14
Sep

Summoning – Pets

Posted by: Mark   in Skills

Introduction

Unlike cats and pet rocks, not all pets can be obtained from quests, some can only be earned by hard work. As your Summoning level increases, you will find yourself able to care for a larger range of pets.

Unlike familiars, you do not have to have your pets out, and can put them in your inventory where they will snooze happily until you decide to bring them out again. Each type of pet has different needs, of course, so you should examine the following table carefully to make sure your pet doesn’t tire of you and run away.

Some pets will take an extraordinarily long time to mature, and most will only eat specific food. In most cases, you should be able to purchase the food you need from a pet shop.

You can only have one of each type of pet at one time (unless you have a menagerie in your player-owned house); so, if you have a monkey you cannot trap another one. You can only have one follower (pet or familiar) out at a time. In addition to this, the number of pets you can have increases with your Summoning level. To start with, you can have two pets, and you will be able to have another two pets for every ten Summoning levels you have. For example, if you are level 37, you could have up to 8 pets.

Note: The pets caught using the Hunter skill are the baby versions – you cannot catch an adult monkey to have as a pet, for instance.

 

 

Menagerie

As mentioned in the introduction, you are only able to have one of each type of pet at a time (e.g. one type of dog, one type of monkey, one type of dragon, etc), and a limited number of pets in total (depending on your Summoning level, up to a maximum of 20). That is, unless you have a menagerie…

Avid pet and home owners gain the ability to build a menagerie in their player-owned house at level 37 Construction. The pet house/feeder that you can build in this room allows you to store either three, six, ten or fifteen fully grown pets at once, and any pets stored in your menagerie DO NOT count towards either the pet type or maximum totals.

For instance, you could capture one monkey, then store it in your menagerie and capture a second monkey, and so on until you have ten monkies stored in your menagerie. Pets stored in the menagerie are not considered to be owned, but you are still subject to ownership limitations – i.e. you could have ten pets in your menagerie and up to a further twenty in your bank/inventory; also, you could fill your menagerie with monkeys, but only have one monkey in your bank/inventory or out at any one time.

As such, you would not be able to have ten monkeys in your menagerie, and one in your inventory, and be able to swap them around, as this would break these limitations. You would have to release the one in your inventory before taking out any from your menagerie. On the flip side, you could use your menagerie to store, say, one of each god bird, and only take out the one you need at that moment.

14
Sep

Summoning – Items

Posted by: Mark   in Skills

Introduction

As with other skills, Summoning has a number of items which are incredibly useful to help you train. Some of these store other items and generally look fabulous, while others are items you can find around the world to create pouches or feed your pets.

Pouches
Summoning pouches are an essential for summoners. Without them, you would be unable to summon even the smallest spirit wolf, let alone a mighty wolpertinger.
Pouches can be purchased from a Summoning shop.

 

Spirit Shards
Spirit shards are curious artefacts that are used to hold the essence of a familiar in the RuneScape world. Without them, no Summoning would be possible.
Spirit shards can be purchased from a Summoning shop. It is possible to purchase spirit shard packs, containing 5,000 shards.

 

Charms
Charms are odd trinkets that are used to define the types of familiar that can be infused into a Summoning pouch. If you consider the fact that you are infusing a spirit from another realm into a pouch, the danger of Summoning without a charm is obvious…
Charms are available as drops from some monsters; read the Summoning FAQ for tips.

Headgear

As you spend time wandering the world with your familiars, you will discover the convenience of being able to spontaneously unleash your familiars’ scroll abilities. Each item of headgear can store a number of combat-based scrolls, which will be automatically activated when you are in combat. Note that you cannot store non-combat scrolls in headgear.

Antlers and lizards skulls are stocked at Summoning shops, while the feather headdresses can be crafted from feathers and a coif.

To charge headgear, simply use the scrolls you want to store on it. The headgear will glow blue to show that it is charged. You can remove the scrolls at any time by right-clicking on it and selecting ‘Uncharge’. To check how many charges are remaining, right-click the headgear and select ‘Commune’.

Item Level
Required
Attack Bonuses Defence Bonuses Other
Antlers 10 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 0 + 8 + 0 + 0 N/A
Lizard skull 30 + 0 + 0 + 0 + 0 + 1 + 2 + 3 + 4 + 2 + 3 + 12 + 0 + 0 N/A
Feather headdress 50 + 0 + 0 + 0 - 1 + 2 + 4 + 6 + 8 + 4 + 4 + 20 + 0 + 0 N/A

A set of antlers can store up to 40 scrolls, a lizard skull can store up to 65 and a feather headdress can hold up to 150.

Custom Headgear

Many summoners find it useful to have more combat-oriented items of headgear devised, so Pikkupstix has established a small business converting a number of helms into Summoning headgear. Helmets converted into Summoning headgear are untradeable, but Pikkupstix is more than happy to convert this headgear back into its ‘normal’ state. The following helms can be converted to store scrolls:

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14
Sep

Summoning – Skill Focuses

Posted by: Mark   in Skills

Familiars come with a wide array of advantages, so it’s best to know which familiar you’re looking for depending on what you need them for. The tables below list all of the familiars you can use for each type of specific skill focus.

