Set a tier per map and let it decide how strong everything that spawns there is.
Zone Tiers
A tier is a power band, T1 through T8. In ED5 the tier of a mob, a resource node or a piece of loot is decided by the map it appears on — not by the thing itself. You set a tier on each map, and everything that enters the world there resolves against it.
That is what makes exploration pay: the only way to get higher-tier gear is to go somewhere higher-tier and take it.
Where to Author It#
| What | Where |
|---|---|
| The world's highest tier | Combat → Itemization → World Max Tier |
| A map's tier | Maps → open a map → Properties → Tier |
| An item's tier band | Items → (select an item) → Basic Properties → Tier band |
| A mob's tier band | Mobs → (select a mob) → Stats → Tier band |
How To Set It Up#
- Open Combat → Itemization and set World Max Tier — the highest tier your world uses. The default is 8; set it lower for a shorter ladder, or higher for a longer one. Everything downstream follows it: zone tiers, item and mob bands, spawn tiers and drop rolls all reach the number you set here, and the per-tier stat scaling simply continues past 8.
- Open Maps, open your starter map, and set Tier to 1 in its properties.
- Set a higher Tier on each map further out — a second region at 3, an endgame region at 6, and so on.
- Open an item and set its Tier band. Min is the lowest tier it can appear at, Max the highest. A starter sword might be 1–3; a legendary blade 7–8.
- Do the same on your mobs. A wolf banded 1–5 is a T1 wolf in your starter map and a much tougher T5 wolf in a high-tier one — same mob, same art, no second definition.
- Publish, then roll the game server so the new tiers take effect.
The Fields#
| Field | What it does |
|---|---|
| Max Tier (world) | The ceiling for every zone tier, spawn and drop in the game. Nothing can exceed it |
| Tier (map) | What this map spawns at, and the highest tier that can drop here |
| Min Tier (item/mob) | The lowest tier it may appear at. Your authored stats are the stats at this tier |
| Max Tier (item/mob) | The highest tier it may appear at. Set Min = Max to pin something to exactly one tier |
How Drops Roll#
Loot does not always drop at the map's tier. It rolls at or below it, so the top of the band stays worth hunting:
| Rolled tier | Default chance |
|---|---|
| Map tier − 2 | 60% |
| Map tier − 1 | 30% |
| Map tier | 10% |
Both the spread (how far below) and the weights are tunable in Combat → Itemization. A map's tier is a hard ceiling — an item whose Min Tier is above the map's tier simply cannot drop there, so a shared loot table quietly stops offering high-end pieces in low-tier maps instead of handing them out.
Mobs and resource nodes are different: they are not rolled. They spawn at the map's tier exactly, clamped into their own band.
What Tier Changes#
- Item stats — authored Base Stats are the stats at Min Tier, and each tier above scales them up
- Weapon damage — the tier damage multiplier in the combat formula
- Mob strength — a higher-tier mob has more HP and hits harder
- Price — an unpriced item's vendor value falls back to its tier
- Gathering — a tool is checked against a node's Min Tool Tier using the tier the tool itself was minted at, so a tool gathered in a low-tier map won't open high-tier nodes
Gotchas#
- Items never change tier. Tier is stamped when the item is created and never moves. Carrying a T6 axe into a T1 map keeps it T6; picking up a T1 drop while standing in a T6 map keeps it T1.
- Base Stats mean the stats at Min Tier, not at tier 1. Widening a band downward makes an item weaker at the new floor, so re-check the numbers after you change Min.
- Widening a band changes your balance. Until you widen one, every item and mob stays pinned to the tier it already had, and nothing about your world changes.
- NPCs have no tier. They work like players — their strength comes from their stats and the gear they carry, and that gear is tiered by the map they live in.
- Vendors are not random. Shop stock is priced at the shop's map tier exactly, never rolled.
- Zone tiers need a publish and a server roll before players see them.
- The whole system is behind the
zoneTierSystemengine flag. With it off, everything enters at its band's Min Tier.