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Video | The Road to Archaeology pt.1 | Runefest Info - potentially outdated Info

The below information are topics covered during today's stream. I will be making a Mega-thread containing ALL info at a later date.


General

Capes of Accomplishment

There is NO grace period for 99 Archaeology. But there will be a 6 month grace period for 120 Archaeology.

  • Maxed Cape - will be removed until you obtain 99 Archaeology.
  • Regular/Trimmed Comp Cape - will be lost until you re-obtain the Maxed Cape.
  • MQC - will have new reqs but they will also have a 6 month grace period.

Accomplishments

  • Jack of All Trades & Master of All - Removed until Archie is obtained.
  • Gather's cape - Removed until obtaining the shard after 99 Archaeology.
    • Other shards will be given back.

Boosts & Bonuses

Only boosts obtained through the Archaeology skill will work.

  • The following will NOT work:
    • Clan Avatar, Auras, XP Lamps/Stars, Bonus XP, Refer-a-Friend, Incense sticks.
  • The following will work:
    • Daily challenges, Skillchompas, Archaeology outfits
  • There will be no Urns/Juju potions for Archaeology on release.

Skill Interface Changes

Skills Tab

| Skill Guide

  • Clicking on an item in the skill guide will provide detailed information about that item (level, location, stats).

Other

  • Grace of the Elves and Porters work with Materials and send them to the storage box.
    • They do not work with Soil.
  • Players will be given 50 free bank space when the update launches.
  • Some NPCs will be voiced.
  • Over 200 new Achievements

Excavation

  • Excavation Spot - Obtain artefacts, materials, and soil.
    • Each spot will provide a group of materials which are specifically needed for the Artefact found there.
  • Material Caches - Caches located away from the main site which guarantee a certain material and soil.
    • Work similar to trees, when exhausted it's exhausted for all players.
    • Each one only contains 1 type of resource.
  • Time-sprites - Similar to Rockertunities but also slightly different.
    • Permanently present but requires you to be active and follow them around the excavation site.
    • While interacting with it, you will receive specific benefits.

Mattocks - The pickaxe of Archaeology.

Smithable Mattocks - (No +1, +2, etc versions) | Special Mattocks - Dragon, Crystal, Imcando, etc

  • Bronze-Rune mattocks will be available in a shop.
  • Dragon mattocks are obtained through Archaeology and through PvM.
  • A Dragon mattock is needed to make the Crystal Mattock & Imcando Mattock.
  • The Crystal and Imcando mattock are used to create the Mattock of Space and Time.
  • There is also a hero mattock item.

Excavation Discoveries

  • Artefacts - Always found broken and when the progress bar is full. (Can be banked).
  • Materials - Are used to restore artefacts.
    • Stored in the Material storage box (similar to the metal bank but found near Restoration Benches).
    • Tradeable but not stackable.
  • Soil
    - Filtered at a screen station in the Varrock Digsite for additional materials.
    • Can be stored in a Soil Box within your inventory (similar to an Ore Box).
    • Tradeable but not stackable.
    • Some players will like it and use it, some won't like it and sell it.

Restoration

  • Artefacts require a certain amount of materials to mend them.
  • The restoration process gives the most significant Archaeology XP in the game.

Restored Artefacts can be:

  • Given to a Collector
    - Complete their want-list in return for Relics/other rewards.
    • First time reward for completing a collection & a reward for repeating it.
    • You cannot hand in duplicate artefacts until you complete the collection.
  • Given to the Museum - Rewarded with Chronotes.
    • Will grant you 60% of the chronotes that collectors would provide.
    • Accepts duplicate artefacts.
  • Disassembled for new Archaeology components.
  • Kept for future uses.

Levelling

The gameplay is non-linear and has you go to various sites at any level.

  • Five new areas: Kharid-Et, Everlight, Infernal Source, Stormguard Citadel, and Warforge.
    • The digsite goes beyond just the base-camp.
    • Base-camp contains: Restoration Bench, Material bank, Banks, Site manager.
    • All the digsites have content up to level 118-119.
  • Unlock new digsites and new excavations.
    • Find all of their secrets, loot chests full of materials, encounter puzzles to be navigated.

