materials.
 
Defence: See “Combat”. You can set the combat preferences so that you get part of your combat experience in defence, or even all of it, for any of the three combat styles. I believe “shared” is the default for new accounts; if you are getting too much defence (compared to the other combat skills), you can change the combat so that you get only magic experience when you attack with magic, for example.
Usefulness: Combat in general is very profitable. A high Defence level reduces the chance of getting hit during combat.
 
Herblore: To train this at a reasonable speed is quite expensive. I recommend spending money to train this skill quickly, making potions according to your level.
Usefulness: Very useful (but also, very expensive). At high levels, you can make untradeable potions, many of which provide powerful help in combat – for example, super antifire, or overload.
 
Fishing: See notes above, about “combining skills”. A great way to train fishing is the Fish Flingers activity, which you can do twice a day (or more, if you find extra tickets). It’s a bit tricky at first, but once you learn to do it, you should be able to get about 20K experience in 5 minutes. Doing this, you should be able to achieve a level of 99 in 2-3 months.
Usefulness: You can earn some money while training this skill (if you decide not to drop the fish).
 
Ranged: See “Combat”.
Usefulness: Combat in general is very profitable. Ranged weapons have specific minimum requirements for the Ranged skill.
 
Thieving: The Pyramid Plunder activity is great for most levels (level 21 or higher). To speed this up, use a pharaoh’s sceptre to get there quickly. Or you can thieve from master farmers, to get some profit. At high Thieving levels, pickpocketing from elves in Prifddinas is both profitable, and fast experience.
Usefulness: Training this skill can be profitable, depending how you train.
 
Cooking: See notes above, about “combining skills”. This is one of the skills you can train at the Citadel. Training Cooking is one of the fastest and cheapest skills. With a few million coins – probably less than 10M – you can get to level 99.
Usefulness: Not very useful. Cooked food is usually cheaper than the corresponding raw food.
 
Prayer: This is an expensive skill. I suggest you spend money on it, by buying babydragon bones, dragon bones, or frost dragon bones. DON’T burry those – rather, go to a gilded altar, at your own player-owned house or that of a friend, light both burners, and offers the bones on the altar. This will give you 3.5 times the experience you get from just burying the bones.
Usefulness: Combat in general is very profitable, and Prayer helps in combat. Specific prayers require a minimum Prayer level; many of these are very useful for combat. At the very least, try to get level 43, so that you can use the protect from magic, protect from ranged, and protect from melee prayers, which will reduce the damage received from the corresponding attacks. Also, a high prayer level increases your maximum “reserve” of prayer (it takes longer to run out), and the effectiveness of prayer potions and similar (your prayer points increase more, at higher levels).
 
Crafting: This is a skill that you can train at the Citadel. Otherwise, this is a fairly expensive skill, if you want to train it reasonably fast. I suggest to spend money to train it quickly – for example, by cutting gems.
Usefulness: Not very useful. Usually, crafted products are worth less than the raw materials. However, there are some specific items which can give you a good profit when crafting them – those are the items that don’t give you much experience.
 
Firemaking: This skill can be trained in the citadel. Other than that, training Firemaking is both fast and cheap. It should cost just a few million coins to achieve level 99.
Usefulness: Not very useful.
 
Magic: See “Combat”. Sure, I know there are other ways to train magic. For example, many players like to do high alchemy. However, if you do lots of Slayer tasks – which, as I mentioned several times, are quite profitable - you will get lots of magic experience (as well as ranging, and melee combat skills).
Usefulness: Combat in general is very profitable. A high magic level gives you access to powerful combat spells, as well as to many useful non-combat spells, such as Remote Farming to check the status of your farming plots (Lunar Spells; also requires work for Pauline Polaris); NPC Contact (Lunar Spells); High Alchemy (to convert an item to coins – this can be used to save inventory space while doing Slayer tasks); etc.
 
Fletching: To train this quickly is fairly expensive. It is one of the skills for which I suggest you spend a lot of money to do it quickly.
Usefulness: Not very useful. Similar to Smithing and Cooking, the items you produce are generally worth less than the raw materials.
 
Woodcutting: See notes above, about “combining skills”. It is one of the skills you can train at the Citadel.
Usefulness: You can get some profit when training this skill, if you decide to bank the logs you cut.
 
