Ceremonial swords are weapons which can be smithed in the Artisans Workshop. They require level 70 Smithing to make. Smithing swords is mostly a members activity, although free players can occasionally make a sword as part of the Ceremonial sword Distraction and Diversion. Generally players must turn in the swords they smith rather than keeping them, however players can purchase the ability to keep perfect swords using "respect".
Overview[]
The goal of this activity is to hammer a hot ingot into a specified shape before the ingot cools.
Members who are new to the activity can talk to Egil to get two chances to practise with bronze ingots. After these practice ingots, they must use the appropriate ores on the nearby furnace and withdraw Grade IV ingots. When players have a Grade IV ingot in inventory, they can get a plan from Egil if they have a high enough Smithing level to make a sword of that type (e.g., an iron sword design for an iron ingot).
Experience awarded for ceremonial swords is prorated based on performance. A 20% experience bonus is awarded for perfect score. A warning message displays when handing in ceremonial swords that would award 0 XP.
Types of ceremonial swords[]
Design | ![]() |
Design I | Design II | Design III | Design IV | Design V |
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Iron sword design | 70 | ![]() |
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Steel sword design | 75 | ![]() |
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Mithril sword design | 80 | ![]() |
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Adamant sword design | 85 | ![]() |
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Rune sword design | 90 | ![]() |
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The following table shows the level requirement for each metal type and the number of ores needed per sword, as well as a comparison to the XP players would have gained Smithing and smelting the same number of ores using conventional methods (i.e., outside the workshop). Even at higher Smithing levels, 100% performance is not usual. However, for metals other than iron, 100% performance is not necessary to exceed the experience players would have gotten outside the workshop.
Players also receive a one-time reward of 5,000 XP upon the creation of any ceremonial sword with 90%+ performance and a one-time reward of 15,000 experience upon the creation of any ceremonial sword with 100% performance.
Ingot | ![]() |
Number of ores |
Perfect XP[1] |
Perfect cost/XP |
Outside XP[2] |
Outside cost/XP |
Break-even performance[3] |
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70 | 75 iron ore | 3242 | −10.39 | 2812.5 | −11.97 | 100% |
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75 | 40 iron ore 80 coal |
4538 | −5.93 | 2200 | −12.24 | 59% |
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80 | 30 mithril ore 120 coal |
5446 | −3.55 | 2400 | −8.06 | 53% |
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85 | 25 adamantite ore 150 coal |
6873 | −3.27 | 2500 | −8.99 | 44% |
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90 | 18 Runite ore 144 coal |
12585 | −3.31 | 2250 | −18.52 | 26% |
Daily challenges[]
Ceremonial swords are the highest level smithing challenges in the daily Challenge System. The following may be assigned, with the resources required if no swords are broken:
Ceremonial sword |
Number to make |
Number of ores |
Total cost of materials |
---|---|---|---|
Iron | 16 | 1200 iron ore | 538,800 |
Steel | 16 | 640 iron ore 1280 coal |
430,720 |
Mithril | 12 | 360 mithril ore 1440 coal |
232,200 |
Adamant | 9 | 225 adamantite ore 1350 coal |
202,275 |
Rune | 6 | 108 runite ore 864 coal |
250,020 |
Making the sword[]

The ceremonial sword interface
Players require a pair of tongs and a hammer. These can be found in the workshop just inside the entrance. Both tools can be on the tool belt.
To make a sword, after getting plans from either Abel or Egil, simply click on an anvil with the type IV ingot on inventory to open the ceremonial sword interface.
In the interface, the picture at the top shows the plan. The goal is to recreate the shape with the given number of tries. The closer the match is, the higher the performance and the higher the experience awarded.
To smith a sword, players must select a hit type: Hard, Medium, Soft, or Careful. They then click one of the 16 hammer buttons to create a dent at that position. The cooldown number starts at between 22 and 39, apparently depending on the sword design. For every hit, the cooldown number decreases. When this number reaches zero, the sword is no longer workable. Players then may ask Egil to score the sword and award the experience for it. The cooldown timer decreases by one for Hard, Medium, and Soft hits. It decreases by two for Careful hits.
To decide which hit to use, it is important to know the range, typical hit, and cooldown effect for each hit type. This is shown in the table below. The chance to make a typical hit increases with Smithing level.
Type | Cooldown | Range | Typical |
---|---|---|---|
Careful | 2 | 1 | 1 |
Soft | 1 | 0-2 | 1 |
Medium | 1 | 0-3 | 2 |
Hard | 1 | 0-6 | 3 |
A dent larger than 8 for the tip of the sword or 6 for the rest of the sword shatters the sword.
If this happens, no experience is awarded. Sword polishing kits can be used to prevent the breaking of ceremonial swords. If the performance on the sword is low enough, no experience is awarded in that case, either. In calculating the performance, the parts closer to the tip of the sword appear to be weighted more heavily. Dents that are too deep appear to be counted more heavily against performance than dents that are not deep enough.
Ceremonial Swords Strategy[]
- Avoid shattering the sword at all cost
- Apply a HARD hit to areas requiring a 4 dent or more
- Apply a MEDIUM hit to areas requiring a 2 dent or more, except for the tip (3 or more dent requirement)
- Apply a SOFT hit to areas requiring a 1 dent or more, except for the tip (2 or more dent requirement)
- Go around applying HARD hits to required areas, then MEDIUM and SOFT, this saves more time.
- Start the tip early, but finish it last, as it requires more hits to perfect. In some cases not starting the tip will result in a XP award of 5% or less.
- SOFT hits are more likely to be typical (1) than HARD hits.
- Use CAREFUL only when you have cooldown to burn or hitting more than 1 might break the blade. Otherwise, a SOFT hit is a better option.
- Prioritize symmetry over accuracy. If you have time to get one side perfect or make the sword symmetrical, but not both, prefer the latter.
- If you overdent a sword, don't fret, move on and finish it anyway. This is common when your hits are based on chance.
The key to making ceremonial swords from the plans is knowing how hard to hit the sword with your hammer. For instance, if the player is supposed to get a certain segment to 4 or above, the player should hit it the hardest. If 2 or 3 is required, the player should hit with medium. If one is required, the player should hit lightly.
A good strategy for someone of 95+ Smithing[]
- Hit all the areas greater than or equal to 4 with the 'Hard' hit.
- Hit all the areas which need cutting down by 3 'Medium'.
- Hit all areas that need cutting down by 1 with 'soft', as soft is always a guaranteed 1 or 0 for level 95+ players.
Now only areas that need cutting down by an area of 2 remain:
- Weigh up how many turns you have left with total dent required.
- If you have enough cooldown, hit all areas with 'soft'.
- If you do NOT have enough cooldown, risk some hits (but except the tip) with 'medium' to obtain some 2's until you have enough turns left; then finish off with 'soft'.
Scoring[]
It seems that the score is calculated by subtracting a penalty for each incorrect location, where the penalty depends on the size of the deviation from the correct value and the number of errors of that type. Below is a table for underhits and overhit penalties.
Overhit or Underhit | Difference | # Locations | Penalty % |
---|---|---|---|
Underhit | 1 | 1 | 1 |
Underhit | 1 | 2 | 1 |
Underhit | 1 | 3 | 2 |
Underhit | 1 | 4 | 2 |
Underhit | 1 | 5 | 4 |
Underhit | 1 | 6 | 4 |
Underhit | 1 | 7 or more | 6 |
Overhit | 1 | 1 | 2 |
Overhit | 1 | 2 | 2 |
Overhit | 1 | 3 | 4 |
Overhit | 1 | 4 | 4? |
Overhit | 1 | 5 | 4? |
Overhit | 1 | 6 | 4? |
Overhit | 1 | 7 or more | 10 |
Underhit | 2 | 1 | 2 |
Underhit | 2 | 2 | 4 |
Underhit | 2 | 3 | 8 |
Underhit | 2 | 4 | 12 |
Overhit | 2 | 2 | 8 |
However the way in which errors of different type combine is not completely clear. Interesting cases:
- A sword with 2 locations underhit by 1 and 2 locations underhit by 2 scores 80%. This implies that the penalty for each location depends on the total number of locations that were underhit.
- A sword with 1 location underhit by 1 and 2 locations underhit by 2 also scores 80%.
- A sword with 1 location overhit by 1 and 1 location underhit by 2 scores 96%.
Distraction and Diversion[]
While working on the Ceremonial sword, there is a high chance that a burst pipe will appear immediately after completing a sword order.
While working in another part of the workshop, Aksel can randomly appear. When he does so, players may talk to him to offer their help to make a special order bronze ceremonial sword. The ingot for the special order is provided for free at the ceremonial sword anvil. Talking to Aksel at any other time does not provide the player with an opportunity to make a sword.
In addition to the experience granted, if players score 90% or better, Aksel rewards them with a cut diamond. Players may also earn the one-time experience rewards at 90% or 100% performance with these swords.
The only ceremonial swords which free players can make are the bronze swords for this distraction.
Rewards[]
As with other activities in the workshop, players receive +1% respect for every 10k experience from swords smithed. The respect can be doubled while carrying an activated Artisans' workshop respect enhancer.
There are five different sword designs that members may purchase from Elof with respect. Each plan costs 30% respect. Once a plan has been bought, completing a sword with 100% performance may result in the option to keep the sword with the purchased design. It is possible to get a crystal triskelion fragment instead of a sword, even below 100% performance. The Quick-score option can be used to get the sword. Multiple swords of each metal and each plan can be obtained. There is no limit on the number of ceremonial swords that can be owned.
For players using a Hammer-tron or an augmented crystal hammer, it is only required to equip it when scoring to level the items and minimise drain.
Ceremonial swords | |||||||||||
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Main hand |
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Off-hand |
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