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Equipment level is an attribute of augmented items. Once an item has been augmented, it will gain experience and advance levels when it is used in combat or skilling. Levelling an item increases the experience and materials received when disassembling it. The maximum item level achievable is dependent on research.

Equipment experienceEdit

Equipment experience is gained by using augmented items. Much like skills, the item will level up when it reaches specific experience milestones. Equipment experience is received and stored to at least two decimal places, but is truncated to an integer when displayed in the interface and when logging out.

Items can reach level 5 at 4 Invention, level 10 at 27 Invention, level 15 at 60 Invention, and level 20 at 99 Invention. After reaching one of the mentioned milestone level, don't forget you have to research the item level cap. It is possible to gain item experience past the level cap without leveling the item.

Equipment experience is capped at 1,000,000.

Combat equipmentEdit

An augmented item receives a proportion of the base combat experience that the player earns when killing a monster. Unlike combat experience, equipment experience is awarded per hit. The total experience $x$ that a monster granting $y$ combat experience (excluding Constitution) gives for depleting its life points from full to 0 is:

$x = \begin{cases} 0.06y \approx 6\% & \text{2-handed weapons} \\ 0.04y \approx 4\% & \text{1-handed main-hand weapon} \\ 0.04y \approx 4\% & \text{Body- and leg-slot items} \\ 0.02y \approx 2\% & \text{Off-hand weapons and shields} \end{cases}$

Thus, for example, killing one abyssal demon gives:

• 661 experience to the skill being used
• 218.1 experience to Constitution
• 26.4 to any augmented armour and main-hand weapon you are using
• 13.2 to any augmented off-hand weapon you are using
• 39.6 to any augmented two-handed weapon you are using

Equipment experience is awarded each time damage is dealt while wielding/wearing the augmented item(s). The amount received each hit is a proportion of the monster's total available experience relative to the damage of the hit - for example, a hit of 1700 damage to an abyssal demon (which has 8500 life points) grants 20% of the total experience for the demon (as noted above), as 1700 is 20% of 8500.

The enlightened perk increases the equipment experience gained for the item(s) it is added to.

SkillingEdit

Augmented tools receive a portion of the base experience received for gathering resources. Item experience $x$ gained from a resource that gives $y$ experience roughly follows:

$x = \begin{cases} \frac{\lfloor 118 \times y \rfloor}{1000} \approx 11.8\% & \text{Fishing, Mining, Woodcutting} \\ \frac{\lfloor 65 \times y \rfloor}{1000} \approx 6.5\% & \text{Firemaking} \\ \frac{\lfloor 78 \times y \rfloor}{1000} \approx 7.8\% & \text{Smithing} \\ \end{cases}$

Based on samples the augmented item experience has at least 3 digits not visible to the player, similar to skill experience which has 1 digit not visible to the player.

For example, each large crystal urchin fished grants 350 Fishing experience and 41.3 item experience.

Effects that increase the 'base experience' (i.e. do not count as 'bonus experience' for the popup) also increase the amount of equipment experience gained per action. Such effects include:

The enlightened perk also increases the experience gained for each resource gathered.

DisassemblyEdit

Levelling a piece of equipment from level 1 to level 10 increases the amount of Invention experience that is contained within it. This experience greatly increases each time the equipment's level increases. Although items can be levelled up to a maximum of level 20 at 99 Invention, further levels beyond 10 do not increase the Invention experience gained from disassembling. Additionally, Invention experience gained from siphoning also stops increasing after item level 12 is reached. For levels 2-10 and 12-20, item effects are unlocked for augmented equipment. Any previously unlocked item effects are carried over each time an item's level increases, unless stated otherwise. Levelling a tier 80 item would work as follows:

Item
level
Item
experience
Invention experience (tier 80) Item effects
Disassembly Siphon GP/XP
1 0 0 N/A N/A
2 1,160 9,000 Disassembling this item has a 50% chance to return installed gizmos.
3 2,607 27,000 Disassembling this item gives double materials.
4 5,176 54,000 9,000 15.15 Disassembling this item never gives junk.
5 8,286 108,000 27,000 5.05 This item drains 10% less charge when used.
6 11,760 144,000 54,000 2.53 Disassembling this item gives triple materials.
7 15,835 198,000 108,000 1.26 Disassembling this item gives an extra random uncommon material.
8 21,152 270,000 144,000 0.95 Disassembling this item returns all installed gizmos.
9 28,761 378,000 198,000 0.69 Disassembling this item gives quadruple materials.
10 40,120 540,000 270,000 0.51 Disassembling this item gives the maximum extra Invention XP.
11 57,095 378,000 0.36 N/A
12 81,960 540,000 0.25 Siphoning this item gives the maximum extra Invention XP.
13 117,397 0.13 Siphoning this item has a 50% chance to not consume the siphon.
14 166,496 This item drains 12.5% less charge when used.
15 232,886 This item can now be used with an Equipment separator.
16 320,080 0.00 Siphoning this item no longer consumes the siphon.
17 432,785 Using the Equipment separator on this item has a 25% chance to not consume the separator.
18 575,592 This item drains 15% less charge when used.
19 753,631 Using the Equipment separator on this item has a 50% chance to not consume the separator.
20 972,440 Helpful perks will activate 10% (multiplicative) more frequently. See Perk benefits for a list of perks that are known to be affected.

Disassembling an item gives different experience based on its tier, with the base value being for tier 80. Tier 90 items give 15% more experience; tier 70, 15% less.

\begin{align} \text{XP} & = \text{Base XP} \times \left (1 + 0.015 \times (\text{Tier}-80) \right) \\ \\ & = \text{Base XP} \times \frac{3 \times \text{Tier}-40}{200} \\ \end{align}

While crystal tools are normally tier 70, using a crystal tool siphon grants experience as if they were tier 90 instead - around 35% more experience.

Perk benefits Edit

When a piece of a equipment reaches level 20, certain perks on that equipment gain a 10% boosted chance to activate. For example, if the perk "biting" is equipped and has a 6% chance to activate, then at equipment level 20 it gains a 0.6% boosted chance to trigger, increasing the perk's activation rate to 6.6%. Known perks that benefit from this equipment bonus are as follows;

• Weapon Perks:
• Biting; Impatient; Spendthrift; Scavenging; Trophy-taker's
• Armour Perks:
• Impatient; Biting
• Absorbative, Lucky, Crystal Shield;
• Devoted; Enhanced-Devoted
• Scavenging; Trophy-taker's
• Tool Perks:
• Pyromaniac; Refined; Prosper; Tinker
• Breakdown; Butterfingers; Charitable;
• Polishing; Imp-Souled; Furnace; Rapid