Transcript:Design - Smithing - Basic Mechanics

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Full Mining & Smithing Documentation

Smithing - Basic Mechanics[edit | edit source]

Summary[edit | edit source]

Smithing works largely the same as before the rework. Ore is smelted into bars, which are then made into usable equipment. However, more so than mining, smithing will feel different to play after the rework.

The major changes are:

  • Ore and bars can be smelted and smithed from the metal bank, a special extra smithing inventory.
  • Items must be repeatedly heated to smith them.
  • Items take much longer to make, but give much more XP per item.
  • Items can be upgraded, which makes them stronger and gives faster XP.
  • Items can be "buried" which destroys them, but rewards the fastest XP.

Basic process[edit | edit source]

A player starts smithing by clicking on any anvil or forge. This opens an interface where the player chooses the item they want to make as usual. The smithing version of the interface includes an extra column to allow the player to choose first the metal, then the item, and finally the upgrade level of item (see later for more about upgrades).

After selecting what they want to make, an "Unfinished smithing item" is added to the player’s inventory. This unfinished item allows progress made so far to be saved, because items will take longer than a single game tick to make now.

Clicking on the anvil with an unfinished item will start smithing it. The character starts hammering on the anvil, and every time they do progress is added to the item. One strike is made every 2 ticks, and 10 progress is added to the item every strike.

The total amount of progress needed depends on the tier and the number of bars used to make the item. Because the progress scales with the number of bars, this means that high bar items (like platebodies) won’t be faster XP per hour anymore, although they will still require slightly less clicks.

A small amount of XP is given with every strike. However, this XP is taken from the total XP given for making the item, so the XP per bar always remains the same.

Once enough progress has been accumulated, the unfinished item becomes the item that was chosen to be made. The player can then start making a new item.

If you want to start making another item without finishing the first, just bank the first item.

Heat[edit | edit source]

Heat is a mechanic to allow the player to choose how active they want the skill to be.

Unfinished items have a heat value. Newly created items only have a tiny amount of heat. Every time the item is struck to create progress, it loses heat. If the heat reaches 0, smithing progress is substantially slowed.

Items are reheated by clicking on a nearby forge. Forges are new in-world objects and will be placed next to all anvils. Clicking on a forge causes an unfinished item to start heating up, quickly gaining heat until it reaches maximum. Once the item is at maximum heat, the player must click the anvil to resume smithing.

Heat acts as a multiplier on how quickly progress is made on the item.

Heat Progress Multiplier
High heat (>66%) 2x
Medium heat (>33%) 1.5x
Low heat (>0%) 1x
No heat (0%) 0.5x

Faster progress means faster XP per hour, because the items are finished more quickly. It does not increase the XP per bar, because the same amount of XP is awarded over the course of making the item.

What this all means in practice is that the player can choose how intensely they want to smith by heating the item more frequently. Reheating often to keep the item in the high heat state will give a constant 2x multiplier, meaning smithing XP is earned twice as fast for the same number of bars.

Metal Bank[edit | edit source]

The metal bank is a mechanic which allows most smithing and smelting to be done without visiting the bank.

The metal bank is essentially a dedicated bank for mining and smithing, which can hold a full stack of every core ore and bar. Each player has one, worldwide metal bank, which can be accessed from any anvil, furnace or forge. The metal bank can be filled with regular and noted items, and the ore bag can be emptied directly into the metal bank.

Any ore in the metal bank can be smelted directly from it without withdrawing first. Any bars in the metal bank can be likewise be smithed directly from the metal bank. Bars which are smelted are not automatically put back into the metal bank, but can be deposited at the furnace.

Smithed items can't be placed in the metal bank, and have to be banked normally.

Upgrading items[edit | edit source]

A regular bronze sword, rune platebody and so on are considered a "base item" in the rework. Base items can be upgraded by doing more smithing work on them. Upgraded items have item stats 1 level higher for each time they’ve been upgraded, but the requirements to use them don’t change. For example, a rune sword has a level 50 stats, while a rune sword +2 has level 52 stats but still only requires level 50 attack to wield.

You upgrade an item in exactly the same way as creating an item. A recipe accessible through the smithing interface requires the correct materials and outputs the upgraded item. The materials required for an upgraded item are the base item and as many bars as were required to make the base item. (For example, an iron sword requires 2 iron bars to make, and an upgraded iron sword requires 1 iron sword and 2 iron bars to make.)

At higher tiers, items can be upgraded more than once. The number of times the item can be upgraded increases with the tier. Each time an item is upgraded, the number of bars required doubles.

