Rarity tiers¶
Seven tiers describe equipment quality and fixed-item prestige.
| Tier | Base color | Name effect | Default multiplier | Default tool perks |
|---|---|---|---|---|
| Common | White #FFFFFF |
Static | 1.00× | 0 |
| Uncommon | Green #55FF55 |
Green ↔ white | 1.15× | 1 |
| Rare | Cyan #55FFFF |
Cyan ↔ white | 1.25× | 1, with 35% chance for 2 |
| Epic | Blue #5555FF |
Blue ↔ white | 1.50× | 2 |
| Legendary | Gold #FFD700 |
Rainbow | 2.00× | 2, with 50% chance for 3 |
| Mythical | White #FFFFFF |
Dark ↔ white | 3.00× | 3 |
| Supreme | Red #FF0000 |
Red ↔ black | 5.00× | 3 |
Common is intentionally plain¶
Although Common has a configurable 1.00× value, Common equipment is skipped by the bonus handlers. It receives:
- no rarity stat bonus;
- no utility perks;
- no custom rarity slot or tooltip border.
The value exists so servers can maintain a complete multiplier table, not because Common gear receives its configured package.
Multipliers scale only the bonus package¶
A 2× Legendary item does not double all vanilla stats. It doubles the values supplied by Item Rarity for that item.
For example, a diamond sword has a default Item Rarity package of +0.8 Attack Damage and +0.08 Attack Speed:
| Roll | Damage bonus | Speed bