Guardians of the Rift against lavas against the double-rune altars, and an honest answer to whether Runecraft is still the worst grind in the game.
Guardians of the Rift from 27 is where most accounts should train, and it is the single biggest change to this skill in its history. It is usable across essentially the whole level range, it hands out rewards that matter, and it turned Runecraft from a skill people paid other people to do into one people voluntarily train.
Lava runes from 23 remain the straightforward alternative, and lava runes with runners are faster again if you have them. The double-rune altars are the high-level route: double cosmics from 59, double astrals from 82, double natures from 91 and double laws from 95.
Blood runes and soul runes in Arceuus from 77 are the profitable answer, and wrath runes from 95 sit at the top end of both experience and gold.
Every current training method in the skill and the level each one opens at, so you can find the row for the level you are on rather than reading a whole guide to get to it. This table is generated from the game's current method list and regenerated when it changes, which is why it includes methods most guides have not caught up with yet.
| Level | Method |
|---|---|
| 1 to 50 | Making talisman tiaras |
| 1+ | Ourania Altar |
| 1+ | Arceuus Library |
| 6+ | Other combination runes |
| 23+ | Lava runes |
| 23+ | Essence runner methods |
| 23+ | Lava runes with runners |
| 27+ | Guardians of the Rift |
| 50+ | Imbuing desiccated pages |
| 59 to 91 | Double cosmic runes |
| 77+ | Crafting blood/soul runes in Arceuus |
| 82+ | Double astral runes |
| 90+ | Aether runes with runners |
| 90+ | Aether runes |
| 91+ | Double nature runes |
| 95+ | Double law runes |
| 95+ | Wrath runes |
17 methods. Level 1 to 99 is 13,034,431 experience.
Essence supply, not the altar. The rate you get from any altar is set by how much essence you can put through it per hour, which is why runner methods and the Ourania Altar exist as separate entries at all, and why daeyalt essence matters so much to a serious Runecraft grind.
This is the skill where the method names on a ladder tell you the least. Two players at the same altar with the same level can be a factor of two apart purely on how they are feeding it.
Pure essence
Nature rune
Law rune
Blood rune
Wrath runeIt is no longer the obvious answer to that question, which was not true a few years ago. Guardians of the Rift did most of the work: it gave the skill a training method with a reward loop attached rather than a pure walk between an altar and a bank.
What has not changed is the shape. Runecraft has no AFK option worth the name, the rates below 77 are modest against almost any other skill, and the high-level methods that pay well are the ones that also demand the most setup. It rewards preparation more than attention, which is an unusual profile and the reason opinions on it are so split.
The double-rune altars at high level, with double natures from 91 and double laws from 95, fed by as much essence per hour as you can sustain. Below that, Guardians of the Rift from 27 is the best all-round method and the one most accounts should use.
Yes, and it is the reason Runecraft is no longer automatically the worst grind in the game. It works across almost the whole level range, it pays rewards that matter rather than just runes, and it replaced a training loop that was purely walking between an altar and a bank.
Blood and soul runes in Arceuus from 77, and wrath runes from 95. Both sit at the top of the skill for gold and experience at the same time, which is unusual and is why they are the endpoint for most accounts.
Essence throughput. The altar sets the experience per rune, but the rate per hour is set by how much essence you can put through it, which is what runner methods, the Ourania Altar and daeyalt essence all exist to solve.
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