4 months ago - /u/JagexAzanna - Direct link

The first of our 110 Skill level raises arrives on Monday August 12th! Find out more about it in this prelaunch blog - https://secure.runescape.com/m=news/new-skill-levels-110-mining--smithing

External link →
4 months ago - - Direct link
Mining & Smithing are forging on to 110!
4 months ago - /u/JagexAzanna - Direct link

The first of our 110 Skill level raises arrives on Monday August 12th! Find out more about it in this prelaunch blog - https://secure.runescape.com/m=news/new-skill-levels-110-mining--smithing

External link →
4 months ago - /u/JagexBreezy - Direct link

HAVE YOU HEARD ABOUT THE 110 MINING AND SMITHING UPDATE?!??

4 months ago - /u/JagexAzanna - Direct link

Originally posted by Robinhood293211

Broski in the masterwork 2h picture is taking a sword (melee) to a necromancy only boss :D

I picked a decent looking spot to grab a photo against a more recent boss, didn't. Wana dive into sanctum so Ossy jumped to mind

4 months ago - /u/Jagex_Stu - Direct link

Originally posted by AnimeChan39

Are there going to be new protean tiers or should I just use them now?

That decision's under the purview of our Live Ops colleagues for future consideration.

We've not modified proteans in this update.

Personally I'd be inclined to use them now, while DXP is running.

4 months ago - /u/Jagex_Stu - Direct link

Originally posted by Kopiko45

Do mining and smithing skillcapes now require level 110 to wear?

The max cape has remained the 99 cape when skills have increased to 120, so we've followed suit with that convention. Still need 99 all skills to enter the max guild.

Comp cape requires the Master Skiller achievement which requires the highest non-virtual level in every skill, so that's affected by the new 110 Mining and 110 Smithing skill chain achievements. Those 2 achievements have a generous grace period.

We're not adding 110 capes.

There's also a few new achievements, at least one for each skill on comp cape and bringing Mod Jack's mithril metal upwards lore from the M&S rework design in-game in master quest cape's Lore->Books category.

Release the lorehounds!

4 months ago - /u/Jagex_Stu - Direct link

Originally posted by RoseAndLorelei

update has me resubbing after quitting in april

Welcome back to RuneScape!

4 months ago - /u/Jagex_Stu - Direct link

Originally posted by YouSaradoministFilth

HOLY f**k, make-x for smithing!1!11!one

Only this week I made about five inventories' worth of alloy spikes and made half of them into abyssal ones.

Amazing stuff. And I take it that Everything Is Oresome is up for redoing... Luckily the Earth And Song wasn't a comp req so hopefully neither will be upgrading it to the 110 one.

I have 200M mining but never felt compelled to advance smithing since there aren't many lazy methods, but I did 110 this week so I'm ready :)

Everything is Oresome has RuneScore and a functional ore box benefit.

So we made a separate primal achievement so the benefit doesn't become locked where you can't use it during one's journey to 99.

I did also try to get both pickaxe creation achievements onto comp cape, but design said no, so no stress there. Achievement is its own reward.

Gratz on 110 Smithing! The primal equipment tier should make your journey to virtual 120, and my journey to 200m, less of a grind. ;)

4 months ago - /u/Jagex_Stu - Direct link

Originally posted by poiska

Might actually log in to ‘actually’ play for the first time in months. In the long term would you guys consider just condensing level 120 xp to be the new 99..? I feel it’s so odd that we have skills that go to 99,110,120,150 virtually.

Eventually 120 all is the goal (other than you, Invention, you over-achiever with your wacky elite skill 150 levelling curve).

The new strategy is we're taking individual skills project by project in 10 level increments to 110, then in future years another 10 levels to 120, to ensure players get frequent skilling updates in relatively short development cycles, rather than 6 month+ reworks or anaemic unlocks in some level bands.

That does mean we have a minimum 110 content deliverable that must be met in a reasonably short timeframe, so we have to be very brutal what quality of life improvements we include and consider them stretch goals.

We were able to squeeze almost all our nice-to-haves into this update by virtue of the recently reworked state of Mining & Smithing.

I suspect some subsequent skills will be trickier to extend, and consume more of our development time to achieve the core deliverable 110 content.

4 months ago - /u/Jagex_Stu - Direct link

Originally posted by Twander92

Any changes for obtaining Dragon Pickaxes as its still a joke for Ironmen to obtain.

Agree that the dragon pickaxe drop rate is Karamjan bananas, but fixing that was out of scope for this 110 skilling update. Though limiting supply is how it holds its value.

