# Smithing

Smithing is an artisan skill through which players may create a wide variety of items from ore and metal bars. It is the companion skill of Mining, which generates raw material that are used in Smithing. Ores acquired from Mining are smelted into metal bars at furnaces, and then hammered into items at anvils. Many smithable items are useful in combat, quests, and the training of a number of other skills such as Crafting and Fletching.

The current minimum requirement to be ranked (at approximately rank 1,235,791) on the hiscores for Smithing is level 15. As of 20 March 2019, there are 152,468 current members that have achieved level 99 in Smithing. There are 5,058 current members that have achieved level 120 in Smithing.

Smithing is divided into two distinct processes: smelting ores into bars, and working those bars into various items. Both processes give Smithing experience. The metal bank is used to store up to a max stack of each type of ore and bar. Regular and noted items can be deposited into the metal bank. When smelting or smithing ores and bars are used directly from the metal bank.

## Smelting ores

Ores obtained from the Mining skill can be refined into metal bars at any furnace in RuneScape. The extreme heat exposure and pressure of a furnace is enough to melt the valuable metals contained within the various ores, separate them from the rock, and pool them into bars, which are extracted from the furnace as the final product. Each bar is created from at least two ores.

Product Level Level for double bar chance Primary ore Secondary ore Tertiary ore
Bronze bar 1 9 1 x Copper ore 1 x Tin ore
Iron bar 10 19 2 x Iron ore
Steel bar 20 27 1 x Iron ore 1 x Coal
Mithril bar 30 38 1 x Mithril ore 1 x Coal
Adamant bar 40 47 1 x Adamantite ore 1 x Luminite
Rune bar 50 57 1 x Runite ore 1 x Luminite
Orikalkum bar 60 62 1 x Orichalcite ore 1 x Drakolith
Necronium bar 70 74 1 x Necrite ore 1 x Phasmatite
Bane bar 80 81 2 x Banite ore
Elder rune bar 90 92 1 x Rune bar 1 x Light animica 1 x Dark animica
A player smelting ore in a furnace.

Smelting gives a small amount of Smithing experience. The base smelting rate is one bar per four ticks/2.4 seconds; however at higher Smithing levels players unlock a 50 and then 100% chance of smelting bars in 3 ticks. Superheat Form can further reduce the time taken to smelt a bar by one tick.

Upon achieving certain Smithing levels players unlock a 10% chance of smelting double bars. Additional bars grant Smithing experience as normal. If the player's inventory does not have space to hold additional bars generated then they will go directly into the ore bank.

## Forging items

A player forging metal bars into items at an anvil.
For a comprehensive list of smithable items, see this article.

Any of the many anvils scattered across RuneScape can be used to work bars into a variety of items. A hammer is required; one stored in the tool belt will work. While using an anvil players will make progress towards creating an item; indicated via a blue progress bar above their character. A base of 10 progress is awarded per strike of the anvil; with an item being created once the player has made sufficient progress to fill their progress bar. At certain levels the base progress per strike increases from 10 to 11 for some types of bar. A luminite injector can further increase this to 12.

Different types of items require different numbers of bars to make; the amount of time taken to smith an item and the experience gained from doing so scales with the number of bars required. For example, a longsword, which requires 2 bars, takes twice as long as to create as boots, which require 1 bar, but gives double the experience. Therefore, no matter which type of item you create from a type of bar, the experience per hour should remain around the same.

### Heat

At level 10 Smithing players unlock the heat mechanic. A yellow bar above the character displays how much heat is stored in the item being smithed. Heat decreases as the player works on an item, but can be refilled at the forges which are located near to each anvil. In-progress items usually begin on 0 heat, but players with high enough Smithing levels will create items with the highest possible heat instead. The level required for each metal is shown in the following table.

Metal Level to create items at full heat
Bronze 6 [heat 1]
Iron 16
Steel 28
Mithril 36
Rune 59
Orikalkum 63
Necronium 76
Bane 87
Elder rune 98
1. ^ The heat mechanic does not become available until level 15 Smithing, at which point this has already been unlocked.