Runecrafting: To train this quickly, this is best trained at the Runespan. Here, you basically get no profit. However, you can also make a handsome profit (but gain experience more slowly) by making runes the old-fashioned way. For example, at the time of this writing, the “Money making guide” at runescape.wikia.com (which of course is incomplete) lists making nature runes as the most profitable non-combat money-making method – assuming you have 91 Runecrafting (to make two runes at once), and 57 Summoning (to summon the familiar that provides good teleports). At the time of this writing, that’s supposed to provide you with a profit of 2.6 million per hour. Please note that, as the guide itself notes, prices change all the time; this will affect your profits. Also, some of the estimates in the guides might be a bit optimistic. You’ll have to try it out for yourself.
Usefulness: At high levels, this skill gives you some of the most profitable options to earn money – it seems that the most profitable ways to earn money, apart from combat, are making certain types of runes. You can also earn money at lower levels; but I would suggest you use the RuneSpan to train quickly, and only make runes for profit once you have a fairly high level (for example, at 91 Runecrafting you can make 2 nature runes at once).
 
Slayer: At high levels, this skill can be very profitable. Also, while training Slayer, you train combat skills, and you get charms, required for Summoning. Much of what you need to know for the Slayer task is mentioned above, under the section “Combat”. Other than that, you should:
* Always use the highest Slayer master accessible at your current Slayer and Combat level. Mainly, higher-level Slayer masters tend to assign better monsters – monsters that give more valuable drops.
* Do the quest “Smoking Kills” as soon as you have the required levels. This follows from the previous point (since it gives you access to the Slayer master Summona); but having done this quest will also give you more Slayer reward points, and let you make a Slayer helm, and rings of slaying.
* Unlock the ability to make rings of slaying as soon as you have enough Slayer reward points. The teleports are very useful.
* Also unlock the Slayer helm as soon as possible – and improve it, since such a Slayer helm will provide extra damage against monsters while on a Slayer task.
* Do the quest “Lunar Diplomacy”, to get access to the Lunar spellbook. The “NPC Contact” spell saves you some time every time you need to get a new slayer assignment.
* If you want to use Slayer to make profit – which I recommend – you may want to use slayer reward points to (1) select profitable tasks as “favourite tasks”, and (2) block unprofitable tasks.
Usefulness: It should be clear from the above that I consider Slayer to be VERY useful. In summary, while training Slayer, you train several skills at once, and at high levels you get a significant profit.
 
Farming: On the one hand, you can get a decent profit with diverse herbs at different levels; with cactus spines (Farming 55); and with morchella mushrooms (Farming 74). On the other hand, none of these gives you fast experience; to get that, you should plant trees, starting at Farming level 15 (6 farming plots), fruit trees, starting at level 30 (7 farming plots), calquat trees (1 farming plot), elder trees (1 farming plot), and spirit trees (3 farming plots). The spirit tree seeds are untradeable; you can get one as a drop from certain monsters, or from bird’s nests (you get lots of those from the Miscellania activity).
Usefulness: You can get some profit while training this.
 
Construction: One of the expensive skills. Basically you’ll have to spend lots of money on it; for example, building mahogany tables at higher levels. Don’t forget to do the God Statues every month!
Usefulness: Not very useful. Having the level to build a gilded altar can make it easier to train Prayer – that is, it’s easier to use your own gilded altar than to go to a friend’s house.
 
Hunter: Doing the “Big Chinchompa” activity twice a day, you should be able to achieve level 99 in 3 months or so.
Usefulness: With Big Chinchompa you don’t get much profit, but with normal Hunter training, which is slower, you can earn some money while training this skill.
 
Summoning: This is one of the skills you can (and should) train at the Citadel, for free. Otherwise, the tricky part here is to find enough charms, since making pouches with charms is just about the only reasonable way to train Summoning. If you train Slayer to level 99, you might not get enough charms for Summoning 99, but you should get close. You can get additional charms by killing Bork once a day – 20 blue charms and 23 crimson charms if you fulfill all the requirements (wear a ring of wealth; all Varrock tasks up to and including Elite; having done the quest The Mighty Fall). The OTHER tricky part is that this is a fairly expensive skill. You’ll just have to earn a lot of money to finance it.
Usefulness: Very useful. Specific Summoning levels give you access to useful familiars, such as the Magpie (gradually produces gems and other items, while you do other things); a variety of combat familiars; beasts of burden at different levels that can help you carry more items with you; and familiars that have great teleports (for example, close to the nature altar, to make a profit with nature runes; or close to a Summoning pillar to train Summoning faster).
 
