Thieving rate: 1 pick every 1.2 s (3,000 picks/hour) · Transmutation: 1 cast every 3 s / 5 ticks (1,200 casts/hour) · League multiplier: 10× · Transmutation chain: Iron → Coal → Mithril → Adamantite → Runite (10 ores → 10 ores per cast)
0-time transmuting – transmutation is done passively while doing another activity (e.g. agility laps).
Thieving runs at full speed (3,000 picks/hr); casting costs you no extra time.
This column shows the theoretical ceiling: the full value of every ore you collect.
Total time (thieving + casting) – you split your time between thieving and casting, alternating between the two.
The more casts a strategy needs, the less time is left for thieving.
GP/hr = 0-time GP/hr × fraction of time spent thieving.
Use this column when transmuting is your main activity.
Casts/hr values above 1,200 mean ores accumulate faster than you can transmute them.
| Strategy | Casts/hr needed | GP/hr 0-time transmuting |
% time casting (total time) | GP/hr total time |
|---|
Expected ore per pick and per hour (3,000 picks/hour) with the 10× league multiplier. Values use the average sell price at the selected batch size. No transmutation.
| Ore | Drop chance | Per pick | Per hour | Avg sell price | Value per pick | Value per hour |
|---|
Each cast converts 10 ores of one tier into 10 ores of the next (1:1 per ore). "Avg GP per transmute (per ore)" = total profit per ore ÷ number of casts needed. Use this to compare whether early hops (e.g. Iron→Coal) are worth the cast time.
| Starting ore | Avg sell price | Hops to Runite | Profit per ore | Avg GP per transmute (per ore) | Avg GP per cast (10 ores) |
|---|