Do You Need 99 Smithing To Repair Trimmed Masterwork
Ready your pickaxes and brush off your anvils! At long last it's time to forge onwards with another Mining & Smithing Beta hands-on, ahead of the full rollout in the near future. This has been one of the most requested updates for the game for some time, and to reflect this we've also taken our time to try and ensure it delivers the kind of improvements our wonderful players deserve.
This new Beta will be open to everyone and will run from November 13th to November 27th.
HOW TO ACCESS
Once the Beta is live, simply click here and log into your RuneScape account to get involved.
THE BETA
Here's a few specific details about what to expect:
Mining
- No depletion of materials
- Ability to mine AFK (although you'll be rewarded for paying attention)
- New ore bank for storage
- Four new tiers of ore spanning 60-90
Smithing
- The ability to smith from a new metal bank
- Additional mechanics to reward those who pay attention
- Better XP thanks to new upgrading and armour burial processes
- Make masterwork and trimmed masterwork armour which, if you're not aware, is the best melee armour in the game!
- Four new tiers of metal spanning 60-90
PvM
- Ore, bars and metal equipment replaced on drop tables with new stone spirit and salvage items
- Spring cleaner has been improved
REWORK DETAILS
Preface on Terminology
The biggest thing confusing people are the terms 'Tier' and 'Level' which are used almost interchangeably by Jagex. This means different things considering their context. When speaking of mining, tier is used by Jagex to mean the level required to mine the ore – for example, Luminite ore is referred to as T40, which means it is a level 40 ore. When speaking about armour or weapons, Jagex's interchangeable wording causes confusion. They call items T80 sometimes and at other times say "level 80 gear" or "item level of 80" – which could be for:
- The level required to use the item (attack/defence level).
- The level required to smith the gear.
- The level of stats the gear has.
Usually, the armour requires the same level to wear as it has stats but recently this caused the confusing statement in a livestream that:
We don't like that the tier 90 creates tier 80 equipment with a level 90 wearing requirement.
Mod Jack, Twitch
For the purpose of this guide, I will always use these definitions:
- Level – the level required to mine, smith, smelt, or wear. If it isn't obvious which level is being spoken about or if more than one is mentioned, I will attempt to clarify.
- Tier – I will be using the word Tier to refer to the stats of an item.
Taken together it is much clearer to say that the level 90 Elder rune armour is tier 80. Similarly, level 1 Bronze armour is tier 5. Mod Jack acknowledged this confusion in December 2017:[1]
You're right to pick us up on our confusing use of the words "tier" and "level". We were discussing what to do about this last week, and we're going to try to introduce some more consistent terminology. The combat council are discussing this at the moment.
Mod Jack, Reddit
- ^Suity. TL;DR 360 – Mining and Smithing FAQs. 18 December 2017.*
Mining
Basic Mechanics
Mining is now AFK with the option to increase XP and ore per hour with active gameplay. Rocks no longer deplete removing competition between players since Jagex want to increase the social aspect of skilling. The logout timer will still apply for players that AFK too long.
Rocks
Mining Level | Rock | HP | Hardness | XP Multiplier | Core Rock |
---|---|---|---|---|---|
1 | Copper; Tin | 40 | 0 | 0.66 | |
1 | Clay | 50 | 0 | 0.66 | |
1 | Rune essence | 50 | 0 | 0.66 | |
1 | Soft clay | 75 | 0 | 0.66 | |
10 | Iron | 120 | 5 | 0.68 | |
10 | Limestone | 150 | 5 | 0.68 | |
20 | Coal | 140 | 15 | 0.7 | |
30 | Mithril | 240 | 30 | 0.72 | |
35 | Sandstone | 150 | 30 | 0.72 | |
40 | Adamantite | 380 | 50 | 0.74 | |
40 | Luminite | 380 | 50 | 0.74 | |
40 | Gold | 1 | 50 | 0.74 | |
50 | Runite | 600 | 75 | 0.76 | |
50 | Concentrated Sandstone | 1 | 75 | 0.76 | |
60 | Orichalcite; Drakolith | 1,400 | 105 | 0.78 | |
70 | Necrite; Phasmatite | 1,300 | 140 | 0.8 | |
70 | Concentrated Coal | 500 | 140 | 0.8 | |
80 | Banite | 1,700 | 185 | 0.82 | |
80 | Concentrated Gold | 750 | 185 | 0.82 | |
89 | Seren stones | 1 | 185 | 1.2 | |
90 | Light Animica; Dark Animica | 2,000 | 235 | 0.84 | |
97 | Alaea crablet | 1 | 235 | 1.8 |
Banite ore is the same as the existing ore. See the bane section below for details.
HP
Each rock has a HP value, this is the amount of damage required per ore. Every swing to the rock deals damage to it. Once the HP of the rock is depleted, an ore is given and the cycle repeats. XP is still rewarded with each swing. In the above table, where HP is given as 1 the HP of that rock is still undecided.
Hardness
All rocks have a 'hardness' value, a flat reduction in the amount of damage dealt from every pick swing. All pickaxes have a 'penetration' value. After subtracting the hardness of a rock from the penetration value, if this value is negative you will deal reduced damage per swing (if your character would normally swing for 11 damage and the rock has a leftover hardness of 10, then you deal 1 damage) and if it is too low you'll receive the message 'Your weak pickaxe is unable to chip away at the rock'. If the value is positive, that is, that your penetration is higher than or equal to the rock's hardness then no damage penalty is applied and this mechanic can be wholly ignored. Since hardness and penetration are equal at the same level, this penalty will only apply if trying to mine a higher level ore with a lower level pickaxe. Swings cannot deal less than 1 damage. The hardness penalty applies to the critical hit bonus.
Pickaxes
The following table of pickaxes has been sorted from the worst to the best pickaxes.
Mining Level | Pickaxe | Damage | Penetration | Augmentable | ||
---|---|---|---|---|---|---|
Min | Average | Max | ||||
1 | Bronze | 3 | 5 | 7 | 0 | |
10 | Iron | 5 | 10 | 15 | 5 | |
10 | Iron+1 | 6 | 11 | 16 | 5 | |
20 | Steel | 10 | 20 | 30 | 15 | |
30 | Steel+1 | 11 | 21 | 31 | 15 | |
30 | Mithril | 15 | 30 | 45 | 30 | |
30 | Mithril+1 | 16 | 31 | 46 | 30 | |
30 | Mithril+2 | 17 | 32 | 47 | 30 | |
40 | Adamant | 20 | 40 | 60 | 50 | |
40 | Adamant+1 | 21 | 41 | 61 | 50 | |
40 | Adamant+2 | 22 | 42 | 62 | 50 | |
50 | Rune | 25 | 50 | 75 | 75 | |
50 | Rune+1 | 26 | 51 | 76 | 75 | |
50 | Rune+2 | 27 | 52 | 77 | 75 | |
50 | Rune+3 | 28 | 53 | 78 | 75 | |
50 | Inferno Adze | 28 | 53 | 78 | 75 | |
60 | Orikalkum | 30 | 60 | 90 | 105 | |
60 | Orikalkum+1 | 31 | 61 | 91 | 105 | |
60 | Orikalkum+2 | 32 | 62 | 92 | 105 | |
60 | Orikalkum+3 | 33 | 63 | 93 | 105 | |
60 | Dragon | 33 | 63 | 93 | 105 | |
70 | Necronium | 35 | 70 | 105 | 140 | |
70 | Necronium+1 | 36 | 71 | 106 | 140 | |
70 | Necronium+2 | 37 | 72 | 107 | 140 | |
70 | Necronium+3 | 38 | 73 | 108 | 140 | |
70 | Necronium+4 | 39 | 74 | 109 | 140 | |
70 | Crystal | 39 | 74 | 109 | 140 | |
80 | Bane | 40 | 80 | 120 | 185 | |
80 | Bane+1 | 41 | 81 | 121 | 185 | |
80 | Bane+2 | 42 | 82 | 122 | 185 | |
80 | Bane+3 | 43 | 83 | 123 | 185 | |
80 | Bane+4 | 44 | 84 | 124 | 185 | |
80 | Imcando | 44 | 84 | 124 | 185 | |
90 | Elder Rune | 45 | 90 | 135 | 235 | |
90 | Elder Rune+1 | 46 | 91 | 136 | 235 | |
90 | Elder Rune+2 | 47 | 92 | 137 | 235 | |
90 | Elder Rune+3 | 48 | 93 | 138 | 235 | |
90 | Elder Rune+4 | 49 | 94 | 139 | 235 | |
90 | Elder Rune+5 | 50 | 95 | 140 | 235 | |
90 | Earth and Song | 50 | 95 | 140 | 235 |
If multiple pickaxes are carried then the order of use is Equipped > Inventory > Toolbelt. Any non-augmented pickaxe can be put in the toolbelt. Any pickaxe except Bronze pickaxes can be removed from the toolbelt directly without having to speak to Doc. This allows pickaxes to be swapped and upgraded. Placing a new pickaxe into the toolbelt removes the old one into your inventory. Removing a pickaxe from the toolbelt leaves a default Bronze pickaxe in its place – this is why Bronze pickaxes cannot be removed, to prevent a source of infinite pickaxes.
Only four of the 'special' pickaxes can be augmented. Augmented pickaxes cannot be placed on the toolbelt although non-augmented special pickaxes can. Since the special pickaxes are identical in stats to one of the smithable pickaxes, it is only worth making a special pickaxe if you intend on augmenting it.
The Inferno Adze has no special characteristics when used as a pickaxe. It retains its Woodcutting effects.
The Crystal pickaxe has had its bonus chance of receiving golden rocks removed. The recipe is unchanged, it still requires 4,000 harmonic dust and a Dragon pickaxe to make.
The special properties of the Imcando pickaxe have been removed. However, making those properties into perks will be considered. The recipe is unchanged, a Gilded dragon pickaxe is still required to make an Imcando pickaxe. New gilded pickaxes will not be added. Existing gilded pickaxes cannot be upgraded using the smithing upgrade system but can be used to create a Crystal pickaxe by degrading it.
The Pickaxe of Earth and Song is created by combining an Imcando pickaxe, a Crystal pickaxe, and a Blast fusion hammer, consuming all three items. The complete recipe being: 2 Dragon pickaxes, 4,000 Harmonic dust, 2M coins, 4 Imcando fragments, and a Redberry pie (plus a Liquid gold nymph spawn to gild one of the pickaxes).
XP Multiplier
Although not every swing grants an ore, every swing grants XP based on the damage rolled for that swing. The damage made on that swing is multiplied by the XP multiplier of that rock and a global {\displaystyle 0.4} to determine the base XP drop. By way of example: if a player rolled {\displaystyle 100} damage for a swing on a Dark or Light animica rock, {\displaystyle 100\times 0.84\times 0.4=33.6} base XP would be awarded. This value is for active mining (so it includes the 25% stamina bonus).
Damage
There is a bar above the player's head, which, once filled, gives the player an ore. Every pick swing deals damage based on Mining level, Strength level, and the stats of your pickaxe.
{\displaystyle DamagePerSwing=Mininglevel+({\frac {Strengthlevel}{10}})+DamageRoll+NetHardness+CritBonus}
Only add {\displaystyle NetHardness(Penetration-Hardness)} if value is negative.
{\displaystyle CritBonus} is only applied if the swing deals a critical hit.
Swings occur every 4 ticks (2.4s).
Because Strength is rounded down in the calculation (i.e. levels 90-99 will all be +9), your Strength level only has an impact every 10 levels. Visible and invisible boosts for Mining and Strength apply when determining damage per swing. Overloads work but because boosts between 110 and 119 will result in a +11, there is no difference between using the different overloads.
Regarding the {\displaystyle DamageRoll} on a pickaxe, see above for the Min and Max damage values for each pickaxe. Every swing, a value is rolled between the Min and Max (e.g. Bronze can roll between 3 and 7).
This puts the maximum damage for a non-critical hit active swing (excluding boosts; at 99 Mining and Strength using a Pick of Earth and Song or Elder Rune Pickaxe+5):
Any excess damage carries over but more than 100% HP of a rock cannot be dealt in a single swing (anything above 100% will cap down to 100%). For example, at 30 mining and strength, using a Mithril pickaxe, the damage per swing is 48-78. Copper has 40 HP resulting in every swing dealing 8-38 excess damage – instead, 40(min) to 40(max) damage will be dealt when mining the rock (i.e always 40), guaranteeing an ore every swing. XP however, is not capped, and will be awarded based on the damage the swing would have made (as in our example, the pre-capped damage was 48-78 and the XP awarded will be based on this amount, instead of the capped 40-40).
One thing to note is that if a player's Strength level vastly out-levels their Mining level, it has a huge impact on their damage per swing and in turn their ore and XP per hour. Since every 10 strength levels is equivalent to 1 mining level, having, for example, 40 strength and 4 mining essentially doubles your mining level.
Damage progress is stored even if you stop mining, or switch rocks, provided you resume mining the same type of rock.
Stamina
After level 15 Mining, players unlock the Stamina mechanic. Following every swing, 10 stamina is drained and refills completely whenever a rock is clicked. Stamina gives a % increase to damage per swing based on how much Stamina the player currently has (equates to the same % increase in XP and ore per hour). Although the amount of Stamina a player has is not visible to them, visual cues in the form of sparks from the rock on every swing will indicate where on the table players lay.
Stamina | Bonus | Intensity | Spark Colour |
---|---|---|---|
Full Stamina | {\displaystyle +25\%} Damage Per Swing | Active | Green |
1-99% Stamina | {\displaystyle +12.5\%} Damage Per Swing | Semi Active | White |
Empty Stamina | No Bonus | Completely AFK | None |
In order to sustain a full stamina bar, the rock must be clicked every 4 ticks (2.4s).
Since Stamina is unlocked at level 15, no bonus damage can be dealt in this way for levels 1-14. Mining levelling benefits increases the stamina pool by 10 at certain levels (meaning it takes more swings before it depletes). However, if intending to be fully active or completely AFK the stamina pool size is irrelevant. Thus, the stamina pool size is only pertinent to players seeking to occasionally click in an 'Ithell Harps' fashion (semi-active {\displaystyle +12.5\%} damage per swing). The stamina pool's size only has a marginal increase in damage/h (roughly 5%) for semi-active players.
Rockertunities
Every time a swing is made, there is a chance that a nearby rock of the same type will become a 'Rockertunity' (visible effects on the rock makes it easy to see when one happens). Rockertunities cannot spawn on the rock currently being mined. Clicking the highlighted rock rewards the player extra damage (and by extension XP) for one swing. Since damage progress doesn't reset for changing to other rocks of the same type, rockertunities increase XP and ore per hour. Rockertunities can deal a critical hit. Rockertunities are exclusive to each player, other players cannot see other people's rockertunitiies.
{\displaystyle Multiplier\times Damage} .
Rockertunity Multiplier
While the base multiplier for rockertunities is five, higher Mining levels can raise the multiplier to seven (dependent on rock). The values below correspond to the Mining level required for the increased multipliers. This levelling benefit only applies to core rocks, so, when mining non-rocks such as concentrated coal or gold, the rockertunitiy multiplier will always be five. The Magic golem outfit can increase this to {\displaystyle \times 8} .
Rock | Rockertunity Multiplier | ||
---|---|---|---|
{\displaystyle \times 5} | {\displaystyle \times 6} | {\displaystyle \times 7} | |
Copper; Tin | 1 | 6 | – |
Iron | 10 | 14 | – |
Coal | 20 | 21 | – |
Mithril | 30 | 38 | – |
Adamantite | 40 | 47 | – |
Luminite | 40 | 47 | – |
Runite | 50 | 54 | – |
Orichalcite; Drakolith | 60 | 68 | – |
Necrite; Phasmatite | 70 | 73 | 77 |
Banite | 80 | 89 | – |
Light Animica; Dark Animica | 90 | 94 | 96 |
Critical Hit
Critical hits deal extra damage for that swing. If a critical hit is rolled on a rockertunity swing, the rockertunity multiplier also applies to the additional damage from the crit effect.
Critical Hit Chance Critical Hit Bonus
Mining Accumulator
The Mining accumulator now gains 1% charge whenever the player gets a critical swing when Mining. The XP awarded remains the same.
Double Ore Chance
The values in the table below correspond to the Mining level required to obtain a chance to obtain double ore, specific to each rock. This levelling benefit only applies to core rocks, so, when mining non-core rocks, the base chance of 0% will be used.
Rock | Double Ore Chance | ||
---|---|---|---|
{\displaystyle 0\%} | {\displaystyle 5\%} | {\displaystyle 10\%} | |
Copper; Tin | 1 | 4 | – |
Iron | 10 | 15 | 19 |
Coal | 20 | 27 | – |
Mithril | 30 | 36 | – |
Adamantite | 40 | 49 | – |
Luminite | 40 | 49 | – |
Runite | 50 | 53 | – |
Orichalcite; Drakolith | 60 | 62 | – |
Necrite; Phasmatite | 70 | 76 | – |
Banite | 80 | 82 | 86 |
Light Animica; Dark Animica | 90 | 92 | 98 |
Ore Box
Ore boxes
The ore box is a bankable and tradeable inventory item similar to the Coal Bag allowing you to collect more ore than will fit in your inventory for longer mining sessions without banking.
The ore box's left-click option is 'fill' which fills the box with all ore in your inventory. Moreover, ores can be individually used on the box to fill it with all ore of that type (useful for when you have multiple types of ore in your inventory but only wish to fill it with one type). Noted ores cannot be used on the ore box. A mouse-over tooltip is displayed showing the contents of the ore box if any, sorted from the lowest to the highest tier. There is also a 'quick-withdraw' option which will withdraw from the box, with the lowest tier ore being withdrawn first. However, this means that to withdraw lower tier ores you will need to withdraw all the preceding ore. The 'deposit-all' option in the metal bank empties the ore box as well as having an 'empty' option in the bank interface. Ore boxes share storage between them so having multiple boxes has no use.
The ore box is made using the Smithing skill at an anvil. Ore boxes can be upgraded to hold higher level ores, this is done at an anvil with two bars and the previous ore box. Ore boxes can store 100 of each ore upto the level that it is at (i.e. an Ore Box (Steel) can store 100 Copper ore, 100 Tin ore, 100 Iron ore, AND 100 Coal). The Smithing level requirement is merely to forge the upgrade not to apply it – players without the level may purchase on the grand exchange. The ore boxes can only store core ores.
- The ore box drops on death in the Wilderness if carried. Also, regardless of if they're carrying the box, all ore in the box is dropped on the floor on all unsafe deaths (boxes in the bankshould be empty due to point 4 below).
- The ore box can only be dropped, not destroyed. All ore in the box is also dropped.
- To avoid an exploit, the ore box cannot be banked using a Winter storage scroll or any other method of remote banking.
- When the ore box is deposited into the bank (not metal bank), any ore in the box is also put into the bank if possible.
Smithing level | Name | Ingredients | Progress | Experience | Stores Upto |
---|---|---|---|---|---|
1 | Ore Box (Bronze) | 2 Bronze bar | 200 | 0 | Copper ore and Tin ore |
10 | Ore Box (Iron) | 2 Iron bar Ore Box (Bronze) | 400 | 80 | Iron ore |
20 | Ore Box (Steel) | 2 Steel bar Ore Box (Iron) | 600 | 150 | Coal |
30 | Ore Box (Mithril) | 2 Mithril bar Ore Box (Steel) | 800 | 240 | Mithril ore |
40 | Ore Box (Adamant) | 2 Adamant bar Ore Box (Mithril) | 1000 | 340 | Adamantite ore and Luminite ore |
50 | Ore Box (Rune) | 2 Rune bar Ore Box (Adamant) | 1200 | 480 | Runite ore |
60 | Ore Box (Orikalkum) | 2 Orikalkum bar Ore Box (Rune) | 1400 | 700 | Orichalcite ore and Drakolith ore |
70 | Ore Box (Necronium) | 2 Necronium bar Ore Box (Orikalkum) | 1600 | 1000 | Necrite ore and Phasmatite ore |
80 | Ore Box (Bane) | 2 Bane bar Ore Box (Necronium) | 1800 | 1400 | Banite ore |
90 | Ore Box (Elder Rune) | 2 Elder rune bar Ore Box (Bane) | 2000 | 2000 | Light animica ore and Dark animica ore |
Capacity Increase
At certain Mining levels, the capacity of the ore box can be raised from 100 to 120. The values below denote the Mining level required to unlock the increase for each of the ores.
Ore | Level |
---|---|
Copper; Tin | 7 |
Iron | 18 |
Coal | 29 |
Mithril | 37 |
Adamantite | 41 |
Luminite | 41 |
Runite | 55 |
Orichalcite; Drakolith | 66 |
Necrite; Phasmatite | 72 |
Banite | 85 |
Light Animica; Dark Animica | 95 |
A further increase of 20 (totalling 140) can be unlocked by completing the 'Everything is Oresome' achievement.
Signs of the Porter
Although the ore box makes Signs of the porter less valuable, their effect remains the same and will still be used by players who want even more ore per trip. The new ores are bankable with porters.
Geodes
A geode is a rare item obtained sometimes when Mining which contains gems or other items. The random chance to receive gems while mining has been replaced by this mechanic. Geodes are stackable with the same type of geode, bankable, and untradeable. By default a player has a 5% chance to get a geode each time they get a piece of ore when mining. Levelling benefits can increase this for core rocks, the base chance of 5% will be used for non-core rocks.
Rock | Geode Type | Geode Chance | ||
---|---|---|---|---|
{\displaystyle 5\%} | {\displaystyle 10\%} | {\displaystyle 15\%} | ||
Copper; Tin | Sedimentary | 1 | 2 | 9 |
Iron | Sedimentary | 10 | 12 | – |
Coal | Sedimentary | 20 | 25 | – |
Mithril | Sedimentary | 30 | 31 | 35 |
Adamantite | Sedimentary | 40 | 45 | 48 |
Luminite | Sedimentary | 40 | 45 | 48 |
Runite | Sedimentary | 50 | 56 | 58 |
Orichalcite; Drakolith | Igneous | 60 | 64 | – |
Necrite; Phasmatite | Igneous | 70 | 75 | – |
Banite | Igneous | 80 | 81 | – |
Light Animica; Dark Animica | Igneous | 90 | 91 | 97 |
Sedimentary
Sedimentary geodes, which are free to play, always drop when mining copper, tin, iron, coal, mithril, adamantite, luminite or runite.
Item | Chance | GE Price |
---|---|---|
Uncut opal | 40% | 368 |
Uncut jade | 25% | 2,713 |
Uncut red topaz | 15% | 4,080 |
Uncut sapphire | 10% | 503 |
Uncut emerald | 5% | 1,381 |
Uncut ruby | 3% | 1,315 |
Uncut diamond | 2% | 3,089 |
Average Value | 1,658 |
Igneous
When mining the members rocks (orichalcite, drakolith, necrite, phasmatite, banite, light animica and dark animica) the player will normally get an igneous geode, but has a 1% chance to instead receive a metamorphic geode.
Item | Chance | GE Price |
---|---|---|
Uncut opal | 10% | 368 |
Uncut jade | 12% | 2,713 |
Uncut red topaz | 14% | 4,080 |
Uncut sapphire | 16% | 503 |
Uncut emerald | 18% | 1,381 |
Uncut ruby | 16% | 1,315 |
Uncut diamond | 10% | 3,089 |
Uncut dragonstone | 4% | 11,853 |
Average Value | 2,256 |
Metamorphic
Metamorphic geodes are occasionally received from members rocks. They are significantly more valuable and intended to create a "wow!" moment when mining. The metamorphic geode always contains a random strange or golden rock the player has yet to earn.[1] In addition, the metamorphic geode also contains one of the following rare items, with an equal chance of each ( {\displaystyle {\frac {1}{11}}} ):
Item |
---|
Uncut onyx |
A random Crystal triskelion fragment |
A random piece of Dragon equipment |
1-10 Concentrated alloy bars[1] |
Enriched alloy bar[1] |
Clue scroll (elite) (with a 1% chance to upgrade to a Clue scroll (master)) |
Ancient effigy |
Anima crystal |
Gift for the Reaper |
100-300 Corrupted ore |
First age coin (sole purpose is to be high alched for1,000,000) |
Amulet of Glory
No longer affects gem drop rate. Now increases geode drop chance by 1%.
Ring of Wealth
No longer affects gem drops. Now doubles the chance of receiving a metamorphic geode instead of an igneous geode (2% up from 1%). Higher tier luck rings also have this effect.
Other Rocks
Apart from updating rocks to work with the new mechanics, most 'non-core' rocks do not have any changes: Clay rocks, Soft clay rocks, Blurite, Daeyalt, Rubium, Obsidian, Granite, regular Sandstone.
However, some rocks have had changes made to them. Levelling benefits that apply to specific rocks (critical hit chance, rockertunity multiplier, geode chance, double ore chance) do not apply to non-core rocks (concentrated rocks are counted as non-core rocks).
Concentrated Coal Rocks
Concentrated coal rocks require 70 Mining. Their XP multiplier is the same as a Necrite rock but as noted, levelling benefits for Coal or Necrite does not apply to Concentrated coal rocks, making Necrite far better XP/h.
Concentrated coal rocks have 500 HP (compared to Necrite's 1,300) and grant five coal instead of one (working out to 100 HP per coal, compared to a coal rock's 140 HP per coal). This makes concentrated coal rocks the best source for coal which is used with the new coal burner.
When using coal stone spirits, one extra Coal is granted at the cost one spirit.
Concentrated Gold Rocks
Concentrated gold rocks require 80 Mining. Their XP multiplier is the same as a Banite rock but as noted, levelling benefits for Banite does not apply, making Banite far better XP/h.
Concentrated gold rocks have 750 HP (compared to Banite's 1,700) and grant five gold ore instead of one (working out to 150 HP per gold ore). This makes concentrate gold rocks the best source for gold ore.
Concentrated Sandstone Rocks
Concentrated sandstone rocks are level 50 versions of regular sandstone rocks. Their XP multiplier is the same as a Runite rock. They give sandstone at the same rate as regular sandstone rocks but also give Menaphos reputation. We may rename these rocks to "Menaphos Sandstone Rocks" to make their purpose clearer.
Red Sandstone Rocks
Both red sandstone rocks and crystal-flecked sandstone rocks are one of the only that still deplete. Although updated to the new mechanics, their pre-rework daily limits have stayed in place. Despite the changes to the resourceful aura, when mining these rocks with the aura active, players retain a 10% chance to give an additional sandstone which does not contribute towards the daily limit.
Gem Rocks
The various gem rocks have now been organised into five tiers requiring 1, 20, 40, 60 and 75 mining respectively. The higher tier gem rocks drop better gems, so you now have more control over which gems you mine.
40 – Emerald, Ruby, Diamond
Arc Crablets
Alaea crablets have been balanced to give better active XP than animica, but give salt rather than valuable ores. This gives them a niche as the highest raw XP method, but animica is probably a better overall deal taking into account XP and items earned. They cannot generate rockertunities.
Solid Crystals (Tarddiad)
Solid crystals require 75 Mining to mine. Their XP multiplier is the same as a Necrite rock but as noted, levelling benefits for Necrite do not apply, making Necrite far better XP/h. The drop rate is balanced to give around 1 crystal fragment per tick with 75 Mining. At 75 Mining, with a rate of 6,000 fragments (2,000 crystals) it would take 2.5 hours for a full set of attuned crystal armour (5,000 crystals).
Seren Stones
Seren stones have beeen rebalanced to be better XP than AFKing animica, but not as good as animica when playing actively. Seren stones cannot generate rockertunities. Their niche is entirely AFK. Corrupted ore is awarded .
Rune Essence Rocks
Work with the new mechanics but no major changes. Using a bronze pickaxe is no longer faster than higher level pickaxes.
Ores and Bars
All ore costs are singular unless otherwise stated.