Dungeoneering: Any method you use to train Dungeoneering is free. It is also a fairly fast skill to train. Two methods are especially fast: (1) Do the Sinkhole activity twice a day. At higher levels, the rewards are typically around 100K every time. Sinkholes open once an hour, 30 minutes after the full hour. (2) Daily challenges in Dungeoneering give a greater experience reward than for any other daily challenge. With regular training (which of course includes the daily challenge), just as with regular combat outside of Dungeoneering, it is important to get good weapons and bind them. Having some good armour helps, too, since you are then less likely to die. It is interesting to note that you can get good experience in several other skills while in a dungeon, for example fishing and woodcutting – especially if you concentrate (for example) on the one or two highest-level fish available for your current level.
Usefulness: High Dungeoneering levels give you access to the resource dungeons, which provide different benefits. For example, at level 85 you get access to a resource dungeon with frost dragons, generally considered one of the most profitable monsters to kill (frost dragon bones are a 100% drop – at the time of this writing, they are worth about 13K each). Also, you can use Dungeoneering tokens to buy a variety of useful items, including the chaotic weapons, which have a fairly high level (level 80), a gem bag to store 100 gems, a charming imp that automatically picks up charms (or converts selected types of charms to a small amount of experience), a bonecrusher that automatically picks up and buries bone drops for you (thus providing prayer xp without any time penalty), and many more.
 
Divination: The new activity “Guthixian cache” is supposed to give great Divination experience, but I didn’t try it out yet. The guide says that if you get the full 100 points, you get about 50K Divination experience. In the case of regular training, you can train somewhat faster if you buy the corresponding energy and use the right-most option to convert the memories... assuming you are willing to spend the money. On the other hand, if you use the middle option to convert the memories, you can sell the energy you gather and make a decent profit.
Usefulness: You can make profit training it, by selling the energy – depending how you deposit the memories. Also, at higher levels you can make several items, some of which are untradeable – for example, signs of the porter, which transport certain drops to the bank as you pick them up, or divine locations.

Earning money in RuneScape

Originally published as an email for my clan.