Attack

 

Familiar Summoning Level Required Time (Minutes) Abilities

Spirit wolf
1 6 Fights (Level 26)
Howl

Mosquito
17 12 Fights (Level 32)
Pester

Albino rat
23 22 Fights (Level 37)
Forager – stores cheese after scroll use
Cheese Feast

Void shifter
34 94 Fights (Level 46)
Teleporter – if you are in combat and have less than 10% of your life points, it will teleport you to the Void Knight Outpost
Call to Arms

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14
Sep

Summoning – Familiars

Posted by: Mark   in Skills

Introduction

Every Summoning familiar has different advantages: some are excellent fighters, but of no use when you’re working on your skills, while others are great help when you’re simply wandering about, but cannot fight at all.

To help you figure out what each familiar is best at, the column labelled ‘Skill Focus’ tells you what each familiar is best at.

To keep things simple, we’ve defined a number of broad categories that familiars’ other abilities fall into. In order to understand what your familiar can do, you should familiarise yourself with the following explanations.

Fights This familiar will fight with you when you attack something, the level in brackets indicates the familiar’s Combat level. Note that you must choose to attack for it to come to your aid. The pack yak, unicorn stallion, bunyip and void spinner will only fight to defend themselves, and then only if you have auto-retaliate turned on.

Every familiar that can fight will also note the style. You will receive experience in that skill (or spread evenly in the case of ‘Controlled’ attacks) as well as Constitution as if you had inflicted the damage yourself.

Light enhancer Some familiars – notably bats – can see well in the dark and will make any light source you have with you brighter.
Right-click A small number of familiars have a special ability that they can use (normally in combat). To trigger one of these, right-click your familiar and select the name of the ability.
Skill boost Some familiars can temporarily raise your level in a given skill, while some other familiars provide an ‘invisible’ boost that is always active. The number in brackets indicates the size of the boost, and the term ‘invisible’ indicates that is always active as long as your familiar is close by.

‘Invisible’ skill boosts will not allow you to do anything above your normal level, they will only improve how successful or how quickly you can perform skill-based activities.

Remote view These familiars can fly into the air and allow you to see through their eyes, giving you the ability to see things much further away.
Beast of burden A beast of burden can carry a number of items equal to the number in brackets. In some cases, it will only be able to carry certain items, in which case they will be listed.
Forager A forager will find certain items from time to time, and can carry up to 30. You are only able to ‘Withdraw’ items from these familiars.
Familiar Summoning Level Required Time (Minutes) Experience for Summoning Skill Focus Other Abilities

Spirit wolf
1 6 0.1 Combat – Attack Fights (Level 26)
Howl

Dreadfowl
4 4 0.1 Combat – Magic Fights (Level 26)
Farming boost (1)
Dreadfowl Strike

Meerkats
4 40 1 Right-click – Can be used as a sextant, and can be used to dig for treasure trail items Fetch Casket
10 15 0.2 Forager – Produces red spiders’ eggs Fights (Level 25 – Controlled)
Egg Spawn
Thorny snail

13 16 0.2 Combat – Ranged Fights (Level 26)
Beast of burden (3)
Slime Spray

Granite crab
16 18 0.2 Forager – Produces fish while summoner is Fishing Fights (Level 26 – Defence)
Fishing boost (1) – invisible
Stony Shell

Mosquito
17 12 0.5 Combat – Attack Fights (Level 32)
Pester
Desert wyrm 18 19 0.4 Forager – Right-click to gather ores Fights (Level 31 – Strength)
Mining boost (1) – invisible
Electric Lash

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14
Sep

Summoning – The Basics

Posted by: Mark   in Skills

Introduction

 

You must have completed the Wolf Whistle quest to begin using the Summoning skill. You can begin this quest by speaking to Pikkupstix in Taverley.

For many centuries now, the druids of Taverley and some of the ogre shamans of Gu’Tanoth have been bringing various familiars from other realms to help them with a variety of their tasks. Of course, the druids being peaceful and the ogres being more ‘business-like’, they traditionally summon entirely different familiars – what would a druid want with a rune minotaur, for example? What would an ogre do with a unicorn stallion?

Having realised how useful this skill is to the adventurers of RuneScape, they have released the secret of their powers, and now you can enjoy the curious advantages that come with learning the art of Summoning.

Summoning works by ‘infusing’ the essence of a creature from a strange realm into a type of pouch. When the Summoning pouch is opened, a portal is briefly activated to pull the familiar through to the world of RuneScape, where it is bound to serve its master for a period of time before the portal closes and it is pulled back.

Summoning is a three-stage skill. That is, there are three distinct aspects to Summoning and using familiars. These stages are as follows:

  1. Infusing pouches
    Using special ingredients and the charged Summoning obelisks, you can create Summoning pouches which contain a familiar’s essence.
  2. Summoning familiars
    Opening the pouch summons the familiar to follow you about and help you as you travel across RuneScape.
  3. Using Summoning scrolls
    Pouches can be ‘transformed’ into Summoning scrolls. All familiars have a special ability that can only be used if you have the correct scrolls.