Level | Bar | Primary Ore | Secondary Ore | Tertiary Ore |
---|---|---|---|---|
1 | Bronze | Copper ore | Tin ore | |
10 | Iron | Iron ore(x2) | ||
20 | Steel | Iron ore | Coal | |
30 | Mithril | Mithril ore | Coal | |
40 | Adamant | Adamantite ore | Luminite ore | |
50 | Rune | Runite ore | Luminite ore | |
60 | Orikalkum | Orichalcite ore | Drakolith ore | |
70 | Necronium | Necrite ore | Phasmatite ore | |
80 | Bane | Banite ore(x2) | ||
90 | Elder Rune | Rune bar | Light animica ore | Dark animica ore |
Ring of Forging
As iron bars can no longer fail but now take two iron ore each, the ring of forging instead reduces the cost of iron bars to one iron ore. The ring still lasts for 140 charges and works when using superheat item on iron ore.
Smelting
The metal bank uses ore directly from its storage, removing the need to travel to a bank.
Metal Bank
Ores in the metal bank
Bars in the metal bank
The metal bank (previously called hopper) is a dedicated 'bank' for smithing, which can hold up to a max stack of each type of ore and bar (2.147b). Each player has one, worldwide metal bank, accessible from any anvil, furnace, or forge. The metal bank can be filled with regular or noted items, and the ore box can be emptied into the metal bank and has a 'deposit-all' option, depositing all ores and bars in your inventory and ore box. This essentially makes every anvil, furnace, or forge a bank when mining (see their respective pages for locations), and are preferred over banks due to their 'deposit-all' option automatically emptying the ore box (the downside is that items gained from geodes will not banked). When smelting or smithing, ores and bars are taken directly from the metal bank without the need to withdraw to your inventory first. The metal bank cannot store smithed items – they have to be banked normally. The metal bank can only store core ores and bars. When smelting, bars are not automatically deposited into the metal bank unless smelting gauntlets are worn.
Smelting Gauntlets
The Goldsmith gauntlets have been reworked into 'Smelting gauntlets'. The smelting gauntlets automatically deposit smelted bars into the metal bank, and smelt up to 60 bars at a time in a Make-X interface instead of 28. When using Superheat item with the gauntlets, the smelted bars are automatically deposited into the metal bank. The gauntlets only function in the Artisans Workshop.
Another reward for completing the Family crest quest is unlocking the ability to store gold ore, gold bars, silver ore, and silver bars in the metal bank. Although Crafting works in the same way as before the rework, unlocking this ability allows for 28 pieces of jewellery to be made per inventory.
Smelting Rate
The base Smelting rate is four ticks per bar (2.4s; 1,500 bars per hour), higher Smithing levels unlock a 50% chance of Smelting at three ticks (averaging 3.5 ticks per bar) and a further unlock of 100% chance of Smelting at three ticks. Superheat Form further reduces the rate by one tick (making the fastest rate two tick smelting).
Metal | Smelting Rate | ||
---|---|---|---|
4 | 3.5 | 3 | |
Bronze | 1 | 2 | 5 |
Iron | 10 | 14 | 17 |
Steel | 20 | 21 | 23 |
Mithril | 30 | 31 | 37 |
Adamant | 40 | 46 | 48 |
Rune | 50 | 53 | 56 |
Orikalkum | 60 | 61 | 65 |
Necronium | 70 | 75 | 77 |
Bane | 80 | 86 | 89 |
Elder Rune | 90 | 91 | 94 |
Smelting Experience
Smelting now gives significantly less XP per bar due to being able to smelt more bars per hour.
Level | Bar | XP |
---|---|---|
1 | Bronze | 1 |
10 | Iron | 2 |
20 | Steel | 3 |
30 | Mithril | 5 |
40 | Adamant | 7 |
50 | Rune | 10 |
60 | Orikalkum | 13 |
70 | Necronium | 17 |
80 | Bane | 21 |
90 | Elder Rune | 26 |
Double Smelting Chance
At certain Smithing levels, players unlock a 10% chance to generate double bars when smelting. This proc can proc itself, and each time the number of bars doubles. The benefit is capped at 32 bars. This can be represented as follows:
Chance | Bars |
---|---|
10% | 2 |
1% | 4 |
0.1% | 8 |
0.01% | 16 |
0.001% | 32 |
The bars received are additional free bars and the player receives XP for each bar as if they smelted it themselves. Any bars that don't fit in the inventory go directly into the hopper. This works out to {\displaystyle 12.496\%} additional free bars per hour. The benefit is unlocked at different level dependant on tier:
Metal | Level |
---|---|
Bronze | 9 |
Iron | 19 |
Steel | 27 |
Mithril | 38 |
Adamant | 47 |
Rune | 57 |
Orikalkum | 62 |
Necronium | 74 |
Bane | 81 |
Elder Rune | 92 |
Smithing
The new Smithing interface
Items are no longer produced with every strike. Instead, an unfinished item is created at an anvil or forge (e.g. Unfinished Rune Platebody). Every strike of the anvil makes progress towards the item (the base is 10 progress per strike). Once the progress bar is full, the item is created. This works similarly to how ore is gained from Mining. Items, therefore, take much longer to create but give more XP per item. Unlike pre-rework, all equipment is unlocked and smithable at the same level.
Heat
Heat, a mechanic unlocked at level 10 Smithing, works similarly to stamina and rewards players for keeping their heat up while also allowing progress to be made for those that want to AFK. A bar above the player's head shows much heat is stored in the item being produced. Heat is refilled at a forge. All unfinished items begin on 10 heat. 10 heat is lost every strike of the anvil (every 2 ticks). A forge has been placed near every anvil. On the first beta, the forge was a tile away from the anvil resulting in a mere turn to refill. Forges more than a tile away are not recommended because they cause a loss in XP and progress per hour. The effect of this is similar to how Rogue's Den was the go-to location for Cooking due to its proximity to a bank – forges that have the lowest travel distance from an anvil are the only ones that will be used resigning the others to being dead. With the changes to Artisans Workshop, it is de facto the best place for Smithing.
Not all forges will be 1 square away. In a couple places like Prifddinas and the Artisans Workshop they will be for every anvil. We'd rather we get everyone smithing together in close proximity because that's good for the community. You're not wrong that other anvils will be dead but, they already are & it's actually damaging to our community if we spread them out all over the world. One map with 50 players on it is better for community health than 25 maps with 2. (That's not to say we're going to make one mega mine with every single rock in it, as that'd be a bit too much of a cop out).
Correspondence with Mod Deg
Heat | Progress Multiplier | Progess Made Per Strike | |
---|---|---|---|
High | 67%-100% | {\displaystyle \times 2} | 20 |
Medium | 34%-66% | {\displaystyle \times 1.5} | 15 |
Low | 1%-33% | {\displaystyle \times 1} | 10 |
Zero | 0% | {\displaystyle \times 0.5} | 5 |
Although the base progress per strike is 10, this can be increased to 11 at certain levels dependent on metal:
Metal | Level |
---|---|
Bronze | 8 |
Iron | 13 |
Steel | 25 |
Mithril | 34 |
Adamant | 49 |
Rune | 51 |
Orikalkum | 68 |
Necronium | 72 |
Bane | 83 |
Elder Rune | 99 |
This can be further increased to 12 when a Luminite injector is active.
Refilling Heat
By default it takes 6 ticks to heat an item to full from nothing. This can be lowered with higher Smithing levels, dependant on metal.
Metal | Reheat Rate | ||
---|---|---|---|
6 | 4 | 2 | |
Bronze | 1 | 3 | 7 |
Iron | 10 | 12 | 18 |
Steel | 20 | 22 | 26 |
Mithril | 30 | 35 | 39 |
Adamant | 40 | 42 | 44 |
Rune | 50 | 54 | 58 |
Orikalkum | 60 | 67 | 69 |
Necronium | 70 | 73 | 78 |
Bane | 80 | 82 | 85 |
Elder Rune | 90 | 93 | 96 |
Starting Heat
Newly created unfinished items always start with almost no heat (they begin with 10 heat so that the Autoheater can function when it drains to 0). However, at certain Smithing levels all items of a metal will always start with a player's maximum heat. These levels can be seen below:
Metal | Level |
---|---|
Bronze | 6 |
Iron | 16 |
Steel | 28 |
Mithril | 36 |
Adamant | 41 |
Rune | 59 |
Orikalkum | 63 |
Necronium | 76 |
Bane | 87 |
Elder Rune | 98 |
Maximum Heat
The % Heat values scales off of your maximum heat.
{\displaystyle MaximumHeat=300+(3\times Smithinglevel)+(3\times Firemakinglevel)}
At level 99 Smithing and Firemaking, players have a maximum heat of {\displaystyle 894} .
Smithing level | |
Firemaking level | |
Your maximum heat at 1 Smithing and 1 Firemaking is 306. |
Autoheater
The Coal bag, purchasable via Dungeoneeering tokens, has been reworked into the Autoheater since the Ore Box usurps its function. The pre-rework iteration of the Coal bag has been removed from the game and players' Dungeoneering tokens refunded (if a player is at the maximum capacity of tokens, they have instead been given an Autoheater). A new item called the Autoheater has been added to the store for 4,000 Dungeoneering tokens (the same price the Coal bag was).
The Autoheater only works when the player has it in their inventory when Smithing. It consumes one coal from the metal bank, inventory, or ore box every time your heat depletes to refill it for {\displaystyle ({\frac {1}{3}})} of your maximum heat allowing you to continue AFKing. This means that every coal would refill your heat 1% away from medium heat and so, instead of zero-heat smithing for 5 progress a strike, you AFK on low heat for 10 progress a strike. When used in conjunction with Superheat Form, the Autoheater will allow you to AFK on medium heat for 15 progress a strike.
The amount of Coal used per hour scales with maximum heat. Players can expect to use around 100-300 per hour based on Smithing level/maximum heat.
Bar Costs
The number of bars required to make each item type have been changed. Off-hand variants require the same amount of bars as their main-hands. Progress and XP scale with the number of bars required to forge an item (for instance, a Longsword, which requires 2 bars takes twice as long as Boots but gives double the XP. Thus, no matter which item type you smith your XP/h and bars used per hour should remain the same (assuming the same tier and heat management is employed). That said, ticks are wasted during the interface between items and (if the 'starting at max heat' levelling benefit has not been unlocked) your heat will reset to 10 – this means that the fewer items/h you create the less your heat resets and interface ticks wasted. For this reason, platebodies are better XP/h by a small margin.
Bars Required | Cumulative Bar Cost for +5 | ||||||
---|---|---|---|---|---|---|---|
Base | +1 | +2 | +3 | +4 | +5 | ||
Gauntlets[2]; Boots[2] | 1 | 1 | 2 | 4 | 8 | 16 | 32 |
Longsword; Mace; Sword; Scimitar; Warhammer; Battleaxe; Claw; Hatchet[3]; Pickaxe; Helm[4]; Full Helm | 2 | 2 | 4 | 8 | 16 | 32 | 64 |
Platelegs; Plateskirt; Square Shield[4]; Kiteshield | 3 | 3 | 6 | 12 | 24 | 48 | 96 |
2H Sword | 4 | 4 | 8 | 16 | 32 | 64 | 128 |
Platebody; Chainbody[4] | 5 | 5 | 10 | 20 | 40 | 80 | 160 |
- ^ a b c Jagex. Mod Breezy's Twitter account. 11 November 2018. (Archived from the original on 11 November 2018.) Mod Breezy: "For those wondering, those bars are masterwork bars – meaning rare geodes have the chance to really boost the process of making masterwork On top of that, you're also guaranteed one strange or golden rock that you don't yet have!"
- ^ a b Bronze to Rune were slayer-only drops pre-rework. They will be smithable post-rework.
- ^Suity. TL;DW 358 – Mining and Smithing Rework Showcase. "New hatchets will not be released without a Woodcutting rework."*
- ^ a b c Suity. TL;DR 360 – Mining and Smithing FAQs. "Items like chainbodies, non-full helms, square shields etc. are 'legacy items' that won't be added to any of the tiers past Rune. Their stats will be made the same as their counterparts and will only really exist as an alternative cosmetic option (such as the difference between platelegs and plateskirts)."*
Ammo and nails require one bar. New ammo and nails have not been created for the new metals nor do they have upgraded variants. Because smithing one bar takes longer than before, the quantities made have been increased to:
- 75 nails
- 75 arrowheads
- 50 unfinished bolts
- 25 throwing knives/axes
Cannons and cannonballs remain unchanged. Halberds remain unsuitable (and since they've been removed from every drop table, the only way to obtain them now are through shops).
+X and Upgrading Equipment
Regular items are considered 'base items' – hence the bars required to forge them are their base bar cost. These can be upgraded a number of times based on metal. Each upgrade requires the previous version (i.e. Gloves+2 requires Gloves+1 and 1 bar) and upgrades the item tier by +1 (i.e. base Rune is T50, Rune+1 is T51). All upgraded versions are tradeable. See above for the number of bars required for each upgrade – they double for each upgrade past +1. The Attack/Defence level remains the same (i.e. Rune and Rune+1 both require 50 Attack/Defence).
Level | Metal | Number of Upgrades |
---|---|---|
1 | Bronze | +0 |
10 | Iron | +1 |
20 | Steel | +1 |
30 | Mithril | +2 |
40 | Adamant | +2 |
50 | Rune | +3 |
60 | Orikalkum | +3 |
70 | Necronium | +4 |
80 | Bane | +4 |
90 | Elder Rune | +5 |
There has been a lot of feedback from players that the tiers feel empty because you unlock everything of a new tier every 10 levels. The most frequent suggestion has been to spread the +X tiers across the 10 levels until your next unlock.
We're not planning to spread either the items or the upgrades across the levels. Instead there's a whole separate system of unlocks at each level
Correspondence with Mod Jack
The max +X XP/h of the previous tier is always higher than anything less than the same level upgrade of the next tier (i.e. Necronium+4 is better XP/h than Bane+3 and lower).
Progress and XP Values
The progress and XP values scale directly with the base bar cost. The XP values for +X items are determined by {\displaystyle XPperBar\times NumberofBarsRequiredForUpgrade}
The anvil is struck every two ticks (1.2s), and with every strike progress is gained based on current heat, losing 10 heat, and gaining XP. Once progress is completed the item is created. The distribution of the XP is uniform throughout the process.
