Equipment level

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. Levelling an item increases the experience and materials received when disassembling it. The maximum level achievable is dependent on research.

Equipment experience
Equipment experience is gained by using augmented items, and, 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.

Equipment experience is capped at 1,000,000.

Combat equipment
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 & \text{2-handed weapons} \\ 0.04y & \text{1-handed main-hand weapon} \\ 0.04y & \text{Body- and leg-slot items} \\ 0.02y & \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) is it added to.

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

$$y = \frac{\lfloor118 \times x\rfloor}{1000}$$

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

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:
 * Doubled resource gain, via the juju woodcutting potion or fury shark outfit
 * Resource consumption for additional experience, including the furnace perk
 * Percentage base experience increases from special aquarium decorations and similar

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

Skilling tables

 * Calculator:Equipment level/Fishing
 * Calculator:Equipment level/Woodcutting

Disassembly
Levelling a piece of equipment from level 1 to level 10 increases the amount of Invention experience that is contained within it each time that its level increases. Although items can be levelled up to a maximum of level 20 at 99 Invention, the maximum effects for disassembly are at level 10 and for siphoning are at level 12. They work as follows:

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}$$