Rewards

  • Relics - Most powerful rewards, but you can only have a few active at once.
  • Ancient Invention and Ancient Summoning - will be covered in-detail in a future stream.
    • 4 New Invention Materials
  • Elite Archaeology Outfit - completely earnable in-game.
    • It will provide the usual perks you'd expect, like teleports to digsites and XP boosts.
    • As well as increased success rates with soil, excavation and faster restoration too.
  • 99 Skillcape
    | 120 Skillcape
    | Archie the Archaeology skill pet

Reward Shop

  • Chronotes - New tradeable currency for Archaeology spent at a skill-wide shop full of rewards.
  • Upon completing the Tutorial, players will be able to purchase consumables.
  • Consumables provide various boosts to Archaeology (similar to those in Deep Sea Fishing).

Qualifications

  • Location: Varrock Digsite (Archaeology Guild)
  • Receive diplomas which recognize your Archaeology accomplishments.
  • Qualifications are basically meta-Achievements.
    • You will be required to master virtually every aspect of Archaeology at a certain level band.
    • Unlock new researchers, new chronote shop stock, and more.

Player Owned Nerds - Researchers

  • Unlocked at Level 40 Archaeology & Assistant qualification.
  • A research team who will do things while you are away.
  • If they are successful you will get rewards - materials, artefacts, and new archaeology drops.
  • You must be a higher rank than the researchers you wish to hire. (They can have additional requirements).

Research Management Info

  • Types of Research:
    • General Research - Perpetual thing you can do.
    • Special Research - One off, narrative driven research.
  • Research and the rewards scale to your Archaeology level.
  • Mission lengths have no effect on rewards, it just gives players more control at the rate they wish to.
  • Research can't fail, but if you cancel you'll lose the initial investment.
External link →
over 4 years ago - /u/JagexRyan - Direct link

Originally posted by WasV3

Say it with me folks

Panic Buy Chins

Past that I don't think they'll be that useful, success rate looks to be 100% and when the bar fills up you get a damaged artifact, and the bulk of XP comes from restoration, so you're really only getting 10% more XP from the gathering step which is already low XP, so it might not be worth the cost of 2.5k per chin

EDIT: As I know J-mods will probably read this post, could you confirm that if I add an elder rune mattock to my toolbelt, and I'm 31 Arch, would I have access to the Mithril Mattock or will I have to add each Mattock individually to the toolbelt?

You'll get XP each time you excavate, similar to Divination. However, you'll gain more XP for successful actions (when you obtain a material).

over 4 years ago - /u/JagexRyan - Direct link

Originally posted by MonzellRS

I have a feeling this is gonna end up like shifting tombs, hope I'm wrong

There are mysteries to solve, and the occasional puzzle to complete should you wish to gain access to more of a site (which you should want to, as there are excavation spots there), however these are not repeatable.

over 4 years ago - /u/Shaunyowns - Direct link

Stupendously hyped for this, I was a noobie when Invention came out but I'm so ready to dive into this skill, think the team have smashed it, very much looking forward to more information as it releases!

over 4 years ago - /u/JagexRyan - Direct link

Originally posted by Bullstrode

Has the idea of restoring weapons for use in pvm been scrapped? I see that picture of a light crossbow, but is that only for handing in and stuff like the spear of annihilation that was mentioned in runescape been scrapped for more of ancient summoning and invention?

That light crossbow is an example of an artefact which sits inside of the core loop (excavate, discover, restore, repeat).

The spear of annihilation that was mentioned at RuneFest is still an artefact that you can obtain, however it is only similar in the sense that you have to restore it. It works differently and is not collected by collectors for example.

over 4 years ago - /u/JagexRyan - Direct link

Originally posted by GamerSylv

Yeah I'm still wondering about this as well (along with Ancient Herblore). Seems like a repeat of Invention initially teasing new weapons.

There is no ancient herblore in the release of Archaeology. At RuneFest it was mentioned as a potential reward from a future dig site called 'Orthen'.

over 4 years ago - /u/JagexRowley - Direct link

Originally posted by MonzellRS

I have a feeling this is gonna end up like shifting tombs, hope I'm wrong

Could you contextualise what you mean?

There's a slight/minor thematic overlap, but they are vastly different pieces of content. I don't really see there being any direct comparison between them.

over 4 years ago - /u/JagexIago - Direct link

Hey,

Thanks once again for compiling the information shared in the stream, u/ImRubic!
I'll just expand on/clarify a point or two mentioned from this composition.

Excavation
Time-sprites - Similar to Rockertunities but also slightly different.
Permanently present but requires you to be active and follow them around the excavation site.