Clicking the anvil resets the two ticks. Thus, repeatedly clicking the anvil will keep resetting the two-tick timer and no progress will be gained.
Multiply the following values by their base bar cost (i.e. Bane Platebody has a base bar cost of 5, thus the XP would be 3,500 and require 4,500 Progress).
Level | Metal | XP Per Bar | Progress Per Bar |
---|---|---|---|
1 | Bronze | 15 | 100 |
10 | Iron | 40 | 200 |
20 | Steel | 75 | 300 |
30 | Mithril | 120 | 400 |
40 | Adamant | 170 | 500 |
50 | Rune | 240 | 600 |
60 | Orikalkum | 350 | 700 |
70 | Necronium | 500 | 800 |
80 | Bane | 700 | 900 |
90 | Elder Rune | 1,000 | 1,000 |
Progress and XP Per Item Values
Progress
Experience
Artisans Workshop
The Artisans Workshop and its activities are reinvented as a proper 'Smithing Guild'. The Smithing Guild will become the default location for players to smith together socially.
Layout
The pre-rework layout of the workshop (bottom is East; top is West)
The underground section, the skilling activities it contains, and the stairs leading down to it have been removed completely. The tracks and cannon making activities are unpopular and serve no real purpose in the progression of redesigned smithing.
The surface section is divided into two rooms. The western part of the building (top half in the image) is a general purpose smithing area. The furnaces have been replaced with forges, the ingot area has been replaced with a furnace, and a bank has been added. Near the middle of the room is a special port for applying a Luminite Injector.
The eastern part of the building (bottom half in the image where burial armour used to be made) has been walled off with a door requiring 40 smithing to pass. This is the 'Smithing Guild'. In this area, players can make burial equipment. Elof and his rewards shop have been moved here.
Activities
Activity | Change |
---|---|
Burial Armour | Reworked into Burial Equipment |
Ceremonial Swordmaking | Reworked into a D&D |
Burst Pipes | No change. Same XP and respect |
Animated Armour | Removed |
Bronze Ceremonial Swords D&D | |
Ingot system |
Burial Equipment
Burial armour, along with the ingot system, has been completely removed since the AFK smithing it provides is now possible through the basic mechanics of smithing (also, with bars being used directly from the metal bank it'll feel similar mechanically). Instead, it has been reworked into Burial equipment (previously called decorated armour). Burial equipment can only be made on special anvils in the eastern room of the building.
Adamant equipment and above can have their highest +X items made into burial equipment (i.e. Rune+3 and Elder Rune+5 can be made into Rune and Elder Rune burial equipment respectively.). Burial equipment works like upgrading equipment but requires no additional bars and, once complete destroys the item automatically. They still use the standard smithing mechanics of heat and progress. The burial process requires half of the progress required for the highest +X while providing the same XP for no extra cost in bars (e.g. Elder Rune+5 requires 1600 progress per base bar cost and gives 16,000 XP; Burial Elder Rune requires 800 progress per base bar cost and gives 16,000 XP).
Burial Sets
Players can also make burial armour sets (helm, platebody, platelegs, kiteshield, gauntlets, and boots) in one go for +5% base XP. This requires the same amount of progress for smithing the pieces individually (but is slightly faster due to not having to waste heat/ticks between items). This is the best XP/h for smithing.
Level | Metal | Progress Required | XP Per Burial Set | |||||
---|---|---|---|---|---|---|---|---|
Base | Solemn Smith I | Solemn Smith II | Solemn Smith III | Solemn Smith IV | Solemn Smith V | |||
40 | Adamant | 3,750 | 5,355 | 5,406 | 5,457 | 5,508 | 5,559 | 5,610 |
50 | Rune | 5,400 | 15,120 | 15,264 | 15,408 | 15,552 | 15,696 | 15,840 |
60 | Orikalkum | 6,300 | 22,050 | 22,260 | 22,470 | 22,680 | 22,890 | 23,100 |
70 | Necronium | 8,400 | 63,000 | 63,600 | 64,200 | 64,800 | 65,400 | 66,000 |
80 | Bane | 9,450 | 88,200 | 89,040 | 89,880 | 90,720 | 91,560 | 92,400 |
90 | Elder Rune | 12,000 | 252,000 | 254,400 | 256,800 | 259,200 | 261,600 | 264,000 |
Ceremonial Swordmaking
Ceremonial swordmaking is now an occasional D&D which randomly occurs while smithing in the workshop (similar to Deep Sea Fishing D&Ds; is not a daily or time restricted). Because of this, ceremonial sword smithing daily challenges have been removed.
Whenever the player finishes smithing any item in the workshop (including burial equipment), they have a chance to receive a ceremonial sword design. The chance scales with the progress required for the item to ensure faster or slower items generate designs at the same rate. Players can only own one design at a time.
The design received is random and only determines which sword pattern is to be made (I-V). Players can choose which metal (Bronze – Rune) to make the sword out of with higher levels metals having a higher smithing level requirement and more difficult to get a good score on but award more XP. The XP reward is balanced to be generous for the player's level for the time spent, and very generous for materials since no materials need to be used. Ceremonial swords have not been added for the new bars above rune.
Rewards
Since the underground portion of the workshop has been removed, the rewards shop has moved to the eastern half of the building (requires level 40 smithing).
Respect is earned by earning Smithing XP anywhere in the building at the same rate (1% respect for every 10,000 XP earned). This means that players can earn respect through "normal smithing" as long as they do it inside the Artisans Workshop. Any old rewards have been converted across to the new rewards, so if you've unlocked the old version you'll automatically unlock the new version. Unlocking all Artisans Workshop main unlocks is a Trimmed Completionist Cape requirement (although only Solemn Smith IV and V are new rewards, the rest are the same rewards with reworked effects). The Blacksmith's outfit and cosmetic overrides are not required for the requirement.
Reward | Price (Respect) | New Effect | Trim Req |
---|---|---|---|
Quick Repairs | 5% | No change | |
Repair Expert | 15% | ||
Golden Cannon | 50% | ||
Royale Cannon | 100% | ||
Restocking Cannon | 100% | ||
Sword Polishing Kit | 1% | ||
Quick Leaner | 20% | Reworked into Solemn Smith I, II, and III, with Solemn Smith IV and V being entirely new. Those that have unlocked these already have Solemn Smith I-III automatically unlocked | |
Budding Student | 40% | ||
Master Student | 60% | ||
Solemn Smith I | 20% | Making complete burial armour sets gives +1% XP per bar (stacking up to +5%). Requires the previous upgrade | |
Solemn Smith II | 40% | ||
Solemn Smith III | 60% | ||
Solemn Smith IV | 80% | ||
Solemn Smith V | 100% | ||
Ceremonial Sword Orders | 50% | The player has a higher chance to get a ceremonial sword design when finishing smithing an item | |
Ceremonial Swordsmith I-V | 30% (150% total) | Making a ceremonial sword gives +1% XP per upgrade | |
Bonus Package | 100% | Reworked into Luminite Injector | |
Luminite Injector | 100% each | +1 base progress for all players in the workshop for 5 minutes | |
Blacksmith's outfit piece | 50% (300% total) | With ceremonial swords being reworked, the Blacksmith's outfit has instead been put in the rewards shop, costing 50% per piece (5 pieces) and another 50% for the Blacksmith's helmet add-on | |
Cosmetic override | 100% (300% total) | Cosmetic overrides for the old rework armours: Necturion armour, Invictum armour, and Aetherium armour |
Luminite Injector
Costs 100% respect (every 1M XP) each. In the center of the western part of the building is a device with a hole in it. Using a Luminite Injector on the device causes the workshop to get a buff for 5 minutes. While the buff is active a new Luminite Injector cannot be applied to prevent waste, but can instead be queued up for use once the active one expires.
For the duration of the buff, the colour of the forges and pipes changes from orange to blue to make it obvious for all players that an injector is active. All smithing in the workshop (both eastern and western rooms), including burial equipment, generate +1 base progress per strike (increasing from 10 to 11). This is approximately a 10% increase in base smithing XP and smithing speed but varies based on stats and bonuses (see the Smithing calculator).
– | Heat | Progress Multiplier | Progess Per Strike(without Injector) | Progress Per Strike(with Injector) |
---|---|---|---|---|
High | 67%-100% | {\displaystyle \times 2} | 20 | 22 |
Medium | 34%-66% | {\displaystyle \times 1.5} | 15 | 16.5 |
Low | 1%-33% | {\displaystyle \times 1} | 10 | 11 |
None | 0% | {\displaystyle \times 0.5} | 5 | 5.5 |
Portable Forge
Luminite injectors were designed to be a replacement for portable forges, as a result portable forges have been removed. Skilling packs give injectors instead, as well as forge slots on treasure hunter being replaced by injectors. Due to their removal, all existing portable forges have been replaced with a singular skilling pack to give players the choice between swapping to another type of portable, or the injector.
Blacksmith's Outfit
Rather than being obtained via ceremonial swordmaking, each piece of the Blacksmith's outfit is purchasable for 100% respect.
The Modified blacksmith's helmet still gives the same amount of daily Coal (useful for the Autoheater). Instead of the 5% chance to save coal when smelting, it now gives a 5% additional chance for double bars when smelting.
Armour Spikes
Previously referred to as the 'Smithing overload', armour spikes are a consumable item which gives the player using them a 'thorns' effect. This effect causes any enemy who strikes the player from an adjacent square to take damage. The amount of damage they take scales with the player's Smithing level (capped at 99), not with the incoming hit (it is not a 'reflect').
Forging Armour Spikes
Armour spikes are untradeable, requiring 90 Smithing to forge. Smithing XP is awarded at the same rate as other base Elder Rune items.
Recipe | Progress and XP | Ingredients |
---|---|---|
1,000 Armour Spikes | 1,000 | 1 Elder rune bar |
10,000 Armour Spikes | 10,000 | 10 Elder rune bar |
Using Armour Spikes
Conceptually the player is adding spikes to their equipped armour, but adding the spikes to specific pieces of armour would conflict technically with invention, prevent the armour from stacking in the bank, and cause other QOL nastiness. Using a separate item avoids all of these problems.
Armour spikes can be carried in the inventory, or put in the ammo slot. They cannot, however, be placed in a Tirannwn quiver.
Armour spikes only work when all of the following are true:
- Only melee weapons are equipped.
- Melee chest and legs are worn.
- Armour spikes are in inventory or ammo slot.
- The player gets attacked by an enemy (hit or miss).
- The enemy is adjacent to the player [they specifically do not work at a range of 2 (halberds)]. The enemy only has to be adjacent, the style of the enemy is irrelevant (i.e. they do not need to be melee).
One armour spike is consumed every time the player is attacked, with the enemy taking 90-99 melee stab damage, based on Smithing level. If the player is wielding a melee shield, the damage dealt by the armour spikes is x2 (180-198), and x1.5 (135-148.5) if using a melee defender.
If a monster dies to armour spike damage, and the player hasn't damaged it in any other way, the player doesn't get credit for the kill. This allows skillers to use the spikes in a 'ring of recoil fashion' while preventing them just sitting there with an aggression potion.
Masterwork Armour
Masterwork armour requires 99 smithing to make (every step of the creation process listed below requires this) and access to the dragon forge (completion of While Guthix Sleeps is required). It is intentionally complicated, time consuming and expensive in order to add value to the items and make them profitable to make. Making masterwork armour is not a good source of XP because it is not designed to be a training method – if it gave good XP it would undermine its value. Therefore, only token XP is awarded for each stage of the process. For this reason, making Masterwork is not a Completionist cape requirement.
Unlike the regular metals, masterwork armour is power armour and has only one tier (so is not subject to +X mechanics). It is a complete set of five pieces: helmet, platebody, platelegs, gauntlets, and boots. There are no masterwork weapons or shields.
Masterwork armour is T90 and requires level 90 defence to wear. Masterwork armour degrades to broken. Consumable smithing items are needed to repair them. The platebody and platelegs are augmentable – augmented masterwork does not degrade and uses charges from the charge pack.
Masterwork armour can be combined with Torva and Malevolent to make Trimmed Masterwork Armour (T92 melee power armour).
Unlocking Masterwork Armour
Before any piece of masterwork armour can be created, the player must unlock the ability to make that piece. Doing so simply requires the player to make an Elder Rune+5 version for that slot, but they must do it from scratch. This means making a base Elder Rune piece, upgrading it to +1, +2, +3, +4, and then +5. For example, unlocking the ability to make masterwork platebodies requires the creation from scratch of an Elder Rune platebody+5. Mining and smelting are not considered part of this 'from scratch' process, so purchased bars will work. Fully unlocking the ability to forge masterwork armour is a Completionist cape requirement (see the 'It Should Have Been Called Aetherium' achievement below).
Item | Bars required |
---|---|
Elder Rune Helm +5 | 64 |
Elder Rune Platebody +5 | 160 |
Elder Rune Platelegs +5 | 96 |
Elder Rune Gauntlets +5 | 32 |
Elder Rune Boots +5 | 32 |
Total | 384 |
Creating Masterwork Armour I: Bars
The bar creation process uses flat ticks instead of progress and thus cannot be sped up in any way.
Immaculate Alloy Bars
Enriched alloy bars are a combination of each of the core metal bars combined into a single bar. Enriched, concentrated, and immaculate alloy bars are all tradeable. The amount of core metal bars required to make Masterwork is expected to be lowered since it is currently too high.
Input | Ticks | Output |
---|---|---|
1 Bronze 1 Iron 1 Steel 1 Mithril 1 Adamant 1 Rune 1 Orikalkum 1 Necronium 1 Bane 1 Elder Rune | 4 | 1 Concentrated Alloy Bar |
10 Concentrated Alloy Bars | 8 | 1 Enriched Alloy Bar |
10 Enriched Alloy Bars | 16 | 1 Immaculate Alloy Bar |
From the above table, it can be seen that 100 of each bar → 100 concentrated alloy bars → 10 enriched alloy bars → 1 immaculate alloy bar.