Infusing Pouches

 

To infuse any pouch, you need an empty pouch and a few ingredients. You can see what ingredients you need by reading Summoning – Pouches. By taking these to a fully-charged Summoning obelisk, you will be able to infuse the pouch so that you can summon your familiar. To find out where a suitable obelisk is, read Summoning – Locations.

Obelisk interface

When you find an obelisk, you can simply click on it to bring up the options for infusing a pouch. Depending on the ingredients you have to hand, it should look something like this:

You can remind yourself of the ingredients you need by moving your mouse over a pouch in the interface. Like many other skills, you can right-click on a pouch to bring up options for infusing many pouches at once. You can also get a written list of ingredients by right-clicking on the pouch and selecting ‘List’.

Beside the pouch/scroll tabs is a filter button, so you can choose to see either all possible pouches (with those you’re currently able to create highlighted) or only those you’re currently able to create.

Summoning Familiars

 

To summon a familiar for which you have a pouch, simply right-click on the pouch and select ‘Summon’. You will see your familiar appear next to you. Note that you can only have one follower (either a pet or a familiar) out at any one time; there are also a very small number of areas that will not allow you to summon a familiar, usually only if you are standing very near a fully-charged obelisk.

 

When you summon a familiar, you will notice that your Summoning level begins to fall. Like Prayer, Summoning a familiar will drain your Summoning points, which can only be regained by visiting a Summoning obelisk or drinking a Summoning potion. You can see how many points you have remaining by looking at the Summoning icon next to your minimap.

To keep track of your familiar or to use its special move (by using a Summoning scroll), right-click the Summoning icon next to the minimap. This will bring up a range of options to choose from. The first option will always be to use the familiar’s special move so that you can activate them with a single click, and is followed by:

  • Follower details
  • Call follower
  • Dismiss now
  • Take BoB
  • Renew familiar

‘Dismiss now’ is identical in function to the dismiss button in the Summoning interface, but will dismiss them without supplying you with a confirmation panel.

Summoning interface

The Summoning interface can be opened by selecting ‘Follower details’ and shows you a number of useful pieces of information, all of which you should keep in mind to get the most out of your familiars.

The bar at the top of the interface is the Special Move bar, which shows how much energy you have for using scrolls to make your familiar use its special move. This will recharge over time. Special moves and scrolls are explained more fully below.

Just below the special move bar is the button which activates your familiar’s special move, provided you have the correct scroll in your inventory or in acharged headdress. If you hover your mouse over this icon, you will see a display explaining what the special move does and how much of your special move bar it will use. Opposite this button is another that can be used to order the familiar to attack a specific target.

Below the image of your familiar are icons showing you your current Summoning points remaining (49/50 in this image) and how long your familiar can remain with you in minutes.

Because Summoning familiars costs you Summoning points, you will often find that you need to recharge. You can do this by heading to any Summoning obelisk, right-clicking on it and selecting ‘Renew-Points’, or by drinking aSummoning potion. Summoning potions also restore a portion of your special move bar.

At the bottom of the interface is an arrangement of buttons.

Call Familiar
Some familiars can be left to perform actions, or end up trapped on the far side of a rock or a tree. To call your familiar back to you, simply click this button and they will reappear at your side. If you are fighting in a multicombat area, this button will also make your familiar attack your enemy.
Renew Familiar
For your convenience, this button can be used to completely renew your familiar’s timer when it is running low. In order to do so, you must have another pouch of the same type in your inventory.
Take Beast of Burden itemsIf you have a beast of burden or a forager out, you can click this button to transfer any items they are carrying to your own inventory. If they have too many items for you to carry, they will give you as many as you can carry.
Dismiss Familiar
If you no longer need your familiar around, you can click this button to send them back to their strange realm.

The length of time a familiar will remain with you depends on the familiar you have summoned. All familiars will stay with you for a set period of time. There is an initial Summoning points cost to summon a familiar, though, so you must have enough Summoning points to support this. It’s easy to top-up your points, though: just have a look for a small obelisk.

When you have your familiar out, you’ll discover that many of them have a number of special abilities that you can use to your advantage. If you’re unsure what your familiar can do, please read Summoning – Familiars. If you’re looking for a familiar to help with a specific aspect of your training, you may prefer to have a look at Summoning – Skill Focuses. This article shows each type of familiar according to its best skill.

Talking to your familiar

‘Quardle ardle wardle doodle,’ the magpie said.

As your Summoning level increases, you’ll notice that you can understand what your familiars are saying. This is a natural ability you will learn as you become more experienced. To understand your familiars, you need a Summoning level 10 points higher than you do to summon it – for example, to understand a magpie, which requires a Summoning level of 47 to summon, you will need a Summoning level of 57.

Obviously, you can never understand a familiar with a Summoning level of 91, as you will not be able to boost your level above 100 (and only to 100 if you have the Summoning skillcape). In addition, abyssal creatures are strange, unnatural beasts, and will only speak in what seems to be gibberish.

Summoning Scrolls and Special Moves

 

All familiars have a ‘special move’ that can be activated by using a Summoning scroll. There are many different special moves, to see what your familiar does, please read Summoning – Scrolls.

