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OSRS Leagues 6: Demonic Pacts Tier 4 Relic Guide

Apr-20-2026 PST

The Tier 4 relic selection in the Leagues 6: Demonic Pacts season has become one of the most impactful decision points in the entire mode. In Old School RuneScape Leagues, relic choices don’t just influence progression speed—they fundamentally reshape how your account solves skilling, resource access, and point efficiency for the remainder of the event.

 

At Tier 4, three relics dominate the discussion:

· Transmutation

· Conniving Clues

· Butler’s Bell

 

Each of them is extremely powerful, but they serve completely different gameplay philosophies. Choosing incorrectly can lock you into a less efficient or less enjoyable League experience.

 


Quick Comparison Overview

 

Relic Transmutation Conniving Clues Butler’s Bell

Affected Skills Magic, Crafting, Farming, Herblore, Smithing, Prayer, Cooking, Firemaking, Fletching None (clue-focused systems) Smithing, Cooking, Fletching, Crafting, Herblore

Core Playstyle Active, problem-solving, efficiency routing Point rushing, clue optimization AFK / passive progression

Best Synergies Endless Harvest, Woodsman Endless Harvest, Woodsman Minimal synergy dependence

Point Generation High Very High (potentially highest) Low

XP Speed Very High High (indirect) Moderate / slow

 

Transmutation – The Ultimate Resource Engine

 

Core Functionality

Transmutation is the most mechanically complex relic in this tier. It introduces two auto-casting spells powered by a Transmutation ledger, which provides infinite nature runes. The system behaves like a continuous conversion engine:

· Auto-casts up to ~1200 cycles per hour

· Processes 10 items per cast

· Can handle ~12,000 items per hour

· Grants Magic XP passively (very high scaling with multipliers)

 

Supported materials include:

· Logs, ores, fish, bones, ashes

· Seeds, composts, runes

· Gems (up to dragonstone tier)

· Various skilling outputs

 

Each conversion shifts an item one tier up or down in its progression chain (with limited exceptions such as gem caps at Dragonstone).

 

Practical Impact

 

1. Farming Optimisation

Transmutation effectively removes dependency on RNG seed progression:

· Low-tier seeds → high-tier equivalents

· Ensures consistent access to the best available crops

2. Prayer Solving

· Bones and ashes become high-value variants

· Enables extremely efficient Prayer XP scaling

3. Herblore Stability

· Converts unwanted seeds into useful herb pathways

· Removes bottlenecks in potion production

4. Ultra Compost Generation

· Converts low-value materials into farming infrastructure

5. Economic Independence

A key strength is raw resource arbitrage:

· Runes → higher-tier runes

· Gems → dragonstones

· Ores → higher metal tiers

 

This effectively creates a self-contained economy within the League.

 

Magic XP Scaling

 

Transmutation also doubles as one of the strongest passive XP engines:

· ~960K Magic XP/hour (Tier 4 scaling)

· ~1.92M XP/hour at late-game multipliers

· Can realistically contribute toward 200M combat XP goals passively

 

Verdict: Transmutation

 

This is the most flexible “problem solver” relic in the tier.

Pick it if:

· You want full skilling autonomy

· You prefer active optimisation gameplay

· You want strong passive Magic XP gains

· You enjoy unconventional routing solutions

 

Conniving Clues – The Ultimate Point Accelerator

 

Core Identity Shift

Conniving Clues has evolved into a pure League points engine. Recent adjustments removed major friction points:

· Emote clues are now skipped

· Falo the Bard steps removed

· Improved clue acquisition via NPC stealing (Larcanist interaction scaling)

This transforms the relic into a streamlined progression tool rather than a clue-solving simulator.

 

What It Actually Does

Conniving Clues primarily affects:

· Clue completion volume

· Clue-tier completion tasks

· Collection log progression tied to clues

· Unique reward acquisition tracking

· Equip-based clue reward objectives

In practice, this relic is defined by one metric:

How many League points can you extract from clues per hour?

 

Why It Can Be S-Tier or Mediocre

Its strength depends entirely on League task design:

· If clue tasks are heavily weighted → best relic in Tier 4

· If clue tasks are minimal → low-impact relic

This makes it inherently volatile but has an extremely high ceiling.

 

Region Interaction

Conniving Clues is now broadly region-agnostic due to simplified mechanics.

However, it still synergizes with:

· Kandarin (Thieving-based clue access)

· Morytania

· Tirannwn

· Asgarnia

· Wilderness

Teleport flexibility remains a secondary benefit rather than a core strength.

 

Verdict: Conniving Clues

Pick this relic if:

· You are optimizing for maximum League points

· You enjoy structured completionist progression

· You want early-tier acceleration and task stacking

It is the most meta-dependent relic in Tier 4.

 

Butler’s Bell – The AFK Progression Engine

 

Core Concept

Butler’s Bell is designed for players who want minimal interaction progression. It introduces a passive resource-gathering system that continues even while offline.

The butler gathers:

· Mining ores

· Fish

· Logs

· Flax

· Herbs

 

Passive Gathering Rates

Approximate hourly output:

· 240 ores/hour

· 420 fish/hour

· 300 logs/hour

· 50 flax/hour

· 10 herbs/hour

 

Processing System

The relic also processes resources at reduced rates:

· Ores → bars (Smithing XP)

· Fish → cooked food (Cooking XP)

· Logs → planks (Fletching XP)

· Flax → bowstrings (Crafting XP)

· Herbs → unfinished potions (Herblore XP)

XP output scales passively, but remains relatively modest compared to active relics.

 

Long-Term Output Value

Over time, this produces steady accumulation:

· ~384K XP/day (ores)

· ~672K XP/day (fish processing)

· ~480K XP/day (logs/flax equivalent systems)

While not explosive, it is consistent and low-effort.

 

Verdict: Butler’s Bell

Pick this relic if:

· You play casually or intermittently

· You prefer AFK efficiency over optimization

· You want passive account progression

It is the most relaxed but least powerful option in Tier 4.

 

Final Tier List (Standalone Power)

 

Based purely on individual strength (no synergy assumptions):

S Tier

· Transmutation

· Conniving Clues

B Tier

· Butler’s Bell

 

Final Thoughts

 

The Tier 4 relic choice in Old School RuneScape Leagues 6 represents a major strategic fork:

· Transmutation = systemic flexibility and resource control

· Conniving Clues = aggressive point optimization

· Butler’s Bell = passive, low-attention progression

 

Unlike earlier tiers, this decision is not just about power—it defines how you will experience the rest of the League.

 

In a mode built around efficiency scaling and rapid progression, your Tier 4 relic effectively determines whether your account becomes a solver, a rusher, or a background grinder.


RSorder Team