Input | Ticks | Output |
---|---|---|
100 Bronze 100 Iron 100 Steel 100 Mithril 100 Adamant 100 Rune 100 Orikalkum 100 Necronium 100 Bane 100 Elder Rune | 400 | 100 Concentrated Alloy Bar |
100 Concentrated Alloy Bars | 80 | 10 Enriched Alloy Bars |
10 Enriched Alloy Bars | 16 | 1 Immaculate Alloy Bar |
Total | 496 | 4.96 (Minutes) |
Since 12 immaculate alloy bars are needed a complete set of Masterwork armour: 1,200 of each bar → 1,200 concentrated alloy bars → 120 enriched alloy bars → 12 immaculate alloy bars.
Input | Ticks | Output |
---|---|---|
1200 Bronze 1200 Iron 1200 Steel 1200 Mithril 1200 Adamant 1200 Rune 1200 Orikalkum 1200 Necronium 1200 Bane 1200 Elder Rune | 4800 | 1200 Concentrated Alloy Bar |
1200 Concentrated Alloy Bars | 960 | 120 Enriched Alloy Bars |
120 Enriched Alloy Bars | 192 | 12 Immaculate Alloy Bars |
Total | 5952 | 59.52 (Minutes) |
Glorious Bars
Glorious bars are immaculate alloy bars which have been folded 1001 times in order to make them glorious. The folding process is very simple but lengthy. Every time the bar is folded, a variable increments on the player. Once this variable reaches 1000, the next time the bar is folded it becomes a glorious bar. This means that only one bar can be folded at a time. The recipe can be queued up to be repeated using the Make-X interface. Glorious bars are tradeable but partially folded bars are not.
Input | Ticks | Output |
---|---|---|
Immaculate Alloy Bar | 4 | Folded Alloy Bar (0) |
Folded Alloy Bar (X) | 4 | Folded Alloy Bar (X+1) |
Folded Alloy Bar (0) | 4,000 | Folded Alloy Bar (1000) |
Folded Alloy Bar (1000) | 4 | Glorious Bar |
Total | 4,008 | 40.08 (Minutes) |
Total For Set | 48,096 | 8.016 (Hours) |
Creating Masterwork Armour II: Item Assembly
Once the glorious bars have been collected, they need to be made into the armour. Any recipe that requires progress must be completed at an anvil and uses the smithing and heat mechanics (and by extension can be sped up using boosts). Recipes that use a fixed amount of ticks can be performed from the inventory.
Masterwork Rivets
These rivets are used for the final step: unfinished masterwork items need to go through the same process as glorious bars (riveting in this case instead of folding), repeatedly until finished.
Input | Progress | Output |
---|---|---|
1 Steel bar | 20 | 10 Masterwork Rivets |
12 Steel bars | 240 | 120 Masterwork Rivets |
The second row is not a recipe, it is merely to show how many are needed for a set.
Untempered Masterwork Armour Pieces
This and rivets are the only steps of the process which use the heat mechanics and must be done at an anvil. These pieces are untradeable.
Input | Progress | Output |
---|---|---|
Glorious Bar | 1,000 | Masterwork Plate |
Masterwork Plate | 500 | Curved Masterwork Plate |
Curved Masterwork Plate | 100 | Untempered Masterwork Armour Piece |
Total Progress | 1,600 | |
Total Progress For Set | 19,200 |
Lined Masterwork Armour Pieces
Since the Dragon forge is required, Masterwork armour's creation process is gated behind the completion of While Guthix Sleeps. These pieces are untradeable.
Input | Ticks | Output |
---|---|---|
Untempered Masterwork Armour Piece | 100 (At Dragon forge) | Masterwork Armour Piece |
1 Masterwork Armour Piece 1 Soft leather | 10 | Lined Masterwork Armour Piece |
Total | 110 | 1.1 (Minutes) |
Total For Set | 1,320 | 13.2 (Minutes) |
12 Leather required for set:4,128.
Completed Armour
As with glorious bars, unfinished masterwork items need to have the same process (riveting in this case) applied to them repeatedly until finished. These pieces are untradeable except the final, completed masterwork item.
Masterwork Helmet Masterwork Platebody Masterwork Platelegs Masterwork Gauntlets Masterwork Boots
Input | Ticks | Output |
---|---|---|
2 Lined Masterwork Armour Pieces | 10 | Unfinished Masterwork Helmet (0) |
Unfinished Masterwork Helmet (X) 1 Masterwork Rivet | 5 | Unfinished Masterwork Helmet (X+1) |
Unfinished Masterwork Helmet (0) 20 Masterwork Rivets | 100 | Unfinished Masterwork Helmet (20) |
Unfinished Masterwork Helmet (20) | 10 | Masterwork Helmet |
Total | 120 | 1.2 (Minutes) |
Trimmed Masterwork Armour
Trimmed masterwork Armour is a T92 upgraded version of the T90 power armour Masterwork. This will be the only source of tier 92 melee power armour available, ensuring its value. Trimmed masterwork armour degrades to broken and is repaired simply by combining it with the equivalent piece of fully repaired regular, non-upgraded T90 masterwork armour. This means that the full cost in smithing materials needs to be paid again, but the PVM materials do not need to be replaced. This repair process does not require any particular Smithing level to perform.
Trimmed masterwork armour is augmentable and tradeable. A piece of augmented upgraded masterwork armour uses an internal charge pack similarly to how Malevolent works, rather than drawing from the player's charge pack. This means that augmenting the item requires the up-front consumption of 36 divine charges. When the item degrades, the charge is also simultaneously depleted. Once the item degrades to broken, it needs to be both repaired and recharged. As well as the usual repair cost (an equivalent masterwork armour piece), another 36 divine charges must be consumed in order to make the repair.
It is a complete set of all five pieces: helmet, platebody, platelegs, gauntlets, boots. There are no trimmed masterwork weapons or shields, although cosmetic versions may be made in the future.
Energised Inlays
Energised inlays are combinations of melted down Torva armour and Malevolent armour. The essence is obtained by melting down pieces at the Dragon forge. Essence is obtained based on the base bar cost of the armour type. Only fully repaired Torva can be melted (and only Torva, other Nex drops cannot be melted). Malevolent on the other hand, gives essence proportional to its current charge (e.g. a helmet at 50% charge gives one essence rather than two. This value is rounded down to the nearest whole essence). Malevolent essence is used rather than Malevolent energy so that the existing mechanics and items of Barrows: Rise of the Six are protected somewhat. If energy were used instead, the armour would lose a lot of its value. Energised inlays, Praesulic essence, and Malevolent essence are tradeable.
Input | Ticks | Output |
---|---|---|
1 Elder rune bar 1 Praesulic Essence 1 Malevolent Essence | 100 | Energised Inlay |
12 Elder rune bar 12 Praesulic Essence 12 Malevolent Essence | 1,200 | 12 Energise Inlays |
Praesulic Essence
Item | Ticks | Essence | Price Per Essence |
---|---|---|---|
Torva full helm | 20 | 2 | 2,826,499 |
Torva platebody | 50 | 5 | 4,767,076 |
Torva platelegs | 30 | 3 | 6,003,467 |
Torva gloves | 10 | 1 | 3,043,211 |
Torva boots | 10 | 1 | 12,218,604 |
Total | 120 | 12 | 33,917,988 |
The total price is taken from the cheapest Torva piece.
Malevolent Essence
Item | Ticks | Essence | Price Per Essence |
---|---|---|---|
Malevolent helm | 20 | 2 | 2,144,958 |
Malevolent cuirass | 50 | 5 | 2,646,714 |
Malevolent greaves | 20 | 2 | 4,443,532 |
Total | 120 | 12 | 25,739,490 |
The total price is taken from the cheapest Malevolent piece.
Forging Trimmed Masterwork
The process of making trimmed masterwork armour is much simpler and faster than making masterwork armour. However, it still requires 99 Smithing.
Input | Ticks | Output |
---|---|---|
Masterwork Helmet 2 Energised Inlays | 40 | Trimmed Masterwork Helmet |
Masterwork Platebody 5 Energised Inlays | 100 | Trimmed Masterwork Platebody |
Masterwork Platelegs 3 Energised Inlays | 60 | Trimmed Masterwork Platelegs |
Masterwork Gauntlets 1 Energised Inlay | 20 | Trimmed Masterwork Gauntlets |
Masterwork Boots 1 Energised Inlay | 20 | Trimmed Masterwork Boots |
Total | 240 | 2.4 (Minutes) |
Bane
Bane is now a core metal. There is only one type of bane ore in the game (the bane ore mined in the glacor and abomination caves is the same ore as can be mined elsewhere at other bane ore sites) and it is tradeable. Players can choose to smelt the ore normally or, if requiring Bane ammunition, tune the ore first.
Tuned Bane Ammo
The method of tuning bane ore unlocked by Ritual of the Mahjarrat is unchanged. The Tune Bane Ore spell is still required in the same manner. The Smithing still requires the Kethsian anvil, but will use the reworked heat mechanics to do so – requiring the same progress and giving the same XP as a bane bar.
Tuned Bane Melee
In addition, a new method of tuning melee bane has been added. This is a purely Smithing process and doesn't involve Tune Bane Ore (and by extension does not require Ritual of the Mahjarrat). To smith tuned bane melee, as with untuned bane armours and weapons, 80 Smithing is required. There are no other quest or other requirements to do this. A fully upgraded (+4) weapon or shield is forged with a secondary item of the type you wish to create, both items are consumed in the process. The XP and Progress are akin to Elder rune bars and so, in in the Smithing calculator, the values are identical to Elder rune base. These recipes can be made at any anvil, they are not restricted to Kethsi. Offhand longswords are made the in same way as longswords.)
Tuned bane weapons have a slightly different effect to tuned ammo. Against their tuned targets, they increase damage by 25% but do not have increased accuracy. Otherwise, they have the same stats as bane +4 (T79 accuracy and damage).
Tuned bane shields have a thorns effect against their tuned targets, meaning that they deal damage to any enemy that hits the wielder. The damage they deal will need to be balanced along with the armour spikes. The damage dealt is not a reflect, and does not scale with the damage dealt by the attacker.
Revenantbane ammo does not exist.
Abyssalbane
Input | Progress/XP | Output |
---|---|---|
Bane Longsword +4 1 Abyssal whip | 4,000 | Abyssalbane Longsword |
Bane Shield +4 1 Abyssal whip | 4,000 | Abyssalbane Shield |
Bane 2H Sword +4 2 Abyssal whip | 8,000 | Abyssalbane 2H Sword |
Dragonbane
Input | Progress/XP | Output |
---|---|---|
Bane Longsword +4 1 Draconic visage | 4,000 | Dragonbane Longsword |
Bane Shield +4 1 Draconic visage | 4,000 | Dragonbane Shield |
Bane 2H Sword +4 2 Draconic visage | 8,000 | Dragonbane 2H Sword |
Dragonbane may have been changed to using a Dragonfire shield instead and given the anti dragon shield effect.
Revenantbane
Input | Progress/XP | Output |
---|---|---|
Bane Longsword +4 'Melee ancient warrior weapons' | 4,000 | Revenantbane Longsword |
Bane Shield +4 'Melee ancient warrior weapons' | 4,000 | Revenantbane Shield |
Bane 2H Sword +4 'Melee ancient warrior weapons' | 8,000 | Revenantbane Sword |
Protean Bars
Protean bars do not work with the new smithing mechanics and instead remain a simple 8-tick Make-X process (750 bars used per hour). This allows them to remain as a completely AFK training method. However, it also means that any smithing bonuses to progress, heat etc do not apply to protean bars. In particular, luminite injectors (which replace portable forges) do not give any benefit to protean bars. The one exception is smithing XP bonuses (like the blacksmith's outfit) which work as normal.
To compensate for this, the XP values have been buffed slightly. The curve has also been slightly adjusted so that protean bars are better at higher levels and not as good at lower levels.
Level | Metal | XP Per Bar | Base XP Per Hour |
---|---|---|---|
1 | Bronze | 65 | 48,750 |
10 | Iron | 100 | 75,000 |
20 | Steel | 130 | 97,500 |
30 | Mithril | 165 | 123,750 |
40 | Adamant | 200 | 150,000 |
50 | Rune | 230 | 172,500 |
60 | Orikalkum | 265 | 198,750 |
70 | Necronium | 330 | 247,500 |
80 | Bane | 400 | 300,000 |
90 | Elder Rune | 530 | 397,500 |
Tiers and Stats
The following is how each metal lines up in terms of tier. It should be remembered that all core smithable armours aretank. The T90 Masterwork armour and T92 Trimmed masterwork armour are both power armours. There is also a misconception that chainbodies, helms etc. will be power variants.
Metal | Smithing level to forge | Combat level to wear[1] | Base Item Tier | +X | Max Tier |
---|---|---|---|---|---|
Bronze | 1 | 1 | 5 | +0 | 5 |
Iron | 10 | 10 | 10 | +1 | 11 |
Steel | 20 | 20 | 20 | +1 | 21 |
Mithril | 30 | 30 | 30 | +2 | 32 |
Adamant | 40 | 40 | 40 | +2 | 42 |
Rune | 50 | 50 | 50 | +3 | 53 |
Dragon (Power) | –[2] | 60 | 60 | +0 | 60 |
Orikalkum | 60 | 60 | 60 | +3 | 63 |
Necronium | 70 | 70 | 70 | +4 | 74 |
Bane | 80 | 80 | 75 | +4 | 79 |
Elder Rune | 90 | 90 | 80 | +5 | 85 |
Masterwork (Power; Armour only) | 99 | 90 | 90 | +0 | 90 |
Trimmed Masterwork (Power; Armour only) | 99 | 92 | 92 | +0 | 92 |
There are no masterwork shields or weapons. Berserker shield stats are unchanged, and new high level berserker shields have not been made.
- ^Attack level for weapons; Defence level for armour.
- ^Dragon equipment is not smithable and has been changed from Tank to Power armour.
Dragon
Dragon armour has been changed into T60 power armour. This gives it a clear distinction from Orikalkum, and is consistent with PvM being the source of mid-level power armour.
Dragonbone armour is also power armour. The dragonbone gauntlets have changed from hybrid to melee power armour. They are no longer made by upgrading culinaromancer's gloves 9, instead, the kit is used on dragon gauntlets.
