Some notes from Mining/Smithing rework stream today:
- Ore rocks do not deplete
- Stackable ore was a placeholder, there will NOT be stackable ore and instead there will be an "ore bag" similar to coal bag to store your ore in
- If you fully afk, about every 20 seconds you will stop mining and your character will need to "rest" for 15 seconds before resuming mining
- Rest frequency and duration will be reduced as you gain more Mining levels and use higher tier pickaxes
- Agility level also reduces break time, but does not work in F2P even if you have Agility levels
- You can re-click the rock when your character stops mining to resume mining without the "break"
- About once a minute a nearby rock of the same type that you're currently mining (if you're mining Iron, it will be a nearby Iron rock) will have an "event" which if you go over and mine that rock, you will get 10X the normal XP tick for the first tick on the new rock
- Mining levels to mine certain ores will now reflect Defence level to equip: example Runite will now be 50 Mining req to mine
- Smithing is the same, 50 Smithing to make Runite bars
- All mining resources removed from monster drop tables (ore, bars, Smithing gear like weapons and armour) and will be replaced with "equal value drops": They acknowledged this will affect iron mode in a big way and are taking that into consideration, but WILL NOT change the design in a big way just to be fair to irons, so PvM loot is going to take a hit for irons (but in its place we can smith better gear, so it's a tradeoff)
- Luminite: replacement for coal, will be used as the secondary ingredient to smelt Runite and Adamantite ore into bars (assume this is true for all the new higher tier ores as well)
- Dracolite: T60 ore: what dragon is made out of WILL NOT BE ABLE TO SMITH CURRENT DRAGON ARMOUR USING DRACOLITE
- Necrite: T70 ore
- Bane ore: T80 ore: Bane weapons tuned to monsters, so for example if you use it on the monster it is tuned for, it will act as T80, on anything else it would be more like T60 (more than likely to be P2P)
- Dark animica: T80
- Colossite: T90
- Living rocks: T90
- Light animica: T90
- T90 bars will be Elder Rune bars: Colossite may be changed to be called Elder Runite
- 6 bars req for platebodies, 10 bars for weapon
- Smelting Hopper: same as artisans workshop hopper, you deposit your ores into it then can withdraw and smelt without moving from the furnace, then once you smelt your bars can deposit them back into the hopper :pogchamp:
- Smithing Forges: will be one beside every anvil in the game, have to use your bars on the forge to "heat" them up, then you can use the anvil to make progress towards your smithing item (this means item output from smithing will be greatly reduced, takes a lot longer to get finished items)
- Can upgrade your items using the forge and anvil, for example if you made a rune platebody you can add more rune bars to increase the stats and make it say T51, T52, T53 (can be upgraded a different number of tiers depending on which tier you start with, example bronze can not be upgraded)
- XP ticks lower as heat lowers: more XP/hr if you continuously heat up your item in the forge. heat level is 0-100, can afk until heat reaches 0 but for much reduced XP as the heat falls, heat lowers every 5 seconds approx, lowers by 10 each time so goes from 100 to 90 to 80 etc
- Can take a max upgraded smithing item and use on forge to make it "decorated" so it becomes unusable(not final decision, may still be usable)/untradable and can be turned into a smithing NPC for a big chunk of XP
- Aiming for XP rates to remain unchanged, but will err on the side of "better". so slightly better XP but idea is to stay the same
- Dungeoneering mining will likely not change at all, will continue to use same system
- No changes to Mining level quest reqs
Sorry I wasn't able to get more info about the different ores; they didn't really talk about them beyond their names and what tier they are.
Information overload from that stream. Hope this helps a bit!