There are numerous different excavation spots within a site and there's a Time Sprite active at each type of excavation spots. Consider some trees in Woodcutting as an example... an Oak, Willow, and Maple tree are different types of hotspots, but there is a Time Sprite that travels between the Oak trees, then another one that travels between the Willow trees and so on. You do not have to move to a different type of hotspot that you don't want to, and rather just between the type of hotspot you're excavating from.
I hope that made sense. :P

Excavation Discoveries

Artefacts - Always found broken and when the progress bar is full. (Can be banked).

To add some more information, the discovery bar (progress bar) is tracked per excavation hotspot type. So for example, if you make 50% progress on finding an artefact from a level 10 excavation spot, and then unlock a new one at level 12 and move over to it, your progress on finding an artefact from the newly unlocked excavation spot is at 0%, but if you go back to the level 10 hotspot, it will still be where you left it at 50%.

Restored Artefacts can be:

Kept for future uses.

For clarity, this isn't for future updates and rather for other content within the skill. You'll probably learn quite soon after the update some of the uses for different artefacts.
Your other points under the 'Restored Artefacts can be' heading does cover their repeatable uses well though. :)

Unlock new digsites and new excavations.
Find all of their secrets, loot chests full of materials, encounter puzzles to be navigated.

Each site has its own design, and they don't all follow suit, so don't expect the same thing for every site.

Will lookout for more questions over the night and throughout the day tomorrow, so any questions just ask! :)

over 4 years ago - /u/JagexTimbo - Direct link

Originally posted by 5-x

Questions to Mod Timbo perhaps: /u/jagextimbo How confident are you in chronote balancing? Will the chronote sources provide high enough inflow to meet the demand? Do you intend there to always be a chronote shortage in the economy so that the skill stays profitable? Do you think the chronotes are the bulk of the profit from training Archaeology, or is it the soil/materials?

There is a deficit for players with regards to Chronotes, it will be difficult for you to get all of the latest unlocks from the store and keep up with General + Special Research AND changing relics. The intention is that if you want to be the at the cutting edge as soon as you unlock items, you will have to spend (and spend big) in order to maintain that edge. If you're smart with how you train, and don't mind a delay in how you obtain items or not being at 100% efficiency, then you should be relatively self-sustaining.

The design for Chronotes has risks attached but thanks to our longevity testing, we've mitigated as best we can. Chronotes should always be in demand for players training Archaeology and those using relics, this is exacerbated for the initial months of the skills as players racing for 120 (or wanting to finish the skill quickly) will need even more than they could hope to earn to cover research, consumable buffs et al.

It's a slight tangent but the income of Chronotes is closely tied to the income of materials as the only way to obtain Chronotes is via handing in restored artefacts. This means that with the way that materials work, you're not expected to be able to restore all of the artefacts you obtain from an hour's worth of excavation with the materials you've earned requiring a player to either: trade, screen soil and/or use material caches in order to finish their projects.

Having read through everything I've put down here, it may look either complicated or the design is being "mean" - both of those are partially true but the focus has always been in creating a bustling economy (the vast majority of the skill's items are tradeable minus artefacts), different ways to play the skill and for it to feel like you're achieving something. Come 30th March and you get your hands on it, see the designed systems in place and experience the skill - hopefully it all falls into place, makes sense and we get the same amount of joy that our longevity testers experienced.

over 4 years ago - /u/JagexRowley - Direct link

Originally posted by Reagorn

/u/jagextimbo If we already have a pickaxe of space and time, will we need another dragon pickaxe and imcando pickaxe to turn them into mattocks then into a space of time mattock or can we turn our space and time pickaxe into a mattock?

I think you might be conflating picks and mattocks here.

The Pickaxe of Earth and Song is its own thing, exclusively used in Mining.

For mattocks, you would need two dragon mattocks. One of those you would turn into a crystal mattock (with 4,000 harmonic dust), the other into an imcando mattock (using new objects released with Archaeology). Then you would combine the crystal and imcando mattocks together to create the Mattock of Time and Space.

This mimics the path pickaxes use, but mattocks and pickaxes are entirely separate.

over 4 years ago - /u/JagexRowley - Direct link

Originally posted by Kent_Knifen

Dungeoneering isn't a skill because it has reward currency |:< /s

Not to worry. Archaeology absolutely feels like a skill when you are training it, and is most definitely not a minigame just because it has a baked-in currency. I mean, Farming has a currency now (beans) and hasn't spontaneously morphed into a minigame. It's all in the delivery and the feel.

