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Arcane Forge

Melt magic weapons and armor into arcane dust, and a blacksmith turns that dust into slayer oil. Rub the oil into any weapon and it hits like a slayer until the oil wears off.

How It Works

  1. Melt. A blacksmith melts magic weapons, armor and shields at an Arcane Forge into arcane dust.
  2. Hunt. Monsters drop a reagent for their own slayer group. Undead drop grave marrow, dragons and serpents drop scale ichor, and so on.
  3. Craft. A blacksmith combines dust, reagents, ingots and gold into a slayer oil.
  4. Coat. Double-click the oil and target your weapon. It now counts as that slayer until its charges run out.

Melting at the Arcane Forge

Arcane Forges stand in a few towns. To use one you need at least 90 Blacksmithy.

Double-click the forge and target a magic weapon, armor piece or shield in your backpack. After a few seconds it dissolves into arcane dust.

  • The item must be identified first
  • Fuel costs 50 gold per dust the item is worth in the table below, so a Ruin weapon costs 50 gold and a Vanquishing weapon 250
  • You can melt 250 dust's worth per day, such as 50 Vanquishing weapons or 250 Ruin weapons. This is per player across all your accounts, and the day is the last 24 hours, not a calendar day
  • The forge won't take slayer weapons, blessed or newbied items, or artifacts
  • Melting a coated weapon destroys its coating. The forge warns you first and asks you to target the weapon again

Dust Yield

Better magic gives more dust. Weapons count their damage or accuracy level, whichever is higher. Armor and shields count their protection level. Items that only have a durability bonus count as the lowest level.

Weapon Level Armor Level Average Dust
Ruin Defense 1
Might Guarding 1
Force Hardening 2
Power Fortification 3
Vanquishing Invulnerability 5

Every melt varies a little, so you may get somewhat more or less than the average.

Alchemy makes a real difference. With no Alchemy you get about 20% less than the table, and a Grandmaster Alchemist gets about 20% more. A GM smith who is also a GM alchemist averages 6 dust from a Vanquishing weapon. Every melt gives at least 1 dust, so Ruin and Might items give 1 even with no Alchemy. Melting also gives you a chance to gain Alchemy.

Slayer Reagents

Every slayer group has its own reagent. Monsters in that group have a chance to drop it when they die, and the tougher the monster, the better the chance. A skeleton or snake rarely drops one, while dragons, daemons and liches drop them often enough that hunting them with an oil earns back most of the reagents for the next one. Reagents also drop more often in a dungeon that is running the Boon of the Slayer bonus that week. See Dungeon of the Week.

Champion spawn monsters and pets don't drop reagents.

Reagent Dropped By Makes
Grave Marrow Undead: skeletons, zombies, liches, wraiths, mummies Silver Slayer Oil
Brute's Blood Humanoids: orcs, ogres, trolls, ettins, cyclopes, ratmen, savages, pirates, brigands Repond Slayer Oil
Infernal Ash Daemons and gargoyles: daemons, balrons, imps, ice fiends, gargoyles Exorcism Slayer Oil
Elemental Core Elementals: air, earth, fire, water, blood, poison, ore elementals, efreets Elemental Slayer Oil
Venom Sac Arachnids: giant spiders, dread spiders, black widows, scorpions, terathans Arachnid Slayer Oil
Scale Ichor Reptiles: dragons, drakes, wyverns, serpents, snakes, lizardmen, ophidians Reptilian Slayer Oil

Crafting Slayer Oil

Slayer oils are under Slayer Oils in the blacksmith crafting menu. Like anything else you smith, you need to be near an anvil and a forge.

Every oil needs:

  • 90 Blacksmithy and 70 Alchemy
  • 20 arcane dust
  • 3 of the matching reagent
  • 10 ingots
  • 5,000 gold

Your chance starts at nothing at 90 Blacksmithy and climbs to about 95% at Grandmaster. Anything that puts you past 100 means you never fail. A failed attempt loses the dust, reagents and ingots, but you keep the gold.

Coating a Weapon

Double-click a slayer oil and target a weapon in your backpack or hands. The weapon now counts as that slayer.

  • A coating holds 250 slayer hits, or 300 on an exceptional weapon
  • A charge is only used when you hit a monster the oil slays. Hits on anything else are free, and so is travel, recalling or standing around
  • Single-click the weapon to see what's left, for example [silver oil: 212]
  • Coating with the same oil again resets it to full; it doesn't add to what's left. A different oil replaces the old coating. Either way the oil warns you first and asks you to target the weapon again
  • Weapons that already have a slayer can't be coated
  • The coating stays on the weapon. If someone loots it, they get whatever charges were left

The Slayer's Drawback

A coating carries the same drawback as a real slayer. While you wield it, monsters from the opposing group hit you for double damage with their weapons, claws and arrows. Their spells don't hit any harder. The oil tells you which group to watch out for when you coat. Know where you're hunting before you coat.

Oil Opposing Group (hits you harder)
Silver Humanoids
Repond Undead
Exorcism Elementals
Elemental Daemons and gargoyles
Arachnid Reptiles
Reptilian Arachnids

Slayer oil only works on monsters. It has no effect on other players or on their pets and summons, in either direction: a coated weapon doesn't slay a tamer's dragon, and a summoned daemon doesn't hit you harder for the oil you carry.