Transcript:Design - Smithing - Masterwork Armour & Trimmed Masterwork Armour

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Full Mining & Smithing Documentation

Smithing - Masterwork Armour & Trimmed Masterwork Armour[edit | edit source]

Summary[edit | edit source]

Masterwork Armour[edit | edit source]

Masterwork armour is the best available gear that can be made purely with smithing. It requires 99 smithing to make. The process of creating masterwork armour is complicated, time consuming and expensive. This is intentional in order to add value to the items and make them profitable to make.

Masterwork armour is tier 90 power armour. Making masterwork armour won't be a good source of XP. It isn't supposed to be a training method, and if it gave good XP it would undermine its GE value.

Trimmed Masterwork Armour[edit | edit source]

Trimmed masterwork armour is masterwork armour combined with Torva and malevolent drops to make tier 92 power armour. It will be the only source of tier 92 melee power armour available, ensuring its value.

Trimmed masterwork armour has a set effect which smooths out incoming damage spikes to make them easier to handle, and a special "custom-fitting" option which makes it cheaper to maintain by substantially reducing degradation and charge loss.

Benefits[edit | edit source]

Both armour sets are complete, five-piece sets consisting of a helmet, platebody, platelegs, gauntlets and boots. There are no corresponding weapons or shields.

Masterwork Armour[edit | edit source]

Masterwork armour is tier 90 power armour that requires level 90 defence to wear. It degrades to broken, and the chest and legs are augmentable.

Repairing Masterwork Armour[edit | edit source]

Each piece of masterwork armour has 100,000 charges (this is the same rate of degradation as malevolent). When a piece runs out of charges, it degrades to a broken state and cannot be used.

Broken pieces of masterwork armour can be repaired at an armour stand. The cost is 400,000 coins per bar used to create that piece, reduced as usual by the smithing skill. (The repair cost will be almost halved at 99 smithing.)

Augmenting Masterwork Armour[edit | edit source]

Augmented masterwork armour works like regular augmented armour rather than using the internal charge pack system of malevolent armour. When augmented, as usual for augmented armour, masterwork armour does not degrade and instead drains charge from your charge pack.

Trimmed Masterwork Armour[edit | edit source]

Trimmed masterwork armour is tier 92 power armour that requires level 92 defence to wear. It degrades to broken, and the chest and legs are augmentable.

Set Effect[edit | edit source]

In addition to its tier 92 stats, trimmed masterwork has a set effect. This set effect requires at least three pieces of the armour to be worn, and gets slightly stronger if a fourth and fifth piece are also worn.

When the set effect is active, whenever the wearer takes damage, some proportion of that damage is stored in a "damage pool" instead of being suffered as life point damage. The amount prevented is 10% per piece of the set worn (so 50% if all five pieces are worn).

The damage in in the damage pool is not prevented, only delayed. Whenever any amount of damage is added to the pool, the total in the pool is divided by 5 and remembered (let's call this value D). Every 2 ticks, D damage is removed from the pool and dealt to the wearer. This means that the damage that was stored gets dealt gradually over 6 seconds instead of instantly, making it easier to deal with. (If there isn’t at least D damage left in the pool, all remaining damage is used.)

If additional damage is dealt while the pool already has damage in it from the last hit, then the whole pool is recalculated. The new damage and the remaining old damage are added together and divided by 5, and the new value of D calculated. However, as long as damage remains in the pool, D can never go down. If the recalculated value of D is lower than the old value, the old value is still used.

To prevent a situation where the damage in the pool keeps rising and rising, D can never have a value less than 1000. Beneficial effects like Resonance occur *before* the set effect is triggered.

Custom-fitting[edit | edit source]

Trimmed masterwork armour can be custom-fitted to its owner. Custom-fitting is independent of augmentation, so each item can be augmented, custom-fitted, neither or both.

To do this, speak to Suak in the artisan's workshop while wearing a complete set of trimmed masterwork armour. (Because the complete set must be worn, it is impossible to custom-fit individual pieces.) This process makes the armour permanently untradeable (permanently - the effect can never be removed) but in exchange, it becomes significantly cheaper to maintain.

Custom-fitted armour:

  • Never degrades or loses charge when hit by the current target of a slayer or reaper task.
  • Off-task, degrades at 50% regular speed
  • In either case, drains its own internal charge pack at 50% regular speed

Repairing Trimmed Masterwork Armour[edit | edit source]

Trimmed masterwork armour does not degrade in Elite Dungeons 1, 2 and 3.