Every time the anvil is struck, which happens every two game ticks, 10 heat is lost and some amount of progress is made. Maintaining a high heat increases the amount of progress made per strike. Progress is halved when forging an item without the required Smithing level - this can happen if a temporary skill boost was used to start smithing an item.

Heat Progress Multiplier Progress Made Per Strike Time Taken from Full Heat (With Rapid Perk)
High 67%-100% ${\displaystyle \times 2}$ 20 -
Medium 34%-66% ${\displaystyle \times 1.5}$ 15 40.8s (20.4s)
Low 1%-33% ${\displaystyle \times 1}$ 10 80.4s (40.8s)
Zero 0% ${\displaystyle \times 0.5}$ 5 120.0s (60.0s)

Refilling from 0-100% heat takes 6 ticks. For each type of bar, this decreases to 4 ticks and then 2 ticks, dependent on Smithing level. Players can also cast the Superheat Item spell on the Unfinished Smithing Item to reheat it by 33% in 2 ticks without interrupting their smithing progress.

Metal Level to work Level for faster heating Level for fastest heating
Bronze 1 3 [heat 1] 7 [heat 1]
Iron 10 12 [heat 1] 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
1. ^ a b c The heat mechanic does not become available until level 15 Smithing, at which point this has already been unlocked.

Heat is capped at a certain amount, which differs from player to player. Its base value depends on a player's Firemaking and Smithing levels, and varies between 306, with level 1 Firemaking and Smithing, and 894, with level 99 Firemaking and Smithing. % for heat scales off the player's maximum heat value.

${\displaystyle MaximumHeat=300+(3\times Smithinglevel)+(3\times Firemakinglevel)}$

 Smithing level name=skillstat_Smithing_level|type=int|value=1|range=1,99|size=4|sublist=init Firemaking level name=skillstat_Firemaking_level|type=int|value=1|range=1,99|size=4|sublist=init name=heatStr|type=output

The smithing auto-heater can be used to help maintain low levels of heat; as it automatically refills 1/3 of a player's maximum heat every that time that heat is depleted. This uses five coal per refill, which is taken from the player's inventory or ore box. Superheat Form can be used in conjunction with this to maintain medium heat.

### Upgrading smithed equipment

The smithing interface of an Anvil with the available upgrade tiers of a Rune full helm shown in the top right.

Regular items created through Smithing are "base items". Base items can be upgraded a number of times, dependent on the metal tier/type.

Level Metal Number of upgrades
1 Bronze bar 0
10 Iron bar 1
20 Steel bar 1
30 Mithril bar 2
40 Adamant bar 2
50 Rune bar 3
60 Orikalkum bar 3
70 Necronium bar 4
80 Bane bar 4
90 Elder rune bar 5

Each upgraded item is created from the previous version and a number of bars. The number of bars required is dependent on the type of item being upgraded. An upgraded item's tier is increased by 1, but the levels required to use the item remain the same. To upgrade an item, bring the previous version to a forge (along with the needed bars in your inventory or metal bank). Click the forge to bring up the smithing interface and select the metal and item being upgraded. At the top of the item information panel on the right, select the appropriate upgrade tier. For a base item, such as an adamant full helm, "+1" should be selected. For a "+1" item, you would instead select "+2", and so on. Then you can start smithing by clicking "Begin Project".

Starting an upgraded item on an anvil will attempt to rework the item at 0% heat. A forge should be used to start and heat the item before using it on an anvil.

A final upgrade tier, called "Burial", is described in the next section.

Bars Required Cumulative Bar Cost for +5
Base +1 +2 +3 +4 +5
Gauntlets, boots 1 1 2 4 8 16 32
Longsword, mace, sword, scimitar, warhammer, battleaxe, claw, hatchet, pickaxe, helm, full helm 2 2 4 8 16 32 64
Platelegs, plateskirt, square shield, kiteshield 3 3 6 12 24 48 96
2H sword 4 4 8 16 32 64 128
Platebody, chainbody 5 5 10 20 40 80 160

Upgrading equipment requires a differing amount of progress from the base item, while requiring more bars, meaning more xp/hr.