Here are some general tips on making money (gold coins) in RuneScape – since this seems to be a fairly frequent concern for players. After all, money is used both to advance skills faster, and to get great-looking items. I wrote some tips in my last email; now I want to go into more detail.
It is important to note that there is is no magic trick to get millions or billions quickly. What I mean is that whatever method you use to earn money, it takes some effort – and in some cases, it involves risks.
Membership: First and foremost, make sure that you get a membership; and, if you already have a membership, make sure that you keep it. The reason for this is that members have much better options of earning game money. (Of course, members also have much better options to train skills, and have access to great game content.)
If you are unwilling or unable to pay real money for a membership, you now have the option of paying in bonds. As of November 2014, a bond costs about 7 million coins (prices vary, like the price of any other item, due to supply and demand), and gives you a 14-day membership. (It is likely that the prices for bonds will soon go up.) There are lots of ways to earn this amount of money in a few hours, especially when you already have a membership. So – assuming once again that you don’t want to pay any real money – it’s fairly easy to spend a few hours every fortnight to earn enough money to buy a membership (make sure to keep a reserve, in case you can’t play for a few days), then you have the remainder of the time available to earn money for other things, train skills, do quests, etc. As an example, you can earn about half a million in a few minutes, once a day, just by making vis wax (if you decide to sell it). That alone is enough, or almost enough, to buy the bonds for membership.
Opportunity cost: Most players are not sufficiently aware of the opportunity cost of anything they do, so it may be worthwhile to discuss this briefly. For more information, you may want to check the Wikipedia article “Opportunity cost”. Here, I’ll discuss some specific examples in RuneScape.
For a start, to determine whether it is worthwhile or not to spend a certain item, it hardly makes any difference whether you already have the item, or can get it yourself, or whether you have to buy it. As an example, let’s say you decided to train Farming by planting yew trees, and now you consider whether you should pay 10 cactus spines to protect the tree, or not. My opinion is that you shouldn’t – since 10 cactus spines are worth about 45K at the time of this writing, the yew seed costs 73K, and if you don’t pay (but use supercompost), you have approximately a 10% chance of losing the tree. So – unless you are willing to pay a lot more money to get slightly more experience (since you don’t get experience from dead trees), it isn’t worthwhile. (That is, on average, if you don’t pay to protect the tree, you will pay less coins for each experience point.) Now, what happens if you already happen to have some cactus spines – or decide to harvest them yourself? The answer is that this hardly changes anything, because if you sell the spines you harvest, you won’t get much less than 45K in this example. So, if you decide to harvest spines, you have the opportunity cost of not selling them. That is, you miss the opportunity of selling them. So, let’s compare the two situations: (a) if you buy 10 spines (per tree) for the payment, you have 45K less cash than if you don’t buy them; (b) if you harvest them yourself, and use them as payment, you have 45K less cash than if you sell them. In summary, to decide whether it’s worthwhile to pay cactus spines, it makes hardly any difference where you get them from. (The only caveat here is that this calculation assumes that you can easily buy and sell at any time, and at approximately the same price.)
As a second example let’s take a look at the use of vis wax. If you want to pay 50 vis wax to extend a daily challenge, and another 40 vis wax to reset the Jack of Trades aura, that’s fine – in fact, in this case I recommend you do so, if you can afford it at all. You can make most of the vis wax yourself – but once again, if you use 90 vis wax instead of selling them, you should be aware that you are, in a way, “spending” 600K at current prices. That is, you are missing the opportunity of earning 600K in income.
The opportunity cost also affects the time you spend. As an example, let’s say you want to train a skill – for example, Smithing. One option is to train it fairly quickly, by making mithril platebodies or adamant platebodies. This costs money. There are also options to train smithing more cheaply, perhaps even make a small profit – for instance, making cannonballs. Since there are always good ways to earn money by spending some time, you should seriously consider the alternative: train a skill with a more expensive method; and spend part of the time you save to earn money. To put it another way, let’s say you spend an extra hour to train some skill cheaply, saving 500K coins compared to a more expensive method. On the other hand, if you train quickly and spend the extra hour to earn money, you might earn a million in that time. As a result, you would be better off training the expensive way – but this needs to be verified for individual cases. In the case of Smithing, I don’t want to recommend any specific method. Rather, do your calculations. Let’s assume you have a method which you can use to earn a million coins an hour. In that case, training any skill in an expensive way is worthwhile, as long as you spend less than a million coins for every hour you save.
Somewhere in the guides you find a statement that picking up small amounts of coins from drops “adds up”. Of course, this is technically correct – but there is something else that adds up as well, and that is the time it takes you to pick it up. For instance, at a low level you kill men (in Lumbridge, for instance) who sometimes drop coins – a maximum of 40 at a time. Let’s say the average is 20. If it takes you a second to pick them up, that translates to a profit of 72K an hour – and even for a newbie player (with a membership) there are ways to earn far more than that. Of course, if you kill monsters that drop thousands of coins at a time, the situation is quite different – that is, for most players it would be worthwhile to pick such drops up, since the hourly profit is much greater inthis case.
Similarly, you should use teleports to get quickly to most places, even if the teleports cost money. The money you spend is usually much less than the value of your time.
Merching: Before going any further, I have to note that merching is quite risky. Anyway, I’ll briefly discuss it here.
The general idea is to buy an item cheap, and sell it more expensive – usually through the Grand Exchange. If you have reason to believe that the price of a certain item will go up (and manage to guess this correctly), you can make a good deal of money. One problem is that you might just as well lose a lot of money. another problem is that you need quite a bit of money to get started. If (for example) you have a million to invest, and after a few days you manage to turn that into 1.1 million, or even 1.2 million (and mind you, you may or may not be lucky), the profit is not that great, considering that you can easily earn half a million or a million an hour using other methods. After all, it DOES take some time to investigate what items might be interesting, and check your Grand Exchange offers regularly.