 

Scroll creation interface

To make Summoning scrolls, simply go to a fully-charged obelisk with some pouches of the type of familiar you want to make scrolls for. Click on the obelisk to bring up the pouch interface, then click on the ‘Scrolls’ tab at the top of the menu. You should then see an interface something like this:

If you have a pouch in your inventory, the relevant scroll will be highlighted. To create a scroll, simply click on the image to ‘transform’ a pouch into ten scrolls. You can transform several pouches at once by right-clicking and selecting ’1′, ’5′, ’10′, ‘X’ or ‘All’.

Beside the pouch/scroll tabs is a filter button, so you can choose to see either all possible scrolls (with those you’re currently able to create highlighted) or only those you’re currently able to create.

Using special moves will use up some of your special move energy, which you can see at the top of the Summoning interface. Like special attack energy, this recharges over time. To see how much of your special move energy is used by each scroll, please see the Summoning – Scrolls article.

Note that although many special moves will activate when you click the special move button, some special moves will require you to specify a target (the Bull Rush special moves, for instance).

Familiars and Combat

 

Many familiars are capable of helping you out in combat by attacking your opponents. Their attacks range from mild irritants, through to assaults capable of delivering massive damage or seriously reducing your enemy’s statistics. Each combat familiar has a specific type of combat that they specialise in, and you will earn experience in that skill (as well as Constitution) as if you had inflicted the damage yourself. Familiars will also help with Slayer assignments and LootShare.

Of course, because your familiar is separate from you, they can only help you to fight in multicombat areas. To see the largest areas where your familiars can fight with you and use their special moves, please read the Summoning – Locations article.

To make the most of your familiars’ special moves, you might like to invest in some headgear, which can store scrolls to be used randomly when your opponents hit you.

If you find yourself facing someone else who has a familiar (in the Duel Arena, for instance), you will find it useful to know that familiars’ attacks are occasionally unlike the usual Melee, Ranged or Magic that you might expect. Most armour has a specific defence value against familiars’ special moves and some of their stranger attacks, and if your Prayer level is high enough you may be able to use the Protect from Summoning prayer to minimise the damage you will receive from their attacks.

Pets

 

Pet interface

The Summoning skill, aside from granting you the ability to call upon strange beings from another realm, also enables you to form close bonds with a number of animals native to RuneScape. These range from dogs and geckos right up to baby dragons!

Pets can be purchased from pet shops, caught using the Hunter skill, received from birds’ nests when Woodcutting, or as drops from some monsters.

If you find yourself in possession of an egg, you will need to use an incubator to make it hatch. You can find an incubator in any of the pet shops. After a short period of time you will be able to go back to the incubator to collect your new pet.

When you have your pet out and following you, you will be able to right-click the Summoning icon next to the minimap and select ‘Follower details’ to see how your pet is getting along.

Like the interface for keeping track of your familiars, there are a couple of useful bits of information available.

The ‘feeding dish’ icon shows your pet’s hunger. The higher the number, the more they need to eat. If you don’t feed your pet regularly enough, they are likely to run away, so remember to keep some snacks on you! You can find out what your pet likes to eat by reading Summoning – Pets.

The other icon, showing an adult bulldog and a bulldog puppy, shows how far your pet is towards being fully grown. Most pets go from being puppies/chicks/etc. to an adult state, but the Guthix raptor, Saradomin owl and Zamorak hawk all have an intermediate stage.

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7
Sep

Smithing FAQ

Posted by: Mark   in Skills

General

What are the requirements for Smithing claws?

To smith claws, you first need to complete the Death Plateau quest.

Is it possible to smith halberds?

No, you may only buy them from the halberd shop at the Tyras Camp, after completing the Regicide quest. White halberds, however, may be purchased from Sir Vyvin in Falador, provided you have completed Wanted! and achieved the rank of Master (killed 1300 black knights).

Where can I get a hammer to smith with?

Hammers can be purchased in most general stores, or picked up for free in the Dwarven Mine. They also spawn at several locations across RuneScape and are dropped by many slain creatures, especially Dwarves.

I was trying to make dart tips and a message appears saying “You’re not sure how to make darts yet”; how do I make them?

In order to smith dart tips, you must first complete the Tourist Trap quest.

Can you smith dragon items?

There is no way to make dragon items, nor to get dragon ore.

The dragon square shield must be smithed from the two available halves. You can buy one half when you have completed the Legends’ Quest. The other half is a rare monster drop.

The dragon platebody can be repaired at the dragon forge in the Ancient Cavern using three parts and a blast fusion hammer, provided you have completed While Guthix Sleeps. Dragon platebody fragments can be found as drops from the tormented demons in the Guthix Temple at the bottom of the Chasm of Tears. Blast fusion hammers can be bought from the Blast Furnace.

Can you smith black items?

There is no way to make black items, nor to get black ore.

Where is the best place to smelt my ore?

You need a furnace near a bank; for example, Ardougne, Falador, Al Kharid, or Port Phasmatys.

Where is the best place to smith my bars into items?

You need an anvil near a bank; west Varrock, for example.

What are the gold gauntlets people wear while Smithing?

These are a reward from the Family crest quest. They give extra Smithing experience for converting gold ore into gold bars.

Do I successfully smelt iron ore into bars more often as my level goes up?

Yes. Although there is a constant 50% chance of smelting iron at level 15 Smithing or lower, it becomes more and more likely after level 15, increasing to an 80% chance at level 45. The chance of smelting iron ore does not increase after this point.