For example, a rune sword can be upgraded three times:

  • Making a base rune sword requires 2 rune bars.
  • Upgrading the rune sword to a rune sword +1 requires 1 rune sword and 2 rune bars.
  • Upgrading the rune sword +1 to a rune sword +2 requires 1 rune sword +1 and 4 rune bars.
  • Upgrading the rune sword +2 to a rune sword +3 requires 1 rune sword +2 and 8 rune bars.

In each case, the XP per bar is always the same. You only get XP for the new bars used, not the old bars used to make the old item. For example, upgrading a rune sword to +3 requires 8 bars so it gives 8 bars worth of XP. Upgrading takes less time per bar than making new items, however, so that XP is earned faster.

Burial Equipment[edit | edit source]

From adamant onwards, items which have been upgraded to the highest upgrade available for that metal can be made into burial equipment ("buried" for short). This destroys the item (thematically it is handed over to the dwarves) and rewards even faster XP than upgrading.

Burial equipment works like upgrading, but only requires the item as a material (no more bars are needed). Equipment can only be buried at the anvils in the deeper half of the Artisan's Workshop.

The amount of XP given in return is equivalent to smithing the total of all the bars used making the item. For example, making an elder rune longsword +5 from scratch would require a total of 64 bars to make and upgrade, so 64 elder rune bars' worth of XP is given.

To encourage diversity, an extra 5% XP is awarded for making a complete set of five pieces of burial armour as a single recipe. This increases the XP per bar as well as the XP per hour.

This makes burial very fast XP. However, unlike upgrading the player is left with nothing, so it will also be very expensive. This should create an economy within the smithing skill, where some players upgrade items and then sell them to other players to bury.

Item tiers and stats[edit | edit source]

Smithing req: The smithing level required to make these items.
Combat req: The attack or defence level required to wirld or wear these items.
Upgrades: The number of times these items can be upgraded.
Base item stats: The item stat level (combat power) of the base items in the tier.
Maximum item stats: The item stat level (combat power) of the most upgraded items in the tier.

Metal Smithing req Combat req Base item stats Upgrades Maximum item stats
Bronze 1 1 1 0 1
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
Drakolith 60 60 60 3 63
Necronium 70 70 70 4 74
Bane 80 80 75 4 79
Elder Rune 90 90 80 5 85

Repairing[edit | edit source]

THIS INFORMATION IS OUT OF DATE AND NEEDS UPDATING[sic]

Smithed gear from bronze to orikalkum does not degrade or need repairing.

Smithed gear from necronium upwards (70+) degrades to broken and can be repaired. Smithed gear has 10,000 charges plus an additional 10,000 charges for each upgrade level. For example, a +1 sword has 20,000 charges while a +4 platebody has 50,000 charges.

A piece of smithed gear which is not at its maximum charges cannot be traded and cannot be used as a component in regular smithing (e.g. it cannot be upgraded). It can be repaired to restore it to maximum charges.

Smithed gear can be repaired in two ways. Using Bob, an armour stand, etc, the pieces can be repaired for gold. The gold cost depends on the metal, the item type, whether it is a weapon and the number of charges currently missing. The upgrade level does not affect repair cost, except inasmuch as a higher upgrade level item has more charges missing when completely broken. This price is not discounted for having any level in the smithing skill.

For main hand weapons, the gold cost is the metal's level requirements, times the number of charges missing, times the number of base bars for that item type (e.g. 2 for a sword), all divided by 10. For example, a necronium longsword +3 which has lost 35,000 of its 40,000 charges would cost ((70 x 35,000 x 2)/10 =) 490,000 gold to repair.

For armour, shields and offhand weapons, the repair cost is half as much as for weapons. For example, an elder rune platebody +4 which has lost 20,000 of its 50,000 charges would cost ((90 x 20,000 x 5)/20 =) 450,000 gold to repair.

Alternatively, the player can repair their damaged or broken smithed items using smithing. To do this, the player must take the item and bars of the same metal the item is made of to an anvil. For main hand weapons, one bar is needed for each 5,000 charges (or part) that are to be repaired. For armour, shields and offhand weapons, one bar is needed for each 10,000 charges (or part) that are to be repaired. Doing this creates a unfinished smithing item which has the same progress requirement and xp reward of a base item using that many bars. Repairing items this way using the smithing skill is much cheaper, takes longer, and rewards full xp for the bars used.

For example, if a player wanted to repair the longsword above, they would need to take the longsword and 7 necronium bars to an anvil. They then create an unfinished item which requires (7 x 1600 =) 11,200 progress and rewards (7 x 1000 =) 7000 xp.

Augmenting[edit | edit source]

Regular smithed gear cannot be augmented regardless of tier or upgrade level.

Some special smithed items (like masterwork armour or tuned bane weapons) can be augmented. This is detailed in their section of the documentation.

Smelting[edit | edit source]

Smelting works exactly the same in the rework as before, except the metal bank means that you don't need to run to and from the bank to do it.