New Metal Weapons
The new metals each have a full armour set (consisting of a full helm, platebody, platelegs, boots, gauntlets, and kiteshield), a dual-wield set, and a 2-handed weapon. Unlike the lower metals (bronze-rune), which are filled, the new metals only have one DW set and one 2H weapon due to weapons of the same tier being practically identical. In future, especially with the move towards weapon diversity, more weapons maybe added to these metals. No armour variations such as chainbodies have been made either (although still smithable for the lower metals). Bane is the exception in that it can, similar to its ranged ammo, be attuned to a specific species.
Level | Metal | Dual-Wield | 2-Handed |
---|---|---|---|
60 | Orikalkum | Warhammers | Maul |
70 | Necronium | Battleaxes | Great Axe |
80 | Bane | Longswords | 2H Sword |
90 | Elder Rune | Longswords | 2H Sword |
Degradation and Repair
The new armours and weapons, except Orikalkum which does not degrade, all degrade to broken. However, they are not repaired with the usual method. The new metal armours and weapons (Necronium, Bane, Elder Rune) can be repaired at an anvil by using the equipment with a proportion of the same amount of bars equal to the percentage that is being repaired. For instance, an Elder rune platebody+5 requires 80 bars in addition to the Elder rune platebody+4 to create normally. To repair a fully broken Elder rune platebody, you need the broken platebody and 80 bars (40 bars if it still had 50% charges). This repairing process requires the same amount of progress as if they were making an Elder rune platebody+5 normally, and will grant the same amount of XP and XP/h. Although the question may be posed: 'If it requires the same amount of bars and progress, why not just make a new one?', you do not need another Elder rune platebody+4 to repair the +5 (in this way, depending on prices, players making Elder rune platebody+5s to train have the choice between purchasing Elder rune platebody+4s or broken Elder rune platebody+5s for their ingredients).
Masterwork armour's repair process is different. Trimmed masterwork armour requires masterwork armour pieces to repair.
Tier Tables
Armour
Tier | Tank | showPower |
---|
- ^As with Elite sirenic armour and Elite tectonic armour, it is likely the power bonus on Trimmed Masterwork is T95.
Weapons
Tier | Mainhand | Offhand | 2H | Halberd | showSpear |
---|
Economy: Drop Tables and Spring Cleaner
Ores, bars, and smithables will be removed from all monster drop tables and none of the higher tier ores or bars will be put on the tables. The aim is to keep monsters around the same GP/H but make Mining and Smithing the main source of these items. Also, level adjustments in the rework mean that old gear will be less valuable than it was, so the drops need to be changed to protect the value of the drop table.
Current Drop | New Drop |
---|---|
Smithables | Salvage |
Ores and Bars | Stone Spirits |
Salvage
Rune salvage
All dropped smithable equipment have been removed(?) from drop tables save for a few rare exceptions such as arrows or bolts. A new type of item, salvage has been introduced which has similar alch and disassembly properties to pre-rework drops, but cannot be used or turned into ore with the spring cleaner, and cannot be equipped. Salvage doesn't stack and is tradeable. There are 120 distinct kinds of salvage, divided into five sizes, six tiers and four types in the format: '<size> <type> <metal tier> salvage'.
Existing drop tables have been altered by swapping out equipment for salvage. The salvage is of the same tier as the replaced item (e.g. rune items have been replaced with rune salvage) and the type is the closest match to the item being replaced (e.g. platebodies have been replaced with plated salvage). The size is equal to the pre-rework number of bars that make that item (e.g. Dagger = Tiny, Platebody = Huge). Halberds have been replaced with two huge salvages.
Metal Tiers
The six tiers of salvage are named after the first six metals (Bronze – Rune). They are only named this way to give players a recognisable name associated with a particular tier of value (i.e. at a glance players will know that adamant salvage is more valuable than steel salvage). There is no direct mechanical relationship between salvage and its associated metal – nor can the spring cleaner be used on it to get ore from it.
The tier determines the base alch value of the item, and the amount of components it can yield from disassembly. Later tiers (Orikalkum – Elder Rune) can be added if it is found that they are needed for balancing and filling out drop tables.
The base values for high alch and components are multiplied by the size of the salvage.
Tier | Base High Alch | Base Junk Chance |
---|---|---|
Bronze | 20 | 98.9% |
Iron | 65 | 89% |
Steel | 240 | 78% |
Mithril | 600 | 67% |
Adamant | 2,000 | 56% |
Rune | 8,000 | 45% |
Size
These increases work as multipliers for the base high alch and component rate. Each salvage gives a base component rate of three.
Size | Multiplier | Equipment |
---|---|---|
Tiny | {\displaystyle \times 1} | Daggers; Hatchets; Maces; Med Helms; Limbs?; Swords; Gauntlets; Boots; Claws; Sword |
Small | {\displaystyle \times 2} | Scimitars; Pickaxes; Longswords; Full Helms; Square Shields |
Medium | {\displaystyle \times 3} | Warhammers; Battleaxes; Chainbodies; Kiteshields; 2H Swords; Platelegs; Plateskirts; Spears |
Large | {\displaystyle \times 4} | No items use 4 bars |
Huge | {\displaystyle \times 5} | Platebodies |
Rune equipment use a different conversion table due to the value of most drops being reliant on alch values.
Size | Multiplier | Equipment |
---|---|---|
Tiny | {\displaystyle \times 1} | Gauntlets; Boots; Med Helms; Daggers; Maces; Claws; Swords; Hatchets |
Small | {\displaystyle \times 2} | No items are converted to Small Salvage |
Medium | {\displaystyle \times 3} | Full Helms; Square Shields; Scimitars; Longswords; Warhammers; Spears; Pickaxes |
Large | {\displaystyle \times 4} | Chainbodies; Platelegs; Plateskirts; Kiteshields; Battleaxes; 2H Swords |
Huge | {\displaystyle \times 5} | Platebodies; Halberds(x2) |
As an example, a Rune platebody will drop huge rune salvage instead which alchs for {\displaystyle 8,000\times 5=} 40,000.
Type
The four types of salvage between them cover all the possible components that can currently be disassembled from smithable gear.
Type | Often | Rarely | Equipment |
---|---|---|---|
Bladed | Base Blade Metallic | Sharp Subtle Dextrous | Scimitars; Longswords; Battleaxes; 2H Swords; Halberds(x2); Hatchets |
Spiky | Connector Spiked Crafted | Swift Precise Light | Daggers; Claws; Swords; Spears; Pickaxes |
Blunt | Stave Head Smooth | Stunning Direct Strong | Warhammers |
Plated | Cover Plated Deflecting | Protective Heavy Strong | Gauntlets; Boots; Med Helms; Full Helms; Sq Shields; Kiteshields; Chainbodies; Platelegs; Plateskirts; Platebodies |
Alch Values
Coming soon.
Drop | High Alch Value | Spring Cleaner Profit | ||||
---|---|---|---|---|---|---|
Pre-Rework | Salvage | Change | Pre-Rework | Salvage | Change |
Bottled Stone Spirits
Bottled stone spirits
Metal ore and bars have been removed from drop tables and replaced with a new item: bottled stone spirits. When receiving ore through mining a stone spirit of that same type of ore is consumed granting an additional piece of ore (i.e. doubles the ore rate). Since each spirit only produces a single piece of ore, large numbers of them need to be carried by miners if they want continual double yields. No additional XP is awarded for the extra ore. If more than one ore was gained (e.g. via Varrock armour) still only 1 stone spirit is consumed and 1 additional ore gained (for a total of 3; base, one from the armour, one from the stone spirit). It is not possible to disassemble these spirits.
Each type of stone spirit stacks with its own type. All stone spirits are tradeable. There is one type of stone spirit for each core ore:
- Copper stone spirit
- Tin stone spirit
- Iron stone spirit
- Coal stone spirit
- Silver stone spirit
- Gold stone spirit
- Mithril stone spirit
- Adamant stone spirit
- Luminite stone spirit
- Runite stone spirit
- Orikalkum stone spirit
- Drakolith stone spirit
- Necrite stone spirit
- Phasmatite stone spirit
- Banite stone spirit
- Light animica stone spirit
- Dark animica stone spirit
Stone spirits appear on drop tables (including bosses, minigames, thieving etc) replacing bars and ores on a 1-for-1 basis. However, because the metal tiers are being squashed, some ore and bar drops may be replaced with higher tier replacements. For example, rune bars might get replaced with bane or animica stone spirits on profitable drop tables. This is subject to balancing and not a promise, and so, for now, spirits above Rune have not been added to tables (the only way to get higher ones is through the use of a Juju mining potion).
Metallic dragons have had their guaranteed bar drop replaced with an equal number of stone spirits of the same metal (with coal spirits for steel dragons). Unlike the old metallic bar drops from these dragons, the spirits are stackable.
Spring Cleaner
With the removal of mining and smithing items from drop tables, the spring cleaner has been left with: Battlestaves, Dragonhide, and Dragonstone Jewellery – thus losing a majority of its use. Two new modes will be added that only work with the new salvage items: Disassembly mode and Alch mode. The modes will be allowed to be configured on a per-tier and per-type basis (but not per-size), so players can disassemble certain items while alching others.
Mode | Cleaner level | Notes |
---|---|---|
Dismantle | Any | Does not work on salvage. Uses springs. |
Alch | Spring Cleaner 3000 | Works only on salvage. Uses one spring per salvage. |
Disassembly | Spring Cleaner 5000 | Works only on salvage. Does not use springs. |
Dismantle Mode
Salvage items cannot be dismantled. This mode will not work in the rare cases where a smithable item remains on drop tables (e.g. arrows and bolts). Other, non-smithing related items will continue to be dismantable for now but this may change in the future as the economy of other skills is looked at (currently no plans to do so).
Alch Mode
A new mode available to the Spring cleaner 3000 and above. Only works on salvage items. Uses one spring to high alch the salvage item. No runes are consumed, nor is any magic XP awarded. An active golden touch sigil will take priority over the spring cleaner resulting in no springs being used.
Disassembly Mode
A new mode available to the Spring cleaner 5000 and above. Automatically disassembles all salvage item drops that activate the spring cleaner. This mode does not use springs. A positive of this mode is that, due to not using any springs, the settings of the cleaner can be changed to Bronze – Rune to gain components from drops that would have been ignored pre-rework.
Preserving Banks
Bars and ores in players' banks have not been replaced as part of the rework. Equipment in banks (Steel to Rune) have been replaced with a token which you can use to buy your choice of salvage or equipment depending on whether you want gear or an item alchable for equivalent value. Tokens are separated into tiers, so Steel equipment is converted into steel tokens, and Rune equipment is converted into Rune tokens. This means that on release, no base equipment from steel to rune will exist in the economy.
Tokens Per Item
Item | Tokens |
---|---|
Gauntlets | 5 |
Boots | 10 |
Helm | 15 |
Full Helm | 30 |
Sq Shield | 30 |
Chainbody | 40 |
Platelegs | 50 |
Plateskirt | 50 |
Kiteshield | 40 |
Platebody | 50 |
Dagger | 5 |
Mace | 10 |
Claw | 5 |
Sword | 15 |
Scimitar | 20 |
Longsword | 25 |
Battleaxe | 30 |
Warhammer | 30 |
2H Sword | 50 |
Spear | 15 |
Halberd | 100 |
Hatchet | 10 |
Pickaxe | 30 |
Spending Tokens
Tokens can be used to purchase either salvage or equipment. The equipment cost is 10 tokens per base bar (e.g. gloves cost 10 tokens, platebodies cost 50 tokens etc). Any equipment purchased will be upgraded to the maximum +X for that metal type (i.e. Rune will be Rune+3).
Size | Token Cost |
---|---|
Huge salvage | 50 |
Large salvage | 40 |
Medium salvage | 30 |
Small salvage | 20 |
Tiny salvage | 10 |
Token Value
Based on the alch value of each of the tiers of salvage and the cost in tokens per salvage, we can determine the value per token for each tier.
Tier | Value |
---|---|
Steel | 24 |
Mithril | 60 |
Adamant | 200 |
Rune | 800 |
Value Calculator
Those numbers are still subject to change if necessary so keep an eye on the beta. In general we don't have a problem with waiting meaning slightly more money, like that's not an exploit. Anywhere it's like 'I CAN MULTIPLY MY CASH BY THREE!' is probably a bug, and we'll fix it but 5% is fine…I erred on the side of up, if everyone makes a little money with the rework that's fine with me especially since they have to go through the faff of dealing with the tokens and figuring them out and everything…because the alternative is having them be worth slightly less with the rework, which would absolutely suck
Mod Jack
For those seeing this as an investment opportunity, I am in no way responsible if these values change.
Item Values
Estimated Grand Exchange Prices
Estimate is my best guess as to the GE value of that item. Elder Rune has some calculation behind it, the lower ones are just guesses and almost certainly won't be true until the market stabilises. I estimate soon after launch rune bars will spike due to being needed for elder rune.
Mod Jack, Discord
High Alchemy Values
The values are intentionally lowballed so they don't set a lower bound on the GE prices. In practice this shouldn't affect anyone, even Ironmen, since you should be smithing the gear, not alching it.
Mod Jack, Discord
Locations
Mining Sites
Primary rocks are rocks that have no requirements outside of the Mining requirements. The philosophy behind primary rocks is that a player should be able to achieve 1-99 Mining and have access to every core rock without any other requirements. Gated rocks have requirements (quests or otherwise).