The ring of forging, and the Superheat Item spell, also affect the chances of smelting iron successfully.

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7
Sep

Smithing – Extra Features

Posted by: Mark   in Skills

Introduction

When a person has begun to master the smither’s trade, having risen from working on lowly bronze to more useful metals, there are certain tools that can be used to improve the efficiency of their work, these include:

Item Description
Gauntlets of Goldsmithing Chosen reward from the Family Crest quest, these will grant the user 56.2 experience when smelting gold instead of 22.5.
Ring of forging With iron, the chance of smelting success is anything from 50% to 80%. Wearing a ring of forging will give you a 100% chance of successfully smelting 140 bars of iron, after which the ring will break.

The Dragonfire Shield

 

The dragonfire shield is an astounding piece of equipment that enhances the natural abilities of the anti-dragonbreath shield to enable it to absorb and later unleash the power of a dragon’s fiery breath. To make a dragonfire shield you will need a Smithing level of 90.

There are two components to the dragonfire shield: the anti-dragonbreath shield and a draconic visage. Draconic visages are rare drops from adult black, iron, steel, mithril and frost dragons, the King Black Dragon, and skeletal wyverns. To smith them into a dragonfire shield you will need to take them to an anvil along with a hammer. Use the draconic visage on the anvil and you will find yourself in possession of a dragonfire shield and 2000 shiny new Smithing experience.

Note that this may take you some time, so it’s advisable not to click away until you have the dragonfire shield in your inventory.

If you don’t have the Smithing level to make the shield yourself, you can take your anti-dragonbreath shield and draconic visage to Oziach in Edgeville, who will fuse them into a dragonfire shield in exchange for 1,250,000 coins.

See Melee – Other Items for more details about the dragonfire shield.

Spirit Shields

When you complete Summer’s End you are rewarded with a spirit shield, which can be smithed with some elusive sigils to create even more potent shields. If you have a Prayer level of 90 and a Smithing level of 85, you may well be interested in doing so. Click here to read more about Smithing enhanced spirit shields.

The Godsword

 

The godsword is a weapon of unimaginable power that was shattered during the last great battle of the god wars. If you descend into the eternal warfare of the God Wars Dungeon you may be lucky enough to find some or all of the three shards of that fabled blade.

The three parts of the blade can be smithed together in any order to reforge the weapon that the gods once fought for control over. This requires a Smithing level of 80, and will grant you 100 experience for joining any two pieces together (so completing the godsword will earn you 200 Smithing experience).

Note that this may take you some time, so it’s advisable not to click away until you have the completed pieces in your inventory.

The final part of the weapon is the hilt. During the god wars, four hilts were designed for the weapon – one dedicated to each of the major gods: Armadyl, Bandos, Saradomin and Zamorak. These hilts can be attached and removed from the blade freely. The only effect the hilts have is that the special attack changes.

See Melee – Other Items for more details about the godsword.

Scroll of Efficiency

[image]If you have a Smithing level of 55 and a Dungeoneering level of 55, you may be able to purchase a scroll of efficiency from the rewards trader of Daemonheim. Once the scroll is used, it will disappear, giving you the following permanent effect: whenever you smith an item that requires three or more bars to create, there is a chance that you will retain a bar. This chance is dependent on the bars that you are smithing:

  • Bronze – 50% chance of retaining a bronze bar
  • Iron – 25% chance of retaining an iron bar
  • Steel – 20% chance of retaining a steel bar
  • Mithril – 10% chance of retaining a mithril bar
  • Adamant – 8% chance of retaining an adamant bar
  • Runite – 5% chance of retaining a rune bar

The Blast Furnace

The Blast Furnace is located in the eastern area of Keldagrim – the underground dwarven city uncovered during The Giant Dwarf quest. To learn more about the Blast Furnace please click here.

Training Hints and Tips

 

  • Remember that you can use the right-click ‘Smelt X’ option, this saves a lot of clicking.
  • When smelting a large number of ores, use a furnace near a bank, such as Al Kharid. This will save a lot of walking time and will not disrupt your routine too greatly. This method is also useful for Smithing and locations of anvils.
  • Making and selling steel bars is fast experience and there is good profit to be made. However, making cannonballs brings an even bigger profit, as they are always easily sold.
  • Once you reach the level to smith mithril and higher, you may be able to buy the bars at a price where you will be able to smith it and sell for a profit, without spending time Mining the ores.
  • Use the ring of forging (Members Only) to smelt iron ore without failing.
  • Combine the Smithing skill with Magic and use the superheat item spell, which smelts ore without a furnace.
  • Smithing experience is ‘per bar’, so items requiring the same amount of bars will yield the same amount of experience.

Summoning Familiars

Using the Summoning skill, you’ll find that there are a few familiars that might be useful for training your Smithing. Of particular note are the beasts of burden, who can carry extra bars or ores for you, letting you train for longer periods before having to head to a bank.

Smithing Training in Dungeoneering

It is possible to train all of your skills while dungeoneering, and Smithing is no exception. Ore is readily available in Daemonheim, and can be smelted and smithed into useful armour or weapons. You can also gain Smithing experience by completing smithing skill doors.