You won't need a dragon pickaxe for the level 100 upgrade to the pickaxe of earth and song, for what it's worth.

4 months ago - /u/Jagex_Stu - Direct link

Originally posted by Legal_Evil

you will also need to break down existing powerful weapons such as Chaotic weaponry, the Twin Furies' Blades, and Drygore weaponry in order to gather powerful essence that will imbue the blade!

Can Rumbling components be used to make the drygore essence?

Nope. Similar to masterwork armour essences, the intact weapons are required to create masterwork weapon essences.

4 months ago - /u/Jagex_Stu - Direct link

Originally posted by CourtneyDagger50

OMG. Make-X smithing update!!!! Thank you thank you thank youuuuuuu, Jagex. You beauties! <3

<3 It was a time-consuming pain to fix, not going to lie. Every single smithable object had a parameter on it enforcing a make limit of 1, and there were some corner cases where that was necessary to preserve exceptional functionality, so had to check each manually.

Glad we managed to squeeze in this stretch goal though.

4 months ago - /u/Jagex_Stu - Direct link

Originally posted by TheLostCanvas

Will there be a primal plateskirt?

No plateskirt, no chainbody. (Though the platelegs have a somewhat skirtlike element to their design.)

Primal follows a similar pattern to orikalkum, necronium, bane, elder rune where there's a narrower set of items to keep the artist time at our current fidelity manageable.

Most of the items at a new artisan tier just exist as XP training fodder, since once you have a fully upgraded set for your own use, there isn't much of a demand to keep smithing more equipment other than to sink them out for burial XP, modest moneymaking or filler invention components.

4 months ago - /u/Jagex_Stu - Direct link

Originally posted by NexexUmbraRs

Why didn't you tell us there would be a mining and smithing update?

We'll tell the fanatics to yell louder next time.

4 months ago - /u/Jagex_Stu - Direct link

Originally posted by Any-sao

Will Primal armor have better defensive stats than Masterwork? Since the former is Tank gear and the latter is Power gear?

Other question: the blog mentions that breaking down Chaotics, Drygores, and Fury Blades are needed to IMBUE the Masterwork sword. So does that mean there is a wieldable un-imbued version that doesn’t rely on RNG drops? Because that would be extra cool if so!

Would be cool! But nope, if you want to completely assemble a 2h masterwork sword, you'll need to complete all steps. (Or, if you prefer braver souls to engage in bossing for those weapon drops, empty your coffers into the Grand Exchange like me for the privilege of saving life and limb.) A master smith perseveres in their craft.

4 months ago - /u/Jagex_Stu - Direct link

Originally posted by Byrand-YT

Will we able to use primal +5 for burial armor at the artisan workshop for respect points?

Yep, primal is the 100 core Smithing tier after 90 elder rune, so uses similar tiered burial mechanics for XP training and respect.

4 months ago - /u/Jagex_Stu - Direct link

Originally posted by dirtyhobbits1

Hi there, will the new pickaxe be a req for trimmed comp?

Nope, following the precedent of https://runescape.wiki/w/A_Song_of_Earth_and_Pickaxes and https://runescape.wiki/w/Imcando_Attitude, creating the level 100 augmentable pickaxe has an achievement but isn't required for completionist cape or trimmed completionist cape.

4 months ago - /u/Jagex_Stu - Direct link

Originally posted by Prcrstntr

Will you make one of the worlds a Community Mining Training world?

Nope. I suspect world 70 Artisans' Workshop if you're also Smithing or one of the Skill Total worlds would be popular choices, though.

4 months ago - /u/Jagex_Stu - Direct link

Originally posted by Last-Appointment9374

is the weapon degradable?

Yes, but you can augment the masterwork 2h sword to use divine charges as the degradation mechanic.

4 months ago - /u/Jagex_Stu - Direct link

Originally posted by Narmoth

Well this caught me off guard... I haven't heard anything about an upcoming mining and smithing rework. Next time, add an NPC to tell us at each bank.

In all seriousness, I have enjoyed seeing them back.

Glad to hear it! The fanatics report they've enjoyed getting to meet new people and flaunt their FashionScape.

4 months ago - /u/Jagex_Stu - Direct link

Originally posted by GolfLoud6332

Is ‘Make-x Smelting’ included under Make-x Smithing?

The Smelting interface already has a quantity slider to make multiple bars, inventory space permitting.

Smithing is following suit. (Pun intended.)

4 months ago - /u/JagexBreezy - Direct link

Originally posted by Blueopus2

Hopefully there’s some NPCs or flyers in game to tell us about this update

Nah that’d get really annoying, we’d never do that sort of thing…

4 months ago - /u/Jagex_Stu - Direct link

Originally posted by mattttherman

Interesting. Primal is better than elder rune, but not as good as custom fit masterwork.