Level | Rock | Location | Type |
---|---|---|---|
1 | Copper; Tin | Lumbridge Swamp training mining site | Primary |
1 | Copper; Tin | Burthorpe mine | Primary |
1 | Copper; Tin | Rimmington mining site | Primary |
1 | Copper; Tin | Dwarven Mine | Primary |
1 | Copper; Tin | South-east Varrock mining site | Primary |
1 | Copper; Tin | South-west Varrock mining site | Primary |
1 | Copper; Tin | Ashdale | Primary |
1 | Copper; Tin | Desert Mining Camp | Gated |
10 | Iron | South-west Lumbridge swamp mining site | Primary |
10 | Iron | South-west Varrock mining site | Primary |
10 | Iron | Piscatoris mining site | Primary |
10 | Iron | Keldagrim south-west mine | Primary |
10 | Iron | Keldagrim entrance mining site | Primary |
10 | Iron | Dwarven Mine | Primary |
10 | Iron | Desert Mining Camp | Gated |
10 | Iron | Lumbridge Catacombs | Gated |
20 | Coal | South-west Lumbridge swamp mining site | Primary |
20 | Coal | Coal truck mining site | Primary |
20 | Coal | Mining Guild | Primary |
20 | Coal | Barbarian Village mining site | Primary |
20 | Coal | Legends' Guild mining site | Primary |
20 | Coal | Dwarven Mine | Primary |
20 | Coal | Karamja Volcano mine | Primary |
20 | Coal | Desert Mining Camp | Gated |
20 | Coal | Jatizso mine | Gated |
20 | Coal | Keldagrim north-east mine | Gated |
20 | Coal | Miscellania and Etceteria Dungeon mine | Gated |
20 | Coal | Abandoned Mine | Gated |
20 | Coal | Trahaearn Clan | Gated |
30 | Mithril | South-east Varrock mining site | Primary |
30 | Mithril | Legends' Guild mining site | Primary |
30 | Mithril | Karamja Volcano mine | Primary |
30 | Mithril | Keldagrim south-west mine | Primary |
30 | Mithril | Abandoned Mine | Gated |
30 | Mithril | Rellekka mining site | Gated |
30 | Mithril | Desert Mining Camp (Underground Mines) | Gated |
30 | Mithril | Jatizso mine (after Elite Fremennik Tasks) | Gated |
30 | Mithril | Ancient Cavern | Gated |
30 | Mithril | Grand Tree mine | Gated |
30 | Mithril | Dwarven Mine hidden mine | Gated |
30 | Mithril | Trahaearn Clan | Gated |
40 | Adamantite | Agility Pyramid mining site | Primary |
40 | Adamantite | Rimmington mining site | Primary |
40 | Adamantite | Karamja Volcano mine | Primary |
40 | Adamantite | Desert Mining Camp (Underground Mines) | Gated |
40 | Adamantite | Grand Tree mine | Gated |
40 | Adamantite | Trahaearn Clan | Gated |
40 | Luminite | Battlefield mining site | Primary |
40 | Luminite | Dwarven Mine | Primary |
40 | Luminite | Mining Guild resource dungeon | Gated |
40 | Luminite | Keldagrim north mine | Gated |
40 | Luminite | Abandoned Mine | Gated |
50 | Runite | Fight Arena mining site | Primary |
50 | Runite | East of Karamja Volcano | Primary |
50 | Runite | Mining Guild | Primary |
50 | Runite | Southern Wilderness mining site | Wilderness |
50 | Runite | South Crandor mining site | Gated |
50 | Runite | North Crandor mining site | Gated |
50 | Runite | Trahaearn Clan | Gated |
50 | Runite | Grand Tree mine | Gated |
60 | Orichalcite | Mining Guild | Primary |
60 | Orichalcite | South-western Wilderness mining site | Wilderness |
60 | Drakolith | Karamja mining site | Primary |
60 | Drakolith | South-east of the Wilderness Volcano | Wilderness |
60 | Drakolith | Abandoned Mine | Gated |
60 | Drakolith | Central Fremennik Isles mining site | Gated |
60 | Drakolith | Heroes' Guild mine | Gated |
60 | Drakolith | Mining Guild resource dungeon | Gated |
60 | Drakolith | Evil Chicken's Lair mine | Gated |
60 | Drakolith | Al Kharid mining site resource dungeon | Gated |
70 | Necrite | Uzer mining site | Primary |
70 | Necrite | Bandit camp mining site | Wilderness |
70 | Necrite | Desert Mining Camp (Underground Mines) | Gated |
70 | Necrite | Al Kharid mining site resource dungeon | Gated |
70 | Phasmatite | South of Port Phasmatys | Primary |
70 | Phasmatite | Lava Maze runite mining site | Wilderness |
70 | Phasmatite | Abandoned Mine | Gated |
70 | Phasmatite | Dwarven Mine hidden mine | Gated |
80 | Banite | North-west of Trollweiss Mountain | Primary |
80 | Banite | Pirates' Hideout mining site | Wilderness |
80 | Banite | Bane ore mine | Gated |
80 | Banite | Tarshak's sanctum | Gated |
80 | Banite | Jatizso mine (after Elite Fremennik Tasks) | Gated |
90 | Light Animica | Outside of the Smoke Dungeon | Primary |
90 | Light Animica | Lletya mining site | Gated |
90 | Dark Animica | Outside of The Empty Throne Room | Primary |
Mining Guild
The Mining Guild is the only source of Orichalcite outside of the Wilderness. Otherwise, no changes.
Lava Flow Mine
The lava flow mine is almost completely AFK. Crusts function as mining rocks, giving about the same XP multiplier as Orichalcite/Drakolith.
Rock | HP | Hardness | XP Multiplier |
---|---|---|---|
Crust | Extremely high (~1hr) | 105 | ~0.78 |
The HP of a crust is extremely high, taking around an hour to fill. Instead of receiving ore, the Liquid Gold Nymph spawns. Like all other rocks, moving between different areas does not reset the damage progress bar. Other than what causes a nymph to spawn, the Liquid Gold Nymph's rewards and functionality remain unchanged. Lower flow percentage give players bonus damage per swing (still needs to balanced). D&Ds other than the lava geyser remain unchanged.
Golden Mining Suit
The Golden Mining Suit is still received from the Liquid Gold Nymph. No change.
Lava Geyser
The solidified Lava geyser functions as a mining rock. On filling the damage progress bar, that geyser is no longer minable by that player and an imcando pickaxe fragment is earned.
Blast Furnace
The Blast Furnace remains largely unchanged save for a few changes. Its primary benefit is the ability to smelt bars from iron to rune without using secondary ore (coal or luminite). Only the primary ore is required (iron ore always smelts into steel bars here). Although higher level bars cannot be smelted here, the use of rune bars in elder rune bars should give the blast furnace a small niche use.
- Bronze, Silver and Gold can no longer smelted at the Blast Furnace.
- Ordan no longer sells ore.
- Ordan can now unnote iron, mithril, adamantite and runite ore without charge (players can access their metal bank from the anvils, allowing players to withdraw and deposit ores and bars).
- The anvils no longer require level 60 Smithing to use.
Living Rock Caverns
No changes other than the concentrated coal and gold changes.
Trahaearn Hour
The topography of the Trahaearn Clan district remains relatively unchanged. The existing Seren stones and rocks remain as they are. All existing benefits of Trahaearn hour are removed, replaced with the following:
Coal Trucks
Coal trucks still function the same. Between the ore box and concentrated coal rocks, they are even less useful.
Daemonheim
Dungeoneering uses completely separate Mining and Smithing code so none of the rework affects it.
Shooting Stars
Changed to work with the new mechanics but the core functionality remains the same.
Other
Skillcape Perks
Skillcape | New Effect |
---|---|
Mining cape | +5% double ore chance. Whenever double ore is received, bonus XP equal to the level requirement to mine that rock is awarded |
Smithing cape | Whenever an unfinished smithing item is reheated, the next strike generates +5 base progress. This works with the Autoheater and Superheat item |
The Smithing skillcape essentially creates a new meta training method (which is obviously locked behind 99 Smithing) which we can term '2-tick Smithing'. The basic premise is that, with the skillcape equipped, Superheat Item is cast followingevery strike to losslessly generate the bonus progress.
Scroll of Efficiency
Now gives +5% XP when Smithing any item that uses progress. This stacks additively with other sources of extra XP. Notably, this won't apply to protean bars.
Auras
Aura | Old Effect | New Effect |
---|---|---|
Quarrymaster aura | Increases chance of successfully mining rocks by 3/5/7/10/15% | Increase critical hit chance by 1/2/3/4/5% when Mining |
Resourceful aura | 10% chance to not deplete a resource when Mining or Woodcutting | +2% geode chance when Mining. 10% chance to give an additional red/crystal-flecked sandstone which does not contribute towards the daily limit. Woodcutting effect unchanged |
The Jack of trades aura will function the same way as before.
Magic Golem Outfit
Existing benefits of the Magic golem outfit changed to:
- +5% critical hit chance.
- +1 rockertunity multiplier.
- Still removes aggression from living rock creatures.
- Still applies any unlocked Golden mining suit and Varrock armour bonuses.
- No changes to the method of obtaining.
Spells and Prayers
Crystallise
Existing mining effects removed. On non-mining resources, Crystallise has not changed.
- Now only works on core mining rocks.
- One cast of crystallise lasts 30 seconds.
- No damage progress is earned towards ore but still grants XP.
- As long as the player's stamina is greater than zero, crystallise gives 20% additional mining XP. This stacks additively with other XP increasing bonuses.
- Crystallise does stack with rockertunities provided the spell is cast on the rockertunity rock before mining it.
Although this effect is much weaker than the pre-rework version, because the rework adds much higher XP mining rocks, the overall bonus is still very high. Because of the increased value and usefulness of ores, sacrificing ore for XP may not be a good deal depending on the current state of the market.
Light Form
Light Form doubles the effect of Crystallise when Mining from 20% to 40%.
Superheat Item
Superheat item works the same as before. One thing to note is that due to the rework in the mechanics of Mining, Superheat Item will interupt mining and can no longer be used losslessly.
- When cast on Iron ore, the spell will attempt to create an Iron bar.
- When cast on Coal, the spell will attempt to create a Steel bar.
- When cast on Luminite, the spell will attempt to create an Adamant bar.
- In all other cases, it is obvious and unambiguous which type of bar is to be created.
Superheat item can only be used on ore in your inventory but it can use ore from the ore box for the extra ores. Unlike pre-rework, bars do not require a huge amount of ores per bar. If the spell is cast while in the Artisans Workshop, it can also draw on ores the player has stored in the metal bank (this doesn't apply outside of the workshop).
In addition, it can be cast on an unfinished smithing item to immediately refill 33% of its heat bar.
Superheat Form
Superheat Form no longer automatically smelts ore when mined because bars cannot be placed in the ore box or teleported with Signs of the porter so this isn't actually a useful thing to do.
Superheat Form now reduces the time it takes to smelt each bar by one tick. The base time for smelting a bar is four ticks, reducing to two ticks with levelling benefits. In effect, superheat form doubles smelting speed for high level smiths.
In addition, when smithing with superheat form, the player gets increased progress multipliers at low and medium heat thresholds. The values provided are for base progress.
Heat | Progress Multiplier | Progress Made Per Strike | Progress Multiplier (with) | Progress Made Per Strike (with) | Notes | |
---|---|---|---|---|---|---|
High | 67%-100% | {\displaystyle \times 2} | 20 | {\displaystyle \times 2} | 20 | No change |
Medium | 34%-66% | {\displaystyle \times 1.5} | 15 | {\displaystyle \times 2} | 20 | Equivalent of high heat smithing |
Low | 1%-33% | {\displaystyle \times 1} | 10 | {\displaystyle \times 1.5} | 15 | Equivalent of medium heat smithing |
Zero | 0% | {\displaystyle \times 0.5} | 5 | {\displaystyle \times 0.5} | 5 | No change |
While the prayer doesn't affect high heat smithing, it allows players the convenience of being allowed to drop down from 100% to 34% (instead of 67%) without losing the {\displaystyle \times 2} multiplier, and consequently more AFK time between clicks. The prayer is entirely useless for those opting for zero heat smithing. For those using the low heat smithing method with the Autoheater, the prayer directly increases XP/h (a permanent {\displaystyle \times 1.5} instead of {\displaystyle \times 1} base progress per strike).
Potions
Potion | New Effect |
---|---|
Juju mining potion | 10% chance to gain a stone spirit of the type of ore mined (applies every ore-receiving swing, not every swing). In practice, this means that while using a juju mining potion the player generates 10% more ore per hour if they do not already have a stack of stone spirits |
Perfect juju mining potion Perfect plus | In addition to the juju mining potion effect: whenever a stone spirit is consumed to generate an additional ore, the player's stamina bar immediately refills. By itself, because only 10% of ore-receiving swings generate stone spirits, this is only a small benefit. If the player brings a stack of stone spirits with them, they will refill stamina on every ore-receiving swing |
If the player's average damage is more than the HP of the rock being mined (i.e. if a player is 'one-hitting' the rock), the player's stamina bar will refill every swing provided they have a stack of stone spirits with them. This allows both AFK and Active players to AFK the rock without the stamina penalty (a direct increase in XP and ore per hour for AFK players, and, although it doesn't affect the XP and ore per hour for Active players, it allows them the conveniece of only having to click for rockertunities).
If the player's average damage is less than the HP of the rock being mined, the effect is far less useful for Active players because the tick delay in Runescape means players must click just before the swing is completed for it to refill losslessly (akin to tick-manipulation for Divine locations). This means an active player would have clicked before even receiving the message that the perfect juju potion has refilled their stamina bar. However, for the AFK player, if the average number of swings per ore is less than the number of swings required to completely deplete their stamina bar then they will receive the constant 12.5% stamina boost (with one swing of 25% for the first swing after refilling). Even if an AFK player's average number of swings per ore is more than the number of swings required to completely deplete their stamina bar they will see an increase in XP and ore per hour. Thus, AFK players will always see an increase in XP and ore per hour.
Both the regular and perfect variants cannot be used with Crystallise since a player will always deal no damage to the rock, and effectively have zero ore-receiving swings per hour.
Varrock Armour
- All existing benefits relating to Mining, Smithing, and Smelting are removed.
- All benefits are cumulative (i.e. Varrock armour 2 also has all the benefits of Varrock armour 1).
- All bonuses stack additively with the equivalent levelling benefits.
- All bonuses apply at any anvil or smelter.
Varrock Tasks
- The Mining effect is: +X% chance of mining double ore.
- The Smelting effect is: +X% chance of smelting double bars.
- The Smithing effect is: +X% chance of a strike granted double progress.