  • To find out more about skill doors and the basics of dungeoneering, please click here
  • To find out about smithing weapons in Daemonheim, click here, and click here to find out about smithing armour
  • To find tables with Smithing requirements and XP levels, click here

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7
Sep

Smithing – Blast Furnace

Posted by: Mark   in Skills

Introduction

 

The Blast Furnace

The Blast Furnace in Keldagrim is the most efficient ore-processing machine in RuneScape, but it requires a lot of attention. Here players can either work on their own (very time-consuming!) or together to power a large furnace, which when working, will require half the amount of coal for refining. The Blast Furnace Foreman will direct you on what to do.

Location

 

Map of Keldagrim

The Blast Furnace is located in the eastern area of Keldagrim – the underground dwarven city, uncovered during The Giant Dwarf quest. It is situated underneath the factory.

One of the ways to travel there is for free via the mine carts in the Dwarven Mines.

Requirements

You will need to have started The Giant Dwarf quest to gain access to the dwarven city of Keldagrim.

The following roles will need to be filled in order to power the furnace, and a group of at least five players is recommended. It is also a good idea to swap roles from time to time so that everybody can gain experience from the different skills.

Someone with level 30 Firemaking to keep the stove lit.
This person will need to use their spade with the coke holder and then click on the ‘Refuel Stove’ button.

Someone with level 30 Strength to pump the superheated air between the stove and the furnace.
Good communication is needed here as this person must take instruction from the temperature gauge reader, as if the furnace overheats the person pumping the air will take damage. A small amount of food is recommended for the person filling this role.

Someone with level 30 Agility to work the pedal-powered conveyor belt that puts ore into the furnace. The person performing this role may wish to take some energy restore potions as their energy will slowly drain to nothing.

Someone with level 30 Crafting to keep the furnace in working order.
This person will need a hammer so that they can fix all broken parts such as pipes and the conveyor belt.

Someone to watch the temperature gauge and tell the person who is pumping to start and stop, so that the furnace does not overheat. There is no skill requirement for this role. The white part of the gauge means that the furnace is too cold and needs more pumping. The green means the temperature is just right; the red means that the furnace is too hot. The temperature gauge will also alert the gauge reader to when the furnace has a broken part.

While the furnace is in use, all the workers will gain experience in their respective skills (such as Agility experience while powering the conveyor belt) as well as Smithing to all involved.

Recommended Items

This furnace is the most efficient ore-processing machine in RuneScape, but it requires a lot of attention and hard work in order for it to refine the ores. Recommended items to take are:

  • Food
    Only a small amount is needed for the less confident player, used in case of damage from the furnace air pump.
  • Hammer
    Spawns at the back of the room.
  • Spade
    Spawns by the coke bin.
  • Bucket
    Spawns next to the sink.
  • Gold pieces
    For use of the anvils and to buy ores.
  • Ores (noted)
    Ordan can convert any noted ores into proper ores for use in the task, so you can simply carry a stack of ore notes to use in the Blast Furnace. Note that he will only un-note ores that he normally sells.
  • Pickaxe
    If you wish to mine your own ores in a nearby location.

 

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7
Sep

Smithing – Artisans Workshop

Posted by: Mark   in Skills

Introduction

 

Now that’s a big furnace

There are many words that could be used to describe the dwarves of RuneScape: short, hairy, resilient, practical and industrious being just a few. There are a few more that could be applied specifically to the dwarves who run the Artisans Workshop in Falador: rude, untrusting…and very knowledgeable about smithing. What they don’t know about smithing either isn’t worth knowing or is just the ‘wrong’ way of doing things.

So knowledgeable are they, and seeing that there is a demand for humans to learn their skills, they’ve set up the Artisans Workshop to offer Smithing training in a variety of different ways – notably making cart tracks and dwarven burial armour, repairing dwarf multicannons, and the fine art of smithing ceremonial swords. The way they see it, though, you should be paying them to learn their skills, so they expect you to provide your own ores and they’ll keep anything you produce. It’s not like you have a need for cart tracks and dwarf-sized armour anyway, right?

The give and take of ores for Smithing experience is one thing, but learn from the masters and earn their (begrudging) respect, and there are some other more tangible rewards in it for you, including experience boosts while smithing in the workshop, some glitzy visual makeovers for your own multicannon, and potentially getting hold of your own ceremonial sword.

Features

 

Map of the Artisans Workshop

The Artisans Workshop can be found in south-east Falador, just over the path from the entrance to the Mining Guild. Talk to Aksel just inside for information about the place. Right there on the ground floor you’ll see the monstrous smelting machine that’s the heart of the workshop. In here you are able to deposit your ores (iron, mithril, adamantite, runite) and coal, and in return collect some ingots in those same metals. All dwarf artisan smithing requires ingots of varying grades (I through IV), with each grade being a purer form of that metal.

By the side of the smelter are the ceremonial sword anvils, which is suitable for members with at least 70 Smithing – talk to either Abel or Egil to get started with this. Behind the smelter at the back you can get lessons from Suak in how to make dwarven burial armour. This is best suited to smiths of levels 30-70, and some aspects of it are available to free players.