That said, Dungeoneering being seen by some as a minigame is entirely moot if it is consistently the second highest voted favourite skill. So, if Arch ends up being viewed by some as a minigame, as long as it's being enjoyed, that's a "problem" I think we'd be happy to have. :)

over 4 years ago - /u/JagexRowley - Direct link

Originally posted by CptnCappie

Please center the skill icon in the skills interface and tab

That interface is built dynamically depending on how players have their interfaces set up. There is no concept of centre, only order (top-left to bottom-right).

While we could hack in a fix for anyone with a three column layout, that doesn't help those with a different setup. We'd also only end up having to remove the hack when we release the next skill or two.

over 4 years ago - /u/JagexRowley - Direct link

Originally posted by lordwerwath

Why not allow incense sticks? It is literally part of the game...

Embargoes on XP boosting items are in place to give a fairer playing field for the highscore race every new skill brings. Once the embargo is lifted, all boosts will be made to work with Arch.

That said, I believe the dwarf weed incense sticks do work, as they are effectively porters and run through the same code, and porters do work with Archaeology.

over 4 years ago - /u/JagexTimbo - Direct link

Originally posted by 5-x

Which of these can we augment?

Dragon, Crystal, Imcamdo, Time and Space as well as the Hero Mattock

over 4 years ago - /u/JagexRowley - Direct link

Originally posted by Jchaplin2

Rowleys confirmed that while there is an Imcando mattock, the method to make it is different than the stuff in-game atm, so getting pieces now is useless

I think people have confused that earlier I said the process was similar to obtaining an imcando pickaxe. You will not need imcando pickaxes or pieces to make an imcando mattock.

over 4 years ago - /u/JagexRowley - Direct link

Originally posted by MarkAntonyRs

We will be able to access the storage bank from the regular bank right? It's not going to be this bullshit like the smithing bank where every time you buy new shit from the Ge or get drops you have to manually go somewhere to deposit it and vice versa for selling?

People downvoting this are literally saying they'd prefer jagex made a concious effort to make the game WORSE than it could be lmfao. This is wild.

It will be that same bullsh*t. You can store materials in the bank if you'd prefer, though the restoration workbench will not recognise any in your bank. They can be deposited in noted form, though, and there's a bank chest close by every material storage, so it's a tiny hardship at worst.

over 4 years ago - /u/JagexRowley - Direct link

Originally posted by lordwerwath

I feel that it should be placed on items that are obtainable with MTX and not in game. If that was the line, then by the same logic, the Elite Outfit should also not give a boost during the beginning months. People racing for the highscores are not the normal players. Having the 2% exp boost wont change the race as all of them will be using it anyway.

The XP and elite Archaeology outfits are baked into the skill progression and fairly available to all as they progress to the point in the skill where they can be obtained. You train Archaeology to access them - they are part of the race, not aside from it.

over 4 years ago - /u/JagexRowley - Direct link

Originally posted by Bax_Cadarn

You havr a typo. It's Warforge!, not Warforge, according to the earlier lore.

The exclamation mark isn't important. It was more just a joke. :)

over 4 years ago - /u/JagexOsborne - Direct link

Originally posted by yaksnax

Can Played Owned Nerds be named Player Owned....Researchers? Archaeologists? It doesn't jive with the other new npc names at all

Don't worry, that's not the official name. They are researchers. It was just me trying to be funny!

over 4 years ago - /u/JagexTimbo - Direct link

Originally posted by Seismic_wand

Will invention be required for the Archaeology Elite skilling outfit like the rest of them are?

No, it is purchasable from the Chronote store.

over 4 years ago - /u/JagexJD - Direct link

Originally posted by Synnerrs

I'm definitely only going to refer to them as Player Owned Nerds from now on though.

Same.

over 4 years ago - /u/JagexTimbo - Direct link

Originally posted by Legal_Evil

Will the chronotes themselves be tradeable?

Yes, Chronotes are tradeable.

over 4 years ago - /u/JagexTimbo - Direct link

Originally posted by Jonadin

Is there a benefit then to giving artefacts to the museum if it only rewards 60% of the chronotes that collectors give? Or is it just designed to be a sink for your duplicate artefacts, since collectors won't take them?

There is an associated achievement for handing in restored artefacts to the museum if that's you're thing but its intention is a sink for surplus artefacts.