Each piece of trimmed masterwork armour has 100,000 charges (this is the same rate of degradation as malevolent). When a piece runs out of charges, it degrades to a broken state and cannot be used.

Broken pieces of trimmed masterwork armour can be repaired simply by combining them with a matching piece of fully repaired regular, non-trimmed 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 smithing level to perform, but smithing levels also do not reduce the cost of repairing the armour.

Augmenting Trimmed Masterwork Armour[edit | edit source]

A piece of augmented trimmed 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.

Creation[edit | edit source]

Masterwork Armour[edit | edit source]

Unlocking Masterwork Armour[edit | edit source]

Before any masterwork armour can be created, the player must first unlock the ability to do so. This requires a full set of elder rune +5 armour to be made all the way from bars. 99 smithing is also required.

Smithing Masterwork Armour[edit | edit source]

The process of creating a piece of masterwork armour is intentionally complex, time consuming and expensive. It is the ultimate achievement of a high level smith.

Masterwork armour is made from glorious bars, which are then smithed in a complex process and combined with a few easily obtained materials. Glorious bars are immaculate alloy bars which have been folded 1001 times in order to make them glorious.

The same number of glorious bars are needed as would be needed to make a regular piece of armour for that slot (e.g. 5 for a platebody). However, each bar is much more difficult and expensive to make than a normal bar.

Alloy bars[edit | edit source]

Alloy bars are a combination of bars of each metal type combined into a single bar.

Alloy bars are made at the furnace using the following recipes:

1 elder rune bar

1 bane bar
1 necronium bar
1 drakolith bar
1 rune bar
1 adamant bar
1 mithril bar
1 steel bar
1 iron bar
1 bronze bar

→ 4 ticks → 1 concentrated alloy bar
5 concentrated alloy bars → 8 ticks → 1 enriched alloy bar
10 enriched alloy bars → 16 ticks → 1 immaculate alloy bar


Total time per immaculate bar: 296 ticks (~180 seconds)

For complete armour set (x12 bars): ~36 minutes

Enriched alloy bars, concentrated alloy bars and immaculate alloy bars are tradeable.

Glorious bars[edit | edit source]

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, according to the following recipes:

Immaculate alloy bar → 2 ticks → Partially folded alloy bar (0)
Partially folded alloy bar (X) → 2 ticks → Partially folded alloy bar (X+1)
(see below)
Partially folded alloy bar (1000) → 2 ticks → Glorious bar

Every time the folded bar → folded bar recipe is repeated, 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 make-x.

Total per glorious bar: 2002 ticks (~20 minutes)

Complete armour set (12 bars): 240 minutes

Immaculate and glorious bars are tradeable. Partially folded bars are not tradeable.

Masterwork item assembly[edit | edit source]

Once the glorious bars have been collected, they need to be made into the armour. This is a complex and involved process using the following recipes. Any recipe that requires progress must be completed at an anvil and uses the smithing and heat mechanics.

1 glorious bar → 10000 progress → 1 masterwork plate
1 masterwork plate → 10000 progress → 1 curved masterwork plate
1 curved masterwork plate → 10000 progress → 1 untempered masterwork armour piece
1 untempered masterwork armour piece → 1000 progress → 1 masterwork armour piece
1 masterwork armour piece
1 soft leather
→ 4 ticks → 1 lined masterwork armour piece
1 steel bar → 20 progress → 10 masterwork rivets
2 lined masterwork armour piece → 2 ticks → Unfinished masterwork helmet (0)
Unfinished masterwork helmet (X)

1 masterwork rivet

→ 2 ticks → Unfinished masterwork helmet (X+1)
Unfinished masterwork helmet (20) → 2 ticks → Masterwork helmet
5 lined masterwork armour piece → 5 ticks → Unfinished masterwork platebody (0)
Unfinished masterwork platebody (X)

1 masterwork rivet

→ 2 ticks → Unfinished masterwork platebody (X+1)
Unfinished masterwork platebody (50) → 5 ticks → Masterwork platebody
3 lined masterwork armour piece → 3 ticks → Unfinished masterwork platelegs (0)
Unfinished masterwork platelegs (X)

1 masterwork rivet

→ 2 ticks → Unfinished masterwork platelegs (X+1)
Unfinished masterwork platelegs (30) → 3 ticks → Masterwork platelegs
1 lined masterwork armour piece → 1 tick → Unfinished masterwork gauntlets (0)
Unfinished masterwork gauntlets (X)

1 masterwork rivet

→ 2 ticks → Unfinished masterwork gauntlets (X+1)
Unfinished masterwork gauntlets (10) → 1 tick → Masterwork gauntlets
1 lined masterwork armour piece → 1 tick → Unfinished masterwork boots (0)
Unfinished masterwork boots (X)

1 masterwork rivet

→ 2 ticks → Unfinished masterwork boots (X+1)
Unfinished masterwork boots (10) → 1 tick → Masterwork boots

As with glorious bars, unfinished masterwork items need to have the same process (riveting in this case) applied to them repeatedly until finished.