All three staircases in the workshop lead down to the underground training methods. They include the cart track production area, monitored by Sten, which can be used by both free-players and members, and is a low cost, thankless training method best suited to smiths of levels 1-30. Through the door to the south-west is Isak and his “silver beauties” in thecannon repair shop – members are free to lend him a hand if their smithing is 62 or higher. Also wandering around the basement level is Elof, the so-called ‘employee relations manager’, which is just a fancy way of saying rewards shop.

Ingots

All four of the training methods in the workshop require the use of ingots of metal, which are purer than metal bars. To create ingots, simply use some of your ores on the smelter (noted ores are fine) to fill it up, then withdraw some ingots in exchange. You can store up to 4,000 of each ore type in the smelter, and up to 8,000 coal, so you can train at the workshop for a good long while before needing to resupply.

The table below shows how many of your ores are required for each type of ingot. Any ingots you don’t end up using can be deposited back into the smelter:

Ingot Ores required Coal required
Iron ingot grade I 1 0
Iron ingot grade II 9 0
Iron ingot grade III 12 0
Iron ingot grade IV (m) 75 0
Steel ingot grade I 1 2
Steel ingot grade II 4 7
Steel ingot grade III 9 17
Steel ingot grade IV (m) 40 80
Mithril ingot grade I (m) 1 4
Mithril ingot grade II (m) 3 12
Mithril ingot grade III (m) 6 24
Mithril ingot grade IV (m) 30 120
Adamant ingot grade I (m) 1 6
Adamant ingot grade II (m) 3 14
Adamant ingot grade III (m) 4 22
Adamant ingot grade IV (m) 25 150
Rune ingot grade I (m) 1 8
Rune ingot grade II (m) 2 16
Rune ingot grade III (m) 4 30
Rune ingot grade IV (m) 18 144

 

  • Ingots are provided free of charge for making cart tracks.
  • Burial armour requires grade I, II or III ingots of any metal.
  • Cannon repair uses only grade II steel ingots.
  • Ceremonial swords require grade IV ingots of any metal.

Cart Tracks

 

I’ve been working on the cart tracks…

Dwarves are in constant need of new track for their mine cart network, to keep it in smooth working order, so they’re more than happy to let anyone smith some new pieces of track. The cart track smithing area can be found in the workshop’s basement; talk to Sten if you want a quick lesson in the process involved, though it’s quite straightforward.

Track is made with grade I ingots of bronze, iron or steel, which the artisans have provided free of charge in the large troughs in this area. Making steel cart tracks is members-only, but free-players are welcome to smith bronze and iron cart tracks. Simply grab an inventory of whatever ingots you want to, and are skilled enough, to work with, then use them on the anvil. Each section of track requires five components to complete: some rails, a base plate, some spikes, a joint and some ties, which require the following Smithing levels to make:

Item Level
required
Smithing XP
Bronze rails 1 1.4
Bronze base plate 2 1.4
Bronze spikes 5 1.4
Bronze joint 8 1.4
Bronze ties 11 1.4
Iron rails 15 5.1
Iron base plate 19 5.1
Iron spikes 24 5.1
Iron joint 29 5.1
Iron ties 34 5.1
Steel rails (m) 39 8.8
Steel base plate (m) 44 8.8
Steel spikes (m) 49 8.8
Steel joint (m) 54 8.8
Steel ties (m) 59 8.8

These components then need to be combined in the following order:

Bronze:

Item Level
required
Materials
required
Smithing XP
Bronze track 40% 3 Bronze rails x 1 Bronze base plate x 1 6
Bronze track 60% 6 Bronze track 40% x 1 Bronze spikes x 1 7
Bronze track 80% 9 Bronze track 60% x 1 Bronze joint x 1 9
Bronze track 100% 12 Bronze track 80% x 1 Bronze ties x 1 10

Iron:

Item Level
required
Materials
required
Smithing XP
Iron track 40% 20 Iron rails x 1 Iron base plate x 1 10
Iron track 60% 25 Iron track 40% x 1 Iron spikes x 1 11
Iron track 80% 30 Iron track 60% x 1 Iron joint x 1 12
Iron track 100% 35 Iron track 80% x 1 Iron ties x 1 13

Steel:

Item Level
required
Materials
required
Smithing XP
Steel track 40% (m) 45 Steel rails x 1 Steel base plate x 1 13
Steel track 60% (m) x 1 Steel spikes x 1 16
Steel track 80% (m) 55 Steel track 60% x 1 Steel joint x 1 22
Steel track 100% (m) 60 Steel track 80% x 1 Steel ties x 1 25

This means that to make a complete section of bronze track requires a Smithing level of 12; iron track sections require 35 Smithing; and steel tracks 60 Smithing. If you don’t have the level required to make a complete piece of track in a metal type, you can build as many stages as you’re able and then dump the parts in the nearby mine carts – the dwarves will finish them off later. You don’t get any extra experience for this, but it quickly clears your inventory of ALL track-related materials (including complete sections of track).

If, however, you can create a complete section of track, you can earn an extra 5 Smithing XP per piece of track if you head through the nearby tunnels and lay it yourself. Any unfinished track will be automatically dumped into the mine carts on your way back out.