Base +1 +2 +3 +4 +5
Percentage of progress required 100% 80% 100% 120% 140% 160%
Percentage of xp/hit 100% 125% 200% 333% 571% 1000%

### Burying upgraded equipment

Main article: Artisans Workshop

At level 40 Smithing, players will unlock the ability to create burial equipment at the Artisans Workshop from adamant or higher tier equipment. Once a piece of smithed equipment is fully upgraded to it's highest tier, it can be heated and reworked at a burial anvil into burial equipment. This destroys the equipment whilst using no extra materials and providing the same experience as upgrading the item to the highest tier.

Armour can also be buried as a complete set by selecting burial armour in the Smithing interface of the anvil, providing the cumulative experience of burying each item individually. To assemble a burial set, the upgraded full helm, platebody, platelegs, gauntlets, and armoured boots must be in your inventory.

### Experience and progress values

As mentioned previously, the bar cost for an item has a direct effect on the total progress that the player is required to make, and the experience that is gained from doing so. While smithing an item the anvil is struck every 2 ticks, and each strike grants progress based on the player's current heat. Upon each strike 10 heat is lost and experience is gained. The amount of experience gained is uniform throughout the process. Once the required amount of progress has been made, the finished item is created.

The maximum boost to progress swings, assuming one is working on elder rune items, can be attained by having:

- Smithing Cape reheat perk (+5 base progress)

- An active Luminite Injector (+1 base progress)

- A high heat value (x2.0 base progress)

Double Progress Chance (Max of 31.1%)

- Rapid 3 perk (+15% + 1.5% from equipment level 20 bonus)

- Tinker 3 perk (+6% + 0.6% from equipment level 20 bonus)

- Juju smithing potion (+5%)

- Upgraded Varrock 4 armour (+2%)

- Crystal Hammer (+1%)

The average progress that can be made with all maximum boosts in 1 hammer swing of 2 game ticks (1.2s);

Without the Smithing Cape reheat perk is:

BaseProgress(10 + 1) * HeatValue(2.0) * DoubleProgressBonus(100 + 16.5 + 6.6 + 5 + 2 + 1)% = 28.842/hit (1442.1/min)

With the Smithing Cape reheat perk via diligent casting of Superheat Item every 2 ticks on the heated item is:

BaseProgress(10 + 5 +1) * HeatValue(2.0) * DoubleProgressBonus(100 + 31.1)% = 41.952/hit (2097.6/min)

Level Metal Experience gained per bar Progress required per bar (base item) Experience per hit (base item) Xp/hit (+1) Xp/hit (+2) Xp/hit (+3) Xp/hit (+4) Xp/hit (+5) Xp/hit (Burial)
1 Bronze 15 100 3
10 Iron 40 200 4 5
20 Steel 75 300 5 6.25
30 Mithril 120 400 6 7.5 12
40 Adamant 170 500 6.8 8.5 13.6 27.2
50 Rune 240 600 8 10 16 26.7 53.3
60 Orikalkum 350 700 10 12.5 20 33.3 66.7
70 Necronium 500 800 12.5 15.6 25 41.7 71.4 142.8
80 Bane 700 900 15.6 19.4 31.1 51.9 89.1 178.2
90 Elder rune 1,000 1,000 20 25 40 66.7 114.3 200 400

All experience per hit is based on high heat. The experience per hit is the same for all items if the metal type and upgrade tier is the same. An orikalkum pickaxe +1 and an orikalkum platebody +1 will both give 12.5 experience per hit. The total experience to produce these items remains based on the total bars used.

Due to the variation in progress and experience, some lower level items have higher experience rates. For example, creating a burial necronium item of any type will give more xp per hit, and therefore more xp per hour, than producing any elder rune +4 item from its +3 counterpart.

### Masterwork armour

With level 99 Smithing and completion of While Guthix Sleeps, players can create tier 90 power armour called masterwork armour. The process of creating the armour is complicated and time consuming, and gives only token experience as it is not intended to be a training method for the skill. The ability to smith it is unlocked after the player has smithed each elder rune armour piece from scratch, from a regular version through to a +5 version. Masterwork armour can then be created through a long process of upgrading different materials:

1. Combining a variety of regular bars to smelt concentrated alloy bars, which can then be smelted together to form enriched alloy bars.
2. Enriched alloy bars can be combined to immaculate alloy bars, which are then folded to make glorious bars.
3. Glorious bars can be smithed to make untempered masterwork armour pieces. Untempered masterwork pieces can be combined with leather to make lined masterwork armour pieces.
4. Lined masterwork armour pieces are combined with leather to create unfinished masterwork armour pieces
5. Masterwork rivets, unfinished masterwork pieces, and lined masterwork pieces can be smithed to create a piece of masterwork armour.

Masterwork armour can be upgraded to tier 92 trimmed masterwork equipment. This is done by adding masterwork trim; which is created from components obtained from melting down torva and malevolent armour pieces. The process is simpler and quicker than creating masterwork armour, but still requires level 99 Smithing.

### Armour spikes

Main article: Armour spikes

At level 90 Smithing players can create armour spikes from elder rune bars. Armour spikes are consumable items that can be stored in the ammo slot or inventory. Each time that the player is attacked by an enemy on an adjacent square, damage is dealt. The amount of damage dealt is dependent on the player's Smithing level.

## Smithing equipment

The following items provide additional experience or other beneficial effects when smithing:

• Blacksmith's outfit - up to 6% additional Smithing experience, dependent on the number of outfit pieces equipped (5 pieces at 1% each, plus a 1% bonus for wearing the entire set).
• Brawling gloves (Smithing) - give bonus experience; up to 300% while in the Deep Wilderness, from a minimum of 50% outside of the Wilderness.
• Ring of forging - reduces the number of iron ores needed to make a bar from 2 to 1.
• Modified blacksmith's helmet - +1% double bar chance when smelting.
• Smelting gauntlets - when equipped smelted bars are automatically deposited into the metal bank and up to 60 bars can be smelted at a time in the Make-X interface, instead of 28.
• Smelting urns fill up as the player smelts bars; they can then be teleported away to receive additional experience.
• Superheat Form - reduces the time it takes to smelt a bar by one tick. The player also gets increased progress multipliers at low and medium heat thresholds.
• Varrock armour - increased chance of smelting double bars and chance of a strike granting double progress when smithing.
• Smithing auto-heater - consumes coal to maintain higher levels of heat automatically.
• Scroll of efficiency - upon finishing smithing an item, there is 2% chance for every bar required to make the item of that bar being refunded.
• Perfect juju smithing potion - +5% chance of double progress when smithing.
• Crystal hammer - +1% chance for double progress when smithing any core metal.
• Smithing cape perk - whenever reheating an unfinished smithing item, the next strike generates +5 base progress
• Invention perks:
• Rapid - heat is lost twice as fast, but progress is earned 5-15% faster.
• Tinker - 2-6% chance of making double progress.
• Breakdown - When smithing the player has a 0.8-4% chance (depending on the number of bars required to make the item) of obtaining the same components that would be gained if the item were disassembled, whilst keeping the item.

## Blast Furnace

Main article: Blast Furnace

The Blast Furnace is a minigame located in Keldagrim that closely involves the Smithing skill. Players operate a large furnace with which to smelt ores. Its benefit is the ability to smelt bars from iron to rune without using secondary ores such as coal or luminite.

## Artisans Workshop

Main article: Artisans Workshop

The Artisans Workshop is a social hub and guild for the Smithing skill. It contains conveniently located anvils and forges and a bank for Smithing training. the eastern part of the building forms the guild, which has a level 40 Smithing requirement to access. Here players can make burial equipment on the burial anvils. Fully upgraded armour items are worked using no additional materials in a process that requires half the progress of creating the maximum tier item, while also giving the same amount of experience as is given by creating that item. The item is then destroyed. The best use of this is to create burial armour sets; this is the best Smithing training method available.

## Other uses of Smithing

A player using the Smithing skill to forge a dragon platebody.

## Cape of Accomplishment

A player wearing a Smithing cape (t) and performing the Skillcape emote.

Upon reaching 99 Smithing, players may buy the Smithing Cape of Accomplishment from Thurgo in his house near Mudskipper Point for 99,000 coins.

Smithing is currently ranked #17 out of 26 among skills in which players have level 99. This makes it somewhat rare, possibly due to the large investment of time and/or money required to train the skill.

## Skilling pet (Smithy)

Main article: Smithy

Like all skills, there is a skilling pet obtainable from training this skill. The pet for the Smithing skill is called Smithy.

## Money making

Also, for a table showing profits made smithing certain items, see Smithing/Smithing tables

## Temporary boosts

Main article: Temporary skill boost
• A dwarven stout will raise Mining and Smithing by 1 level.
• A mature dwarven stout will raise Mining and Smithing by 2 levels.
• A god banner will raise Smithing by 2 levels.
• An orange spicy stew can temporarily raise Smithing by up to 5; however, it can also decrease it by up to 5.
• Using the 'Boost' option on a Smithing cape will boost Smithing by 1 level, although 99 Smithing is required.

## Easy Experience Smithing

Once you reach level 20. Purchase the second highest level of armour and smith that armour to the next level. Example: Purchase Rune Platebody 2+ and Smith it to Rune Platebody 3+. By doing it this way you can maximize the time spent smithing. Since smithing Rune armor or weapons at level 1 only gives around 8 experience per tick, whereas smithing rune weapons and armour at level 2+ gives 26 exp per tick. Then just resale the armour to the GE. The cost of doing it this way, at least for the moment, ends up coming out equal. Meaning you won't make any profit but you won't lose any either.

## Trivia

• In the early days, Smithing was considered one of the best skills for making money. As such, Jagex deliberately kept anvils and furnaces far away from each other in an attempt to prevent people from levelling Smithing too quickly.
• For a time after the release of RuneScape 2 through around 2006, the in-game skill guide for Smithing had a tab for smithing black equipment, although this is not possible.
• On 5 November 2007, the Smith-X option was released. This allowed more than 10 items to be forged on an anvil at a time.
Smithing Level up
The sound that plays after gaining a Smithing level.
• On 8 March 2011, Smithing had a large update which presented ceremonial swords, burial armour, cannon repair and track making.[1]
• During the January 2011 RuneFest meet, Mod Mark stated that the long-awaited Smithing skill revamp had not been started, and most probably would not start development for quite some time due to the busy schedules of the development team. Smithing did have a large update on 8 March 2011, but it was not the expected revamp. An update was started in 2016, but was delayed until 2017 to account for some new designs and player feedback. It was pushed back even further, but was eventually released on 7 January 2019.