Armour | Potency | Potency(New Varrock) | Mining | Smelting/Smithing |
---|---|---|---|---|
Varrock armour 1 | +4% | +8% | Copper, Tin, Iron, Coal | Bronze, Iron, Steel |
Varrock armour 2 | +3% | +6% | Mithril, Adamantite, Luminite | Mithril, Adamant |
Varrock armour 3 | +2% | +4% | Runite, Orichalcite, Drakolith, Necrite, Phasmatite | Rune, Orikalkum, Necronium |
Varrock armour 4 | +1% | +2% | Banite, Light animica, Dark animica | Bane, Elder rune |
New Varrock Tasks
Tier | Effect |
---|---|
Easy | No longer required to wear Varrock armour to receive its mining, smithing, or smelting benefits |
Medium | Mining effect doubled for all levels of Varrock armour |
Hard | Smelting effect doubled for all levels of Varrock armour |
Elite | Smithing effect doubled for all levels of Varrock armour |
Crystal Hammer
Existing benefits removed. Now gives +1% chance for double progress when smithing any core metal. The hammer lasts for 3,000 strikes before reverting to a seed (an hour of smithing).
An Augmented crystal hammer will stop giving the double progress chance if the player's Charge pack is empty.
Invention
Perks
Perk | Skill | New Effect |
---|---|---|
Wise | No change but the extra XP will be additive with other XP increases, not multiplicative | |
Charitable | Mining | No change but only works on core rocks |
Cheapskate | Mining | No change but only works on core rocks |
Polishing | Mining | Only works on core rocks. When upgrading to level 40 or level 90, randomly chooses between the ores at that level |
Honed | Mining | +2/4/6/8/10% double ore chance |
Refined | Mining | +2/4/6% geode chance |
Furnace | Mining | +5/10/15% chance per swing to generate no progress, but double XP |
Rapid | Smithing | Heat is lost twice as fast, but progress is earned 5/10/15% quicker |
Tinker | Smithing | +2/4/6% chance of making double progress |
Augmentation
The following items can be augmented, all other new items from the rework cannot be augmented:
Disassembly
New smithed items disassemble normally using the standard Invention formulae for level, item type, and slot. Pre-rework, rune items had artificially improved component rates; this bonus will be removed because rune will no longer be the highest tier.
Upgraded itemdo not disassemble into more components than base items. The disassembly formula does not take into account how many materials were used to make the item, only its level, item type, and slot. This means that upgraded items will definitely not be cost-effective to disassemble. It is the intention that smithables be used for XP and salvage be used for alchemy and disassembly.
Masterwork and Trimmed masterwork armour cannot be disassembled.
Scrimshaws
Regular scrimshaws have a 2% chance, superior scrimshaws have a 3% chance.
Scrimshaw | New Effect |
---|---|
Rock-crushing scrimshaw | Increase critical hit chance by 2/3% when Mining |
Gem-finding scrimshaw | Increase geode chance by 2/3% when Mining |
Summoning
Mining Familiars
All mining familiars essentially work in the same way. Each familiar adds a damage boost for the purpose of damage per swing calculations.
Familiar | Damage bonus |
---|---|
Desert wyrm | +1 |
Void ravager | +1 |
Obsidian golem | +7 |
Lava titan | +10 |
Desert wyrm's Burrow ability has been removed.
Pouches
Summoning pouches that require ores or bars remain the same. Due to the removal of platebodies from drop tables and the increased smithing time per platebody, metal titan pouches instead require two equivalent-tier bars.
Pouch | Old Secondary | New Secondary |
---|---|---|
Iron titan pouch | Iron platebody | 2 Iron bar |
Steel titan pouch | Steel platebody | 2 Steel bar |
Due to less pouches being made per inventory, making metal titan pouches is now more clicks and less XP per hour, although due to the price of bars, in comparison to the platebodies, they are much cheaper to make.
Skillchompas
Skillchompas function as a pickaxe of the equivalent level and are used in place of a regular pickaxe, not in addition to it (remember that the order of use is Equipped > Inventory > Toolbelt). Instead of the current XP bonuses, skillchompas instead increase critical hit damage.
Level | Skillchompa | Equivalent Pickaxe | Damage | Penetration | Bonus Crit Damage | ||
---|---|---|---|---|---|---|---|
Min | Average | Max | |||||
30 | Cobalt skillchompa | Mithril | 15 | 30 | 45 | 30 | 30 |
40 | Viridian skillchompa | Adamant | 20 | 40 | 60 | 50 | 40 |
50 | Azure skillchompa | Rune | 25 | 50 | 75 | 75 | 50 |
60 | Crimson skillchompa | Orikalkum | 30 | 60 | 90 | 105 | 60 |
70 | Crystal skillchompa | Necronium | 35 | 70 | 105 | 140 | 70 |
Due to Crystal skillchompas being capped at the stats of a level 70 pickaxe, it cannot compete with higher tier pickaxes even with its bonus critical hit damage. On top of this, a hardness penalty will apply to the skillchompa for Bane and Animica rocks. This is demonstrated using the examples below.
Crystal skillchompa v Bane pickaxe on a Bane rock
- Mining and Strength level: 81.
- Critical hit chance: 20%.
- Critical hit damage: 85 (155 for skillchompa).
Pickaxe | Hardness Penalty | Average Damage |
---|---|---|
Crystal skillchompa | -45 | 145 |
Bane pickaxe | 0 | 186 |
A player would need 79% critical hit chance to make crystal skillchompas better to use (an impossibility with the existing critical hit chance modifiers).
Crystal skillchompa v Elder rune pickaxe on an Animica rock (90)
- Mining and Strength level: 90.
- Critical hit chance: 10%.
- Critical hit damage: 95 (165 for skillchompa).
Pickaxe | Hardness Penalty | Average Damage |
---|---|---|
Crystal skillchompa | -95 | 90.5 |
Elder rune pickaxe | 0 | 198.5 |
Even at 100% critical hit chance the Elder rune pickaxe comes out ahead.
Crystal skillchompa v Earth and Song on an Animica rock (99)
- Mining and Strength level: 99.
- Critical hit chance: 30%.
- Critical hit damage: 100 (170 for skillchompa).
Pickaxe | Hardness Penalty | Average Damage |
---|---|---|
Crystal skillchompa | -95 | 134 |
Earth and Song | 0 | 233 |
Even at 100% critical hit chance the Pick of Earth and Song comes out ahead.
Conclusion
While appropriate for their own levels, using any of the skillchompas for higher levels will result in players spending money to achieve lower ore and XP per hour.
We're adding four new tiers of pick so unless we massively buff chompas they can't compete with that.
Correspondence with Mod Jack
Following this, it was agreed to allow Skillchompas to retain a 10% XP boost per swing which will work from the inventory. It should be remembered that the order of use is Equipped > Inventory > Toolbelt, and so, if seeking to only gain the 10% XP boost, your primary pickaxe should be equipped and not in your toolbelt otherwise the Skillchompas will take priority.
Urns
No changes have been made to the Mining urns but they work with the updated level numbers for ores.
Strong smelting urn work up to level 70 Smithing. A new tier, Decorated smithing urns, has been added working up to level 99 Smithing requiring 2,000 XP to fill and give 400 XP when teleported. Smelting urns now work when Smithing or Smelting.
Ring of Whispers
The Ring of Whispers gives +3 Mining damage per swing when worn.
Divine Locations
The existing divine locations have had their Divination levels lowered to match their new Mining requirements. The Divine energy used to make them has also been adjusted to the right tier. A new Divine luminite rock has been added at level 40 Divination to allow this ore to be gathered. Locations for ore above Runite ore have not been added at this time.
level | Rock | Energy | Ore |
---|---|---|---|
1 | Divine bronze rock | 20 Pale energy | 20 Tin ore or Copper ore |
10 | Divine iron rock | 20 Flickering energy | 15 Iron ore |
20 | Divine coal rock | 30 Bright energy | 20 Coal |
30 | Divine mithril rock | 30 Glowing energy | 20 Mithril ore |
40 | Divine adamantite rock | 40 Sparkling energy | 25 Adamantite ore |
40 | Divine luminite rock | 40 Sparkling energy | 25 Luminite ore |
50 | Divine runite rock | 80 Gleaming energy | 6 Runite ore |
Divine Transmuation
This remains unchanged for now. New tiers have not been added and the existing ores have not had their requirement lowered. The effect of transmutation on the economy is to create floors and ceiling on the comparative values of tiered goods. The value of runite ore can't significantly exceed the value of 6 adamantite ore + 10 incandescent energy, because one can be relatively easily changed into the other. Until the new tiers of ore have been released into the economy and had a chance to settle in value, a transmute would almost certainly predict their relative values incorrectly and therefore have a negative effect on the economy.
Starfury
These items are promotional Treasure Hunter items and the rework does not make them available through gameplay.
Starfury Armour
Rather than slowing depletion at Seren stones, Starfury armour gives +1% critical hit chance per piece equipped when mining Seren stones. The Starfury cape does not have this effect.
Lunarfury Armour
Lunar shards required to upgrade Lunarfury Armour still drop when Mining (only if you own the first tier of the armour).
Quests
All quests have been updated to make sense with the new mechanics, but no major changes have been made. For example, we haven't gone through and checked that dialogue still makes sense with the new metal tiers.
Rune platebody is no longer locked behind dragon slayer.
Daily Challenges
All existing daily challenges for Mining and Smithing have been replaced. For both skills, the XP awarded is equal to a Medium XP lamp and no items need to be handed in, nor is a reward bag given.
Skill | Challenge |
---|---|
Mining | Mine any one ore |
Smithing | Make, upgrade, or bury any one item |
Achievements
Achievement | Skill | Description | Comp Req | Trim Req |
---|---|---|---|---|
Everything is Oresome | Mining | Increase the capacity of your ore box by mining 100 of each of the listed ores: Copper, Tin, Iron, Coal, Mithril, Adamantite, Luminite, Runite, Orichalcite, Drakolith, Necrite, Phasmatite, Banite, Light Animica, Dark Animica (this is a separate +20 increase in capacity to the levelling benefit unlock) | ||
My Sick Four Tick Trick (My Sick Four Tick Quick Flick Tap Trick (Mobile)) | Mining | Maintain nearly maximum stamina while Mining for 1 minute (if your Mining level is high enough, using stone spirits with a Perfect juju mining potion will make this AFK on a low levelled core rock) | ||
Purple Reign | Mining | Use the Shard of Zaros on a Dark animica rock | ||
I Love Dailyscape | Mining | Cap out on red and crystal sandstone in a day | ||
Banebane | Mining | Mine a banite ore using a bane pickaxe +4 while wearing a full set of bane armour +4 and listening to the music track Bane of Summer | ||
Shine On You Crazy Diamond | Mining | Mine an Uncut diamond from a gem rock in Prifddinas while the Light of Seren shines on the Trahaearn Clan | ||
The Light Begins To Shine | Mining | Mine (dark or light) animica ore while the Light of Seren shines on the Trahaearn Clan | ||
Suity Level Maximum | Mining | Deal 300 damage to a rock in a single swing | ||
It's Mine, All Mine | Mining | Mine one of each of the following listed ores: Copper, Tin, Iron, Coal, Mithril, Adamant, Luminite, Runite, Orichalcite, Drakolith, Necrite, Phasmatite, Banite, Light Animica, Dark Animica, Clay, Rune Essence, Any Gem Rock, Silver, Gold, Sandstone, Granite | ||
A Song of Earth and Pickaxes | Mining | Construct a Pick of Earth and Song | ||
Work On Your Artisan | Smithing | Buy the following upgrades in the Artisans Workshop: – Quick Repair – Repair Expert – Solemn Smith I-V – Golden Cannon – Royale Cannon – Restocking Cannon – Ceremonial Sword Orders | ||
It Should Have Been Called Aetherium | Smithing | Make and upgrade to +5 a full set of Elder rune armour (this fully unlocks the ability to forge masterwork armour) | ||
Come Together | Smithing | Use a luminite injector on World 70 | ||
Hot In Herre | Smithing | Smith an item that requires at least 60 Smithing without letting heat fall below high heat | ||
The Knight Begins To Shine | Smithing | Repair a piece of armour at an anvil | ||
Ritual of the Murderbat | Smithing | Tune a bane sword or two-handed sword | ||
Imcando Magic Can't Melt Elder Rune Boots | Smithing | Heat a pair of unfinished Elder Rune boots to 100% heat using only the superheat item spell | ||
We Will Bury Them | Smithing | Take a full set of fully upgraded armour to the Artisan's Workshop and smith it into burial armour, donating it to the dwarves in the process (only Adamant and higher can be buried) |
Treasure Trails
Base items such as Rune platebodies are replaced with the appropriate level of salvage. Trimmed (t), gold-trimmed (g), melee god armours, and heraldic variants remain as treasure trail-only rewards.
Player Owned House
No changes to the Armour case and Armour display stands cannot be made for the new metals.
Bracelet of Clay
No change, all clay mined is automatically converted to soft clay.
Preparation
Things people can do to prepare for the rework release:
- Pickaxe of Earth and Song ingredients: Crystal pickaxe, Imcando pickaxe, Blast fusion hammer.
- Unlock all existing Artisans Workshop upgrades, especially considering the current Trim req (with the new additions) will become a regular Comp req. After unlocking everything, gain another 100% for new upgrades on release (e.g. Solemn Smith IV and V). Accumulating Artisans' workshop respect enhancers is also a good idea.
- Look through the achievements to see cape requirements.
- For those aiming to make Masterwork or Trimmed Masterwork armour, accumulate the bars required and mine enough Bane ore. See the Masterwork calculator for details. 1,200 Bronze, Iron, Steel, Mithril and Adamant bars, 2,796 Rune bars (ignoring double smelting chance), and 2,400 Bane ore are required for the set. Purchase enough Torva and Malevolent for 12 essence. As a disclaimer, the amount of core metal bars required for Masterwork armour is expected to be lowered since it is currently too high.
Do You Need 99 Smithing To Repair Trimmed Masterwork
Source: https://allpatchnotes.com/patch-notes/runescape-mining-and-smithing-beta/
Posted by: coriacommandsone.blogspot.com
0 Response to "Do You Need 99 Smithing To Repair Trimmed Masterwork"
Post a Comment