Merching can be in the long-term (you hope that a certain item will go up and buy some, to sell them back later, hopefully for more money). It can also be short-term: the idea here is that, even though the market is large (millions of players), it isn’t infinite. If a player wants to buy an item (for example, a weapon or a piece of armour) immediately, it might not be available at the average price; he may have to pay a bit more. And if a player wants to sell an item, he may not be able to get rid of it immediately at the average price; he may have to offer it for less. This is where a mercher can make some profit – for example, buying an item at a few percent less than the average price, and selling it at a few percent more than the average price. “Average”, here, refers to the average price at which an item is sold – which may or may not be close to the recommended Grand Exchange price. You will have to experiment a bit, to find out at what price an item can be bought and sold. Also, the prices may change from one day to another. It is interesting to note that with short-term merching, you can make a profit even with items that are dropping in price – for example, you might be able to buy at Grand Exchange price minus 10%, and sell at Grand Exchange price minus 5%. Or buy at –5% and sell just a few coins below the Grand Exchange price, or whatever – depending how quickly the price is dropping. But be careful not to accumulate too much of an item that is dropping in price.
Some recommendations for merching: (1) First get some starting capital with other methods. It’s hardly worth the trouble to merch if you have one or two million coins. (2) Don’t invest all your money, or most of it, in a single item – merching may go quite wrong, and you may lose a lot of money – or have to keep an item for a long time until the price rises again. (3) For short-term merching, you can check for how much you can buy an item immediately (let’s assume it is 110,000 coins), and for how much you can sell it immediately (let’s assume it is 104,000 coins). This will result in a small loss. Then, you can buy more of the item – in this example – at a few coins above 104,000, and sell it at a few coins below 110,000. If this works, you get a profit. However, please note that prices may change quite quickly.
Various ways to earn money: I already mentioned some of these points in my previous message. I am elaborating on some of the items here. I also added some methods that I had forgotten.
* Slayer tasks: at high levels of the slayer skill, there are several monsters that drop about 1-2 million an hour. Always train with the highest-level slayer master you can access. Be sure to set the best slayer monsters as “favorites” (check the rewards, with any slayer master). At high slayer levels, those might include tormented demons (though I personally find these too hard to defeat), glacors, celestial dragons, elves (the elves in Prifddinas), muspahs, nihils, airut, ascension members, kal’gerion demons, and a few others. Some of these have quest requirements, and some need to be enabled (you pay a slayer master to assign them). You may also want to (a) pay the slayer master to extend profitable tasks by 20%; (b) cancel, or better block, unprofitable tasks.
Slayer also has the benefit that you train several skills (Slayer, combat skills, and you usually get lots of charms to train Summoning).
You can, of course, kill most monsters without having them assigned as Slayer tasks. However, usually I prefer to train one more skill, namely Slayer; also, some of the most profitable monsters (for example, airut) can only be accessed at high slayer levels. (Actually, there is so much to write about Slayer that I’ll postpone most of it for a future article.)
* Boss killing: This is supposed to be very profitable, but I don’t have much experience with it. Depending on the specific boss, it might also be risky, since some bosses can kill you quickly.
* Buying items from shops, reselling at the Grand Exchange. Good items include broad arrowheads (any slayer master; also, an NPC west of the tree patch in Taverley has a separate stock – daily profit from both ca. 310K); several types of runes (see above, under “Rune prices” – daily profit ca. 280K); battlestaves (up to 80 battlestaves from Naff, right next to Varrock Square, daily profit ca. 60K; the amount of battlestaves you can buy depends on how far you advanced on the Varrock tasks).
* Farming: You can get a profit from several high-level herbs (I don’t have much experience in this, so I won’t provide details); from cactus spines (6 spines if you completed the hard desert tasks, worth 27K, every hour and 15 minutes); morchella mushrooms (18 mushrooms if you did the elite Morytania tasks, worth 95K, every 4 hours or so).
* Making vis wax. Whether you use it yourself, or just sell it, you will either save or earn about half a million a day. It just takes a few minutes. You make this at the Runecrafting Guild; for this, you require Runecrafting level 50. You can get there quickly with a wicked hood (“teleport” option).
* Making nature runes with the free pure essence from the wicked hood. Daily profit about 138K (assuming you bought the rewards, to get 175 pure essence daily). This just takes a few minutes, and you gain runecrafting experience. (You may want to do this as one of the skills for the Jack of Trades.)
* Miscellania, also known as “The Kingdom”: After doing the two quests, “Throne of Miscellania”, and “Royal Trouble”, you have access to an activity that typically earns you over a million a week. Not much, perhaps, but (once you did the quests) it only takes you a few minutes every week. Think of it as getting 60 million extra a year, “for free”, i.e., without much effort. Use the calculator on the runescape.wikia.com site to check what items are currently most profitable. It doesn’t really matter much what items you will use yourself – if you think it does, please review the comments above about “opportunity cost”. If the items you need yourself are not the most profitable ones for Miscellania, it’s usually better to produce the profitable items, sell them, and buy whatever you need.
* Player-owned ports: If you have one, or better several, of the required skills at a high level, you can earn several millions every week here, by getting the special resources from the port and converting them into tradable items. Ports are also great to get some extra experience – sometimes you have to choose between experience, and resources.
* Skills: Of course you can also get money from various skills, especially combat skills, farming (both mentioned above already), as well as divination, mining, fishing, woodcutting, runecrafting, thieving, hunter. Most of these skills don’t get you large amounts of money per hour, but in some cases, you may find it quite convenient to combine training the skill, with getting some extra money. Then, of course, several skills basically cost you money, but can assist you in one way or another.
For additional ideas, check the site runescape.wikia.com, specifically search for “Money making guide”. Here you can choose a method that’s in agreement with your skills, quest requirements, and preference. For example, the list includes several methods that involve high-level combat; the best non-combat method is supposedly to make nature runes, using a spirit Graahk (91 runecrafting required to get 2 runes per essence).