Anatomy of an item
Reading a whole tooltip from top to bottom: color, gear score, refining, options, requirements, durability and size.
Updated on August 10, 2026Every item in the game is the same thing on the inside: a group (sword, helm, jewel) and a number inside that group. Everything the tooltip shows comes from that plus what that specific piece carries: how much it was refined, which options it rolled and whether it is ancient. This page reads a tooltip from the first line to the last.
- 1,342items on the server
- 16item groups
- +15maximum refining
- 268maximum gear score on one piece
The tooltip, line by line
This is an example put together with the parts that can show up. A common low level item shows only three or four of these lines.
LEGENDARY GearScore : 214 Excellent Dark Phoenix Armor +13 +16 +Luck Defense: 63 (+49) Durability: 80 / 80 Required level: 100 Required strength: 585 Excellent: increases maximum health by 4% Excellent: increases maximum mana by 4% Additional option: +16 defense Lucky: +5% critical damage chance Class: Dark Knight
| Line | Where it comes from | What it means |
|---|---|---|
| The rarity word, at the top | count of excellent options, ancient and mastery tier | the quick read: gray, green, blue, purple or gold |
| GearScore | server calculation | the continuous number for how strong that piece is, ceiling near 270 |
| The Excellent prefix in the name | having at least one excellent option | the item dropped with rare bonuses, it is not an upgraded common item |
| The number after the name (+13) | refining level, from +0 to +15 | how much extra damage or defense the piece gained |
| The second number (+16) | additional option, from +4 to +16 | flat bonus to damage, defense or defense rate |
| +Luck | the Luck option | +5% critical chance, and it helps with refining |
| Defense or damage, with a value in parentheses | base value of the piece plus the refining table | the number in parentheses is what refining added |
| Durability | item base, plus level, ancient and excellent bonuses | it reaches zero and the piece stops working until repaired |
| Requirements | server formula (see below) | fail any of them and the item shows up red in the inventory |
| Class | list of qualified classes | who can wear it |
Color and gear score
Color answers how rare the item is, gear score answers how strong it is. They are separate calculations and neither one derives from the other. Rarity climbs three ladders that never demote: the highest of the three always wins.
| Rarity | Color | By excellent or wing options | Floor by another route |
|---|---|---|---|
| Common | gray | none | |
| Uncommon | green | 1 | |
| Rare | blue | 2 | classic ancient, Bloodangel to Holyangel tiers |
| Epic | purple | 3 | Soul to Manticore tiers |
| Legendary | gold | 4 or more | Brilliant, Apocalypse and Lightning tiers |
Gear score adds up six parts. The character's score is the sum of the twelve equipped pieces, with a soft ceiling at 3,000.
| Part | How much it is worth | Note |
|---|---|---|
| Tier of the piece | up to 90 | half the item's drop level, capped at 90 |
| Refining | up to 70 | not linear: +9 is worth 37 and +15 is worth 70 |
| Excellent | 8 per option | six options are worth 48 |
| Luck | 4 | fixed value |
| Ancient | 20 plus 6 per active bonus | 26 in practice |
| Socket | 6 per fitted sphere | up to 5 spheres |
Requirements are not the number in the table
This is the part that confuses people the most when comparing two pieces. The server stores a requirement value, not the final requirement. What the tooltip shows comes out of a calculation that takes into account the piece's drop level, whether it is excellent or ancient and how much it was refined.
effectiveDropLevel = item drop level
+ 30 if ancient, or + 25 if excellent
+ 3 x refining level
requirement = (multiplier x effectiveDropLevel x requirementValue / 100) + 20
multiplier = 3 for strength, agility, vitality and command
multiplier = 4 for energy- Refining raises the requirement. Each level adds 3 to the effective drop level, so a +15 asks for a lot more stat than the same item at +0.
- Excellent and ancient weigh in too. The same armor asks for more strength just for having dropped excellent.
- Each level of the additional option adds 4 to strength. A +16 item asks for 16 more strength than the same item with no option.
- A weapon asks for strength OR energy. Meet either one and you equip it, and the warning about the other one goes away. It is a rule of this server and it only loosens, it never locks.
- A mastery shield asks for energy only. A pure strength Dark Knight does not equip a mastery shield, with the exception of the Dark Lord shield, which asks for strength and agility.
- A level requirement above 400 uses the total level (level plus master level), because the normal level caps at 400.
Durability, size and the inventory rules
Base durability comes from the item definition and grows with refining. Ancient adds 20 points and excellent adds 15, with a ceiling of 255 in any case. A successful refine fills durability back up, which is a repair saving almost nobody notices.
| Level | +1 | +3 | +5 | +7 | +9 | +11 | +13 | +15 |
|---|---|---|---|---|---|---|---|---|
| Damage or defense added | 3 | 9 | 15 | 21 | 27 | 36 | 49 | 66 |
| Extra durability | 1 | 3 | 6 | 10 | 14 | 21 | 32 | 47 |
| Gear score from refining | 1 | 6 | 13 | 24 | 37 | 51 | 64 | 70 |
The size of the piece on the grid matters more than it looks. The base inventory has 64 spaces in eight columns, and each of the four extensions adds 32. A 2x4 sword eats eight spaces; a 1x3 quiver eats three. An item two cells tall in space N also occupies space N plus 8, that is, the cell right below it.