Yep, because primal's the level 100 equivalent of level 90 elder rune. Exists primarily to train the Smithing skill to the next tier, plus provide a baseline of self-made tank armour, so PvM power armour holds its value.

Masterwork's a particular high-skilling-effort power armour niche somewhere inbetween, but that's very atypical for where artisan/manufacturing skills like Smithing have to coexist in the skilling vs combat equipment meta.

4 months ago - /u/JagexBreezy - Direct link

Originally posted by Lions_RAWR

My only hope is that all the updates regarding the skills will be packed with content. But not just any content though. Something that takes time to do and won't be done in a day.

Maybe even some more lore drops

The new augmentable pickaxe and masterwork sword will take up a fair bit of your time, and there’s an MQC req with this update too :D

4 months ago - /u/Jagex_Stu - Direct link

Originally posted by Underthyrunes

Are we not getting burial primal armor? Or did I miss it in the text?

Yep, primal armour can be burialised (is that a word? It's a word now) at the artisans' workshop in a similar fashion to elder rune, bane, necronomiconimodium, etc.

4 months ago - /u/JagexBreezy - Direct link

Originally posted by Underthyrunes

Are we not getting burial primal armor? Or did I miss it in the text?

Primal can indeed be burial’d (buried?)

4 months ago - /u/Jagex_Stu - Direct link

Originally posted by Sakirth

No. You're all good. No capes (other than Comp eventually) will be lost!

There are some additional achievements you'll need to complete to reclaim comp cape and master quest cape (mentioned elsewhere in this thread), but the 110 Mining and 110 Smithing achievements on comp cape have a grace period.

So take your time, stop to smell the grit, and enjoy the grind.

4 months ago - /u/Jagex_Stu - Direct link

Originally posted by Internal-Mushroom-76

so how f**ked am i for comp/trim?

Pheasantly plucked. A couple comp achievements, on par with existing comp achievements for Mining and Smithing, plus the 110 skill chain achievements that have a grace period. Something for master quest cape. Nothing new for trim.

4 months ago - /u/JagexBreezy - Direct link

Originally posted by JagexAzanna

I picked a decent looking spot to grab a photo against a more recent boss, didn't. Wana dive into sanctum so Ossy jumped to mind

Azanna just be honest, you’re built different

4 months ago - /u/JagexBreezy - Direct link

Originally posted by SwuntPG

If it’s not a pick axe of rock and roll I’m quitting the game

Pickaxe of Roll and Rock

4 months ago - /u/Jagex_Stu - Direct link

Originally posted by ADHDavidThoreau

I kinda wish you would make a caveat to T100 gear which is that they’re wieldable at level 99, until combats go to 110/120, at which time level 100 will be required.

Even if that’s the plan you should be explicit about it, and if it’s not the plan, it should be

Currently, that's what we've had to do. Technically the level 100 armour should have a level 100 Defence requirement.

But until Defence is increased past 99 (and the combat team want to increase all the combat skills at once in a coordinated effort with appropriately resourced updates, so that's not an option with this year's already packed schedule), our only option at present is to require the current maximum combat skill level of 99 when a level 110 skill requires a combat skill other than Necromancy.

4 months ago - /u/JagexBreezy - Direct link

Originally posted by TheFalloutHandbook

We don’t yet know how to acquire the new stone spirits, but PLEASE let us use Divination transmute old stone spirits into the new ones. It would rejuvenate so many boss drops as well as get rid of countless stone spirits people don’t need.

They’ll be available from a few different things like some chests, bosses, and slayer monsters.

Separate to any 110 skilling updates, i’d like to look at addressing stone spirit drop rates and quantities in the future so as to steady the supply of them, as they’re a bit too abundant right now

4 months ago - /u/Jagex_Stu - Direct link

Originally posted by 5-x

Is there an achievement for creating a masterwork sword?

As with masterwork armour, there's a new comp cape achievement for unlocking the ability to create the masterwork 2h sword, but no achievement for creating masterwork equipment.

4 months ago - /u/Jagex_Stu - Direct link

Originally posted by poiska

Thanks for the reply. Curious about combat skills as well, will they be taking the approach of all at once similar to mining and smithing or are the thoughts of doing melee, range, magic, hp, on a separate basis?

Too early to say and I've not personally been involved in those discussions, but from what I gather, there's a preference to increase the combat skills altogether, when the time comes, to avoid a combat style imbalance.