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Chromatic Scales

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Chromatic Scales Empty Chromatic Scales

Post by The Empty Lord Thu Apr 15, 2010 1:59 am

Note: Italics identify items that are part of the standard set-up, but cannot be made by players.

Tier
Metals
Dungeoneering Metals
01
01 - Bronze
01 - Novite
02
01 - Iron
10 - Bathus
03
05 - Steel
20 - Marmaros
04
10 - Black/White
30 - Kratonite
05
20 - Mithril/Initiate
40 - Fractile
06
30 - Adamant/Proselyte
50 - Zephyrium
07
40 - Rune
60 - Argonite
08
60 - Dragon
70 - Katagon
09

80 - Gorgonite
10

90 - Promethium
11

99 - Primal

Tier
Lumber
Dungeoneering Lumber
01
01 - Wood
01 - Tangle gum
02
05 - Oak
10 - Sleeping elm
03
20 - Willow
20 - Blood spindle
04
30 - Maple
30 - Utuku
05
40 - Yew
40 - Spinebeam
06
50 - Magic
50 - Bovistrangler
07
60 - Dark Bow
60 - Thigat
08

70 - Corpesthorn
09

80 - Entgallow
10

90 - Grave creeper
11

99 - Sagittarian

Tier
Hides
Dungeoneering Hides
01
01 - Leather
01 - Protoleather
02
10 - Hard leather
10 - Subleather
03
20 - Studded leather
20 - Paraleather
04
40 - Green d'hide
30 - Archleather
05
50 - Blue d'hide
40 - Dromoleather
06
60 - Red d'hide
50 - Spinoleather
07
70 - Black d'hide
60 - Gallileather
08

70 - Stregoleather
09

80 - Megaleather
10

90 - Tyrannoleather
11

99 - Sagittarian

Tier
Fabrics
Dungeoneering Fabrics
01
01 - Silk (Wizard robes)
01 - Salve/Salve nettle
02

10 - Wildercress
03

20 - Blightleaf
04

30 - Roseblood
05

40 - Bryll
06

50 - Duskweed
07

60 - Soulbell
08

70 - Ecto/Ectograss
09

80 - Runic/Runeleaf
10

90 - Spiritbloom
11

99 - Celestial

Grin


Last edited by 3mptylord on Fri Apr 16, 2010 7:06 am; edited 1 time in total
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Post by TATORZ Thu Apr 15, 2010 7:15 am

Hm... *thinks*
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Post by The Empty Lord Thu Apr 15, 2010 7:18 am

We should sooooo have all of them in every day gaming! Grin

Enchant Jewellery level-1 doesn't specify sapphire in the name, so why is there only one level-1 gemstone? Same applies to everything. Tier-1 shouldn't be limited to one. Tongue
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Post by TATORZ Thu Apr 15, 2010 1:17 pm

Part of the reason this makes a bad skill. All this new stuff, but you can't take it anywhere.
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Post by The Empty Lord Fri Apr 16, 2010 2:11 am

It's probably because of how easy it is to obtain it... it would render all other means of obtaining armour useless (such as smithing, killing monsters, etc). Especially since trading it isn't effected by the rwt restrictions - you can just give it to everyone. Tongue

Crafting definitely needs to adopt tailoring though! RAGE!!!!
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Post by invinible Fri Apr 16, 2010 6:31 am

You can't wield/wear Dragon items till level 60 Attack/Defence respectively.
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Post by The Empty Lord Fri Apr 16, 2010 7:08 am

I meant to put 60. I think I had Granite on there for a while before remembering it's not a metal, I must've moved Dragon and forgot to relabel the box I put it in. Tongue
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Post by TATORZ Sat Apr 17, 2010 7:17 am

lol

The dung skill needs a revamp more than any other... probably ever.
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Post by Dark Avorian Sat Apr 17, 2010 10:08 am

I disagree why the **** are you guys all so ******* narrow minded and unable to comprehend that this is a ******* game. a game.
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Post by Dark Avorian Sat Apr 17, 2010 10:21 am

I mean, i agree it need work...but you guys act as if it's doomed and as if it's more in need of rework than any other skill...

Smithing at least need one more than dung
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Post by The Empty Lord Sun Apr 18, 2010 1:25 am

Jeez... calm down. I didn't say it needs an update more than any other skill, TATz did. However, it is doomed if it isn't update now rather than later - but the same could be said for anything new. When the Wilderness was removed they needed its replacement then, not later... once everyone has given up in it there's no point. Dungeoneering is in the hot seat atm.

Oh, and this thread was about making Dungeoneering's resources more accessible (and less wasted)... why are you venting on this thread?
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Post by trixtor Sun Apr 18, 2010 11:44 am

I believe that the reasons for Dungeoneering's lack of rewards (other than exp and the items, but you have to obtain an insane amount of tokens for the useful ones) has to do with the fact that it could have been an entirely separate game, and Jublex was too lazy to add a useful update to any non-combat skill (what I actually believe is that the way the "skill" is structured is much like a mini-game, and, like Stealing Creation, was created in a way that didn't give advantage to players based on money or rare drops, but rather on their skills.) I believe that this should have been a mini-game; I'm curious as to how this skill will be used for any purposes other than the mini-game aspect.
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Post by The Empty Lord Mon Apr 19, 2010 12:59 am

I think part of the problem is that they are actually 'rewards' and not 'produce' or 'loot'. Aside from Agility and the combat skills, which build character, no skills offer 'rewards'. The point of a skill is that it is "an ability that has been acquired by training" or "the ability to produce solutions in some problem domain" as taken from Google.

At the moment Dungeoneering has no use. It may one day have a use... but they could've really given it some from the off-set. I don't know, a few dungeons hidden about the map that require Dungeoneering to access (like those Agility ones). This would provide some much needed duct tape until they release whatever they were planning it to be used for.
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Post by Dark Avorian Mon Apr 19, 2010 1:25 am

Yeah, i mean i think the simplest way to use it would be just to have it give straight loot...and the boos drops at the end could be changed to stuff that you can take out
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