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Equipment and Material Tiers Dungeoneering brings with it hundreds of new items and materials, many of which are similar to ones in regular RuneScape, but with different names. It also makes use of existing skills to manipulate these items, but sometimes in novel ways. This presents new aspiring dungeoneers with two problems: first, recognizing and knowing the value of items they find, gather or make in the dungeon; and second, getting a grasp on how different items relate to the various skills used to transform them. For example, if you kill a monster in RuneScape and it drops a steel platebody, you have a pretty good idea of what this means, and, depending on your level, whether you should keep it or not. But in Daemonheim, that monster might instead drop a marmaros platebody. What is marmaros? Well, you wouldnt likely know, and would have to go look it up. And the same would happen when you saw a dusk eel, or a bovistrangler shortbow, or a stegomastyx or a catalytic staff. To make life easier on players, Jagex smartly organized most of the materials and items in Dungeoneering into tiers, which are numbers from 1 to 11. Higher tier numbers represent items that are of higher quality and are generally associated with higher skill levels. These tiers are associated with specific round skill levels: tier 1 with level 1 skills, tier 2 with level 10, tier 3 with level 20 and so on, up to tier 10 at level 90. Tier 11 is a special tier used only for equipment (not resources) and these cannot be made, only obtained as drops; they require level 99 in the relevant skill. Tiers 6 to 11 are only available to RuneScape members. The tier of an item can be seen by using the Examine feature to look at an item or resource. If you examine that marmaros platebody, for example, it says Provides excellent protection. (Tier 3). But if you do the same to a kratonite plate, it says Provides excellent protection. (Tier 4). Thus, kratonite armor is better than marmaros in the same way that steel armor is better than iron: it provides more bonuses. It also requires a higher level to wear. Item tiers are also important because they simplify and normalize requirements across various skills. In real RuneScape, when multiple skills are associated with something, they all usually have different level requirements. But in Dungeoneering, they are often linked by tier, which is much easier to understand. Lets compare two examples. In regular RuneScape, suppose I want to make a runite crossbow with enchanted diamond bolts. To do this mostly from scratch I need level 60 Woodcutting to get yew logs, level 91 Smithing to make the limbs, level 69 Fletching to make the bow, level 65 Fletching to make the bolts, and level 57 Magic to enchant them. In Dungeoneering, suppose I want to make myself some nice stegoleather ranging armor. This is tier 8 armor, and so requires level 70 Ranged and level 70 Defence to wear. To get it, I start by cutting myself some branches from a tier 8 corpsethorne tree, which requires 70 Woodcutting. I then fletch a corpsethorne trap, which is a tier 8 mastyx trap. I set this to catch a tier 8 stegomastyx using level 70 Hunter, and skin the creature to get tier 8 stegoleather. I then craft this into leather items using at least tier 8 (level 70) Crafting. Simpler, right? Well, at least a little. :) Its definitely better than it would have been otherwise! The rest of this page contains handy cross-reference tables that will help you more easily associate particular types of equipment and materials with various tiers. They will also show you how material tiers are used across skills. Table 44 shows the names of the various materials used to make melee, ranged and magic weapons and armor, as well as pickaxes and hatchets, at various tiers. It also shows the skill(s) associated with the item, which usually represents a requirement for its use. For example, a zephyium rapier is tier 6 and requires level 50 Attack to wield; a gorgonite pickaxe is tier 9 and requires level 80 Mining.
Equipment is the same for each category, except for the material type. So, a novite platebody and a promethium platebody are the same general item, just made from different metals (and thus, having very different stats). A bathus pickaxe and a primal pickaxe both can be used for mining, but the latter will obviously be much better. Tier 11 items are only available as drops, solely from killing a boss at the end of a level, and they are somewhat rare except when in large teams. You can find complete lists of items in the equipment section. Table 45 shows the names and tiers of melee, ranged and magic items that can be made by players. It is similar to Table 44, except it shows how the tiers correspond to the production skills, rather than the combat skills that use them. Note that the skill levels here only represent the base requirement of the item, not the exact level for every item. These are usually represented by consistent offsets from the base for a particular item type. Clear as mud, right? An example will help. Duskweed robes are tier 6 and require level 50 Magic to use; they are made using the Crafting skill, and require at least level 50 Crafting to make. However, it isnt level 50 for all five pieces of the robe set: its level 50 for the gloves, 52 for shoes, 54 for the hood, 56 for the robe bottom, and 58 for the robe top. This pattern is generally consistent within an item type, so just as you need 50+6 to make a duskweed robe bottom, you need 20+6 to make a blightleaf robe bottom and 80+6 to make a runic robe bottom. Its also different from using these items: level 50 Magic is needed for any duskweed robe items (you dont need 50 for the gloves and 56 for the robe bottom). Sponsored links help make RuneScoop possible; RuneScoop members don't see them. See here for more information about ads.
For whatever reason, the tiers and skill levels are different for imbued magic staves, running from 10 to 90 plus 99, instead of 1 and then 10 to 90 (Table 46).
The skills section provides lists of all items with specific skill requirements.
In Table 47 youll find a list of the tiers and names associated with various support and resource skills. Again here, you can see the consistency among skills: you need level 70 Fishing to catch a salve eel, and level 70 Cooking to cook it.
Not everything in Dungeoneering is associated with tiers, just most things. Special equipment items usually have unique level requirements rather than being associated with a tier. There are also some skills where Jagex didnt use the normal tier system, for whatever reason. These resources, items and skill activities are not associated with tiers:
Farming and Herblore use arbitrary levels in the same way they do in RuneScape, except the levels are different (as are the herbs and seeds!) Magic and Runecrafting runes are two places where the same levels are used as in the rest of RuneScape (perhaps because Jagex kept the same rune names). So its still level 95 Magic for Fire Surge, and level 54 Runecrafting to make laws.
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