Total per bar: 30020 progress + 170 ticks (~40 minutes)

Total to assemble complete armour set (12 bars): ~480 minutes

Total materials for complete armour set: 12 glorious bars, 12 soft leather, 12 steel bars

Total time for complete armour set including making bars: ~750 minutes

Glorious bars and the finished masterwork armour items are tradeable. None of the other components in this process are tradeable.

XP for masterwork smithing[edit | edit source]

Masterwork smithing will give poor XP rewards for the time and materials invested. It is not intended to be an effective method of training. If it gave good XP, the value on the GE would be low - possibly even lower than the materials.

Trimmed Masterwork Armour[edit | edit source]

Smithing Trimmed Masterwork Armour[edit | edit source]

The process of making trimmed masterwork armour is much simpler and faster than making masterwork armour. However, it still requires 99 smithing, and because the materials are rare PVM drops the cost will be extremely high. Trimmed masterwork armour is not intended as a fun mechanic for smiths, but rather a long term use for masterwork armour to maintain its value.

The basic process is to take the corresponding piece of masterwork armour and combine it with as many pieces of masterwork trim as the number of bars needed to make that item.

1 masterwork helmet
2 masterwork trim
→ 2000 progress → Trimmed masterwork helmet
1 masterwork platebody
5 masterwork trim
→ 5000 progress → Trimmed masterwork platebody
1 masterwork platelegs
3 masterwork trim
→ 3000 progress → Trimmed masterwork platelegs
1 masterwork gauntlets
1 masterwork trim
→ 1000 progress → Trimmed masterwork gauntlets
1 masterwork boots
1 masterwork trim
→ 1000 progress → Trimmed masterwork boots

Because the total number of bars needed to make a base item armour set is 12, the full set of five trimmed masterwork armour pieces will need 12 masterwork trim.

Masterwork Trim[edit | edit source]

Masterwork trim is a combination of broken down PVM drops combined together:

1 elder rune bar
1 praesulic essence
1 malevolent essence
→ 1000 progress → 1 masterwork trim
Praesulic essence[edit | edit source]

Praesulic essence is obtained by melting down Torva armour at the dragon forge. The amount of essence depends on the item being melted down. Only fully repaired Torva can be broken down this way. Other drops from Nex cannot be broken down in this way.

Torva full helm → 20 ticks →
(only at dragon forge)
2 praesulic essence
Torva platebody → 50 ticks →
(only at dragon forge)
5 praesulic essence
Torva platelegs → 30 ticks →
(only at dragon forge)
3 praesulic essence
Torva gloves → 10 ticks →
(only at dragon forge)
1 praesulic essence
Torva boots → 10 ticks →
(only at dragon forge)
1 praesulic essence
Malevolent essence[edit | edit source]

Malevolent essence is obtained by melting down malevolent armour at the dragon forge. The amount of essence depends on the item being broken down, scaling with the amount of energy needed to create that piece.

If the armour is not at full charge, it gives proportionally less essence. (For example, a helmet at 50% charge gives 1 essence rather than 2.) This is rounded down to the nearest whole essence. (For example, legs at 99% charge would give 3 essence rather than 4.)

Malevolent essence is used rather than malevolent energy so that the existing mechanics and items of ROTS are protected somewhat. If energy were used instead, all existing armour in the economy would lose a lot of its value.

Malevolent helm → 20 ticks →
(only at dragon forge)
2 malevolent essence
Malevolent cuirass → 60 ticks →
(only at dragon forge)
6 malevolent essence
Malevolent greaves → 40 ticks →
(only at dragon forge)
4 malevolent essence

Masterwork trim, praesulic essence and malevolent essence are tradeable.

Total essence required: 12 of each type (1 full set malevolent, 1 full set torva)

XP from upgraded masterwork armour[edit | edit source]

As with masterwork items, upgraded masterwork armour will give only token XP to discourage people from using it at a loss as a training method.