Burial Armour

 

That’s some intricate armour

The burial armour lessons take place at the back of the workshop’s ground floor. Talk to Suak and he’ll get Sten to show you how it works (“Suak busy giving lessons”). Members can work with ingots of any kind of metal they wish (free-players may only use iron or steel ingots). Regardless of what metal you choose to work with, grade I ingots are used to make burial armour for miners; grade II ingots are needed for burial armour for warriors; and burial armour for smiths requires grade III ingots. Basically, the more valuable the metal you work with and the higher its grade, the more Smithing experience you will earn.

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7
Sep

Smithing – The Basics

Posted by: Mark   in Skills

Introduction

To begin training your Smithing skill, you will first need to understand and practice smelting: the method used to make the bars needed to forge weapons and armour. The most popular way to do this is to mine the ores yourself. This can be done through use of the Mining skill.

Another way, used by many a player, is trading ores and/or already smelted bars with other players. This means that you will be paying gold for someone else’s work, but it is a consideration if you wish to master the art of Smithing more quickly.

Once you have your ores and you have used the map to find yourself a furnace, you need to smelt them into bars. On the minimap in game, the furnace icon appears as such:

To smelt, you will need the required ores to make the bars of your choice:

Bar Received Smithing Level Primary Ore Secondary Ore Experience For Smelting
Bronze bar 1 Copper ore Tin ore 6.2
~Blurite bar 8 Blurite ore None 8
*Iron bar 15 Iron ore None 12.5
**Elemental bar 20 Elemental ore 4 Coal 7.5
Silver bar 20 Silver ore None 13.7
Steel bar 30 Iron ore 2 Coal 17.5
Gold bar 40 Gold ore None 22.5
Mithril bar 50 Mithril ore 4 Coal 30
Adamantite bar 70 Adamantite ore 6 Coal 37.5
Runite bar 85 Runite ore 8 Coal 50

Notes
~Blurite ore can only be smelted after completing The Knight’s Sword.
*At level 15, iron ore has a 50% success rate of being smelted. This chance increases by 1% with each Smithing level, up to an 80% chance at level 45 Smithing.
**Elemental ore can only be smelted, on and after completion of the Elemental Workshop.

Now you have your ores and you have used the map to find yourself a furnace, now you need to smelt.

Smelting

To smelt, there are 3 methods:

1 – If you know what you want (and generally only want 1 or 2 bars), simply select the primary ore (the non-coal ore) and ‘use’ it with the furnace. You will then receive the relevant bar, provided the secondary ore is also in your inventory and you have the required Smithing level.

2 – With all the ores in your inventory, click on the furnace and you will be presented with a screen containing all the ores.

Text in black means you have the Smithing level required to smelt the bars, whereas red text shows that you currently do not have the Smithing level required to smelt that bar.

Smelting bars

On this new menu, you can simply click the bar you wish to smith. Provided the correct ores are in your inventory and you have the smithing level required, you will smelt it. Alternatively, to save time and clicking, you can ‘right-click’ the picture of the bar you wish to smelt. Here you can select how many bars you wish to make and your character will repeat the smelting action that amount of times, to save you clicking. When ‘Smelt X’ is clicked, an empty field will appear: simply enter the number you wish to smelt and your character will make that number, depending on resources in your inventory.

Whichever way you chose to use the furnace, when you have selected smelt, your character will begin working.

3 – The final way to smelt ores is using Magic. The level 43 spell ‘Superheat item’ allows the caster to smelt ores, without the use of a furnace.

This spell requires 4 fire runes and 1 nature rune.

If you have these runes, go to your spell book and select the spell. The option will then change to ‘Cast superheat item on…’ The view in the player control panel will automatically change to your inventory, then select the ore you wish to use (generally the primary ore).

Please note
It is important to point out that if you use superheat item on iron ore, the chance of smelting is 100% and you will still get the Smithing experience.

If you want to find ways to improve or speed up your smelting, try looking at the Extra Features page.

Smithing

Now you have obtained some bars, you can turn them into items. To smith the bars into items, you have to find an anvil. These appear as the following symbol on the map.

Smithing interface

To smith, you will need bars of the metal type you wish to fashion and a hammer. Hammers can be purchased in most general stores, or picked up for free in the Dwarven Mine. They also spawn at several locations across RuneScape and are dropped by many slain creatures, especially dwarves. Alternatively, you may wish to pay Diango a visit in Draynor Village – he has a golden cracker with your name on it, and in that cracker is a golden hammer, which can be wielded and used for smithing (freeing up one more inventory space for the metal bar of your choosing).

Simply use the bar of your choice with the anvil and you will be presented with the following menu:

Each item possible to smith from the metal you have selected is displayed here. You can see how many bars you will need in order to make that item.

If an item is displayed in white text, this means you have the Smithing level required to smith the item. If this text is black, you do not have the Smithing level required. Similarly, if the amount of bars is displayed in green, you have the correct amount (or more) to smith the item. If this text is red, you will need more bars in order to smith the item.

Now all you have to do is select the item you wish to make from this new menu, and your character will smith it. It is worth noting that, similar to ‘Smelt-X’, it is possible to right-click an item from the Smithing menu to get a multiple Smithing sub-menu, where ‘Smith 1, 5, X, All’ can be selected to make items in bulk.

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