ALPHAClosed test. Bugs and wipes may happen. Open beta coming soon.Closed test, beta soon

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, 2026

Every 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
The possible lines of an armor tooltip, in the order they appear.
LineWhere it comes fromWhat it means
The rarity word, at the topcount of excellent options, ancient and mastery tierthe quick read: gray, green, blue, purple or gold
GearScoreserver calculationthe continuous number for how strong that piece is, ceiling near 270
The Excellent prefix in the namehaving at least one excellent optionthe item dropped with rare bonuses, it is not an upgraded common item
The number after the name (+13)refining level, from +0 to +15how much extra damage or defense the piece gained
The second number (+16)additional option, from +4 to +16flat bonus to damage, defense or defense rate
+Luckthe Luck option+5% critical chance, and it helps with refining
Defense or damage, with a value in parenthesesbase value of the piece plus the refining tablethe number in parentheses is what refining added
Durabilityitem base, plus level, ancient and excellent bonusesit reaches zero and the piece stops working until repaired
Requirementsserver formula (see below)fail any of them and the item shows up red in the inventory
Classlist of qualified classeswho 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.

RarityColorBy excellent or wing optionsFloor by another route
Commongraynone
Uncommongreen1
Rareblue2classic ancient, Bloodangel to Holyangel tiers
Epicpurple3Soul to Manticore tiers
Legendarygold4 or moreBrilliant, 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.

PartHow much it is worthNote
Tier of the pieceup to 90half the item's drop level, capped at 90
Refiningup to 70not linear: +9 is worth 37 and +15 is worth 70
Excellent8 per optionsix options are worth 48
Luck4fixed value
Ancient20 plus 6 per active bonus26 in practice
Socket6 per fitted sphereup 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
Stat requirement formula (ItemExtensions).
  • 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 added39152127364966
Extra durability1361014213247
Gear score from refining16132437516470
The shield is the exception on defense: it gains exactly +1 per level, up to +15.

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.