Transcript:Design - Both - Metals

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All Mining & Smithing Design Documents

Metal Tiers[edit | edit source]

There are ten tiers of metal and ore. Most metals are made of one primary ore and one secondary ore, which may be needed in varying quantities per bar.

Tier Level Metal Primary Ore Secondary Ore Tertiary Ore
1 1 Bronze Copper Tin
10 10 Iron Iron (x2)
20 20 Steel Iron Coal (x1)
30 30 Mithril Mithril Coal (x1)
40 40 Adamant Adamantite Luminite
50 50 Rune Runite Luminite
60 60 Orikalkum Orichalcite Drakolith
70 70 Necronium Necrite Phasmatite
80 80 Bane Banite
90 90 Elder Rune Rune Bar Light Animica Dark Animica

Some metals may have special characteristics or properties, but we are still designed and playtesting this at the moment.

Metal Lore[edit | edit source]

Mithril (30)[edit | edit source]

Mithril is a bluish purple-tinged metal which is both stronger and lighter than steel. The early dwarves used it widely in their equipment and machinery, but by the end of the First Age they preferred the more durable adamant and used mithril almost exclusively for jewelry. Mithril is the strongest metal that humans can easily work with, because it can still be melted in primitive coal furnaces. Being rare on the surface, it was highly prized by the early Fremennik and swords made of the material became valuable heirlooms.

Adamant (40)[edit | edit source]

Adamant is a dark green metal which is only easily found deep underground. Extracting the metal from adamantite ore requires such high temperatures that the early dwarves were unable to make use of the material until they discovered luminite. Luminite, known to humans as dwarven firecoal, is a partially magical rock which contains the essence of fire. It is difficult and dangerous to mine and work with, but generates a flame far hotter than coal. Using luminite, the dwarves were able to smelt adamantite and found the metal even stronger than mithril and much heavier than steel. The dwarves quickly switched all of their industries over to make use of the new wonder material, and dwarven weapons were much sought after and traded to other races. The smelting and forging of adamant remained a dwarven secret until the early Second Age, when the clans that left the worship of Guthix to follow Saradomin revealed the properties of the two rocks to their nondwarven allies. This caused a rift between the Guthixian and Saradominist clans that lasted for thousands of years. When the Guthixian dwarves abandoned the surface during the God Wars, they were forced away from the best adamantite mines by the Saradominists and their culture gradually reverted to the widespread use of steel.

Rune (50)[edit | edit source]

Runite, despite the name, has no direct connection to runes or rune essence. While the strange, bright blue metal was known to the early dwarves they found the resulting metal weak and could find no use for it. In the Second Age, Saradominist dwarves searching for new sources of adamantite experimented by smelting the blue ore with luminite, and the results were fantastic. Despite being soft and deformable to a degree which would normally be useless for making weapons and armour, properly refined rune metal which has been smelted with luminite projects a kind of invisible energy field around it. This energy field damages and disrupts anything that comes into sudden contact with it, which works superbly both offensively and defensively. Attacks with rune weapons almost tear their opponents apart, while rune armour will deflect incoming blows from lesser materials like steel or mithril. The dwarves found the energy field too unstable to use in devices or as a power source, so the use of the metal never spread beyond weaponry. Amongst Saradominists it was the belief that runes were the personal creations and gifts of their god. The properties of runite were so incredible that they believed it to have a similar origin, and named it for that reason. By the time they discovered that there was no relationship, the name had stuck.

Orikalkum (60)[edit | edit source]

Orikalkum is one of the names for the hard, dark red metal used by the Dragonkin to make much of their equipment. Orikalkum is what the Saradominist dwarves called the metal, but the word is actually Icyene in origin as Icyene was the official language of the Saradominists of the Second Age. The dwarves found small deposits of the metal on Gielinor but at the time were unaware of its significance. Although Saradomin knew of the dragonkin, he felt no need to share that information with his Gielinorian subjects. The ore, called orichalcite, didn't react even to being smelted in the astonishing heat of luminite. It wasn't until an unrelated discovery later in the god wars that they were able to make use of it. During the Second Age, many Ilujanka had fought for the Zarosian empire during its incredible expansion. These small lizardmen were powerful warriors because of their ability to control and ride fire breathing dragons. The dwarves, always extremely attentive to mineralogical matters, noticed that the fire the dragons breathed would subtley alter any rock it blasted, seeming to trap the essence of the dragonfire within. The dwarves learned to coax the fire back out of the stone. The resulting flame was less powerful than luminite, but unmistakably tinged with the essence of dragonfire. They called the material drakolith. They were never able to reliably produce it, as dragons were more or less impossible to capture or control, and were reduced to scavenging for small quantities of it where it occurred by accident. As the number of Ilujanka dwindled, the material became scarcer and scarcer. Despite being less hot than luminite, experiments showed that the drakolith flame was able to draw the metal forth from the orichalcite ore. The resulting metal, which they named orikalkum, was remarkable. It was tougher even than adamant, and no heavier than light steel. Two factors prevented its widespread distribution amongst the Saradominists: firstly, they only found vanishingly small quantities of both the orichalcite ore and the drakolith catalyst. Secondly, they considered the metal's deep red colour to be ill omened, preferring the bright blue of runite. What the Saradominists of the God Wars never discovered was the true secret of working Orikalkum in the direct and controlled flame of a dragon. This technique, used by the dragonkin in antiquity, created a purer and stronger metal, and was used in the creation of the legendary 'dragon' armour and weapons.

Bane (80)[edit | edit source]

There is a creature in Fremennik legend more dangerous and terrifying than any other. Jormungor, a wyrm said to be so vast and ancient that he encircles the whole of Gielinor, sleeping deep beneath the ground at the crown of the world. The stories call Jormungor the Great Wyrm of Hatred, for he is said to bear such utter loathing for all other beings that his mere touch is lethal to everything that moves.

The scholars of the Moon Clan believed Jormungor to be merely a myth, a tale told by the superstitious Fremennik. They believed this up until the fifth age, when the Fremennik discovered a strange new ore on the island of Jatizso. This dark purple rock seemed to almost seethe with menace, and the Fremennik could not make use of it. They could smelt it, but no warrior wished to wield a weapon that filled their heart with dread, and they believed the metal cursed. They named it the Flesh of Jormungor and left it well alone.

The scholars thought this a coincidence, until several more deposits were discovered in the north, winding a sinuous pattern across the top of the world. Despite this grim omen, the Moon Clan could not unlock the secrets of the metal, nor could they find any other trace of an entity buried in the earth.

Decades later, a powerful warrior named Koschei, who knew neither fear nor death due to the enchanment laid upon him, made a weapon from the Flesh of Jormungor, a great axe named Balmung for the slaying of Dagganoths and other threats. Koschei, who was wise in the way of magic due to a heritage he had forgotten, worked magic into the weapon as he wrought it, and the enchantment was completed later by an adventurer who slew many Dagganoths with the weapon. Once correctly 'tuned' against the Dagganoths, the weapon's aura of dread disappeared, and it became extremely effective at slaying its chosen foe.

In the sixth age, Koschei has trained a handful of Fremennik smiths in his techniques, and they are able to make melee weapons out of the metal which can be 'tuned' against specific races of creature.