## Update history

The update history project is a work-in-progress - not all updates to this topic may be covered below. See here for how to help out!
• patch 11 March 2019 (Update):
• The Smithing levelling benefit for smelting extra Bane bars was missing from the Smithing skillguide, and has now been added.
• patch 4 March 2019 (Update):
• Added some inventory checks when smithing various items.
• hotfix 22 February 2019:
• An issue where under certain circumstances there was a chance that your last hit when Smithing wouldn't grant you the full XP has been hotfixed.[2]
• patch 18 February 2019 (Update):
• Artisans' workshop respect enhancer will now consume one charge and double the respect for each 0.25% respect earned when an item is made in the workshop.
• In-progress Smithing items can now be used on forges to heat them up instead of displaying the "nothing interesting happens" message.
• patch 4 February 2019 (Update):
• Smithing interface will now show the correct amount of xp given for each item.
• patch 7 January 2019 (Update):
• Reduced level requirement to smith iron, steel, mithril, adamant and rune to 10, 20, 30, 40 and 50 respectively.
• Added new tiers of metal to smith. At 60, orikalum. At 70, necronium. At 80, bane. At 90, elder rune.
• Adamant and rune now use luminite rather than coal as the secondary ingredient for smelting.
• Smithed items now take longer to make, which makes each individual item more valuable.
• Within a metal tier, the XP/bar and XP/hour is consistent across all items.
• You can speed up the rate at which you smith items by making sure they're heated up. Hotter items smith faster, so you get more XP/hr (although not more XP/bar).
• Smithed items can be upgraded. This makes them better in combat, and gives faster XP/hr than just making base items. Higher level metals can be upgraded more times.
• From adamant, items which have been upgraded to the maximum for that metal can be taken to the artisan's workshop and made into burial equipment. This destroys the item but gives the fastest possible XP/hr.
• You unlock all smithable items when the tier of metal unlocks, but at every smithing level you unlock new benefits for smithing. Most of these only apply to that tier of metal.
• Ore and bars can be stored in the new metal bank which is accessible from any furnace, forge or anvil.
• At level 90, smiths can make untradeable armour spikes to use in combat. These are consumables which go in the ammo slot (or backpack) and deal damage to enemies that hit you from adjacent tiles.
• At level 99 smithing, smiths can make masterwork armour. This is level 90 power armour which only requires materials from mining to make.
• At level 99 smithing, smiths can upgrade masterwork armour into trimmed masterwork armour. This is level 92 power armour and requires some components that can only be obtained through PVM.
• Pickaxes can be smithed as high as level 90, but smithable pickaxes can't be augmented.
• The alch value of existing smithable gear has been reduced to accommodate the new smithing level.
• All smithable items on drop tables have been replaced with new "salvage" items which alch for what the smithable items used to alch for.
• All existing smithable gear of at least steel quality is replaced with tokens, which can then be used in the artisan's workshop to purchase your choice of either gear or salvage depending on whether you want to use it or alch it.
• The artisan's workshop basement has been removed, along with most of the alternate training methods.
• The artisan's workshop now has regular anvils, and all smithing done there awards respect.
• Luminite injector items can be used at the artisan's workshop to give everyone there a 5% smithing bonus.
• Smithable items are probably no longer worth disassembling due to the time they take to make.
• Furnace perk still increases XP gain and reduces ore gain.
• Rapid perk now smiths faster, but causes heat to be lost faster.
• Tinker perk now increases chance for double progress when smithing.
• Bane equipment Bane melee weapons and armour can be tuned against some targets using special recipes accessible at the anvil. These recipes do not require completion of Ritual of the Mahjarrat. Bane ammunition still requires ROTM to make.
• The autoheater is a new dungeoneering token reward which consumes coal to automatically reheat your smithing item, allowing for faster AFK rates.
• Varrock armour now increases the chance for double bars when smelting, for double ore when mining and for double progress when smithing. Higher levels of the armour work on higher level metals.
• New varrock armour doubles the effectiveness of varrock armour, and allows its mining and smithing benefits to work without wearing the armour.
• Strong smelting urns only work up to level 70. A new decorated smelting urn has been added which works up to 99.
• Perfect juju smithing potions increase the chance for double progress when smithing.
• Two new items, iron ingots and steel ingots have been added. These are made at the furnace and are used in place of platebodies when making iron and steel titan summoning pouches.
• Superheat form no longer automatically smelts ore when mining. Instead, it reduces the time taken to smelt bars, and increases the amount by which heat speeds up smithing.
• Crystal hammer now increases the chance for double progress when smithing.
• The blast furnace only works up to rune. Ordan no longer sells ore, but no longer charges to unnote ore.
• The blacksmith's outfit can now be purchased directly from the artisan's workshop respect store.
• The modified blacksmith's helmet now increases the chance of getting double ore when smelting. It can be purchased from the artisan's workshop respect store.
• Portable forges have been replaced with luminite injectors, which can be used at the artisan's workshop to give a group buff. Your existing portable forges have been turned back into portable packs, so you can choose to gain the new luminite injectors if you want them, or instead choose a different portable.
• Protean bars ignore the new smithing mechanics. They give slightly higher XP at high level (to make up for the loss of portable forges) but slightly lower XP at low level.
• The smithing skillcape gives a smithing buff whenever the item is reheated. This is especially effective (but expensive) with the superheat item spell.
• patch 20 January 2009 (Update):
• A level-up message for Smithing was informing players the incorrect location for the Smithing Tutor.
• update 8 May 2001 (Update):
• Smithing tables were updated with more even spacing of items.

## References

1. ^ Mod Mark H. "Smithing skill revamp!." 1 February 2010. RuneScape Forums.
2. ^ Jagex. Mod Shauny's Twitter account. 22 February 2019. (Archived from the original on 22 February 2019.) Mod Shauny: "Just in time for Double XP, we've addressed an issue where under certain circumstances there was a chance that your last hit when Smithing wouldn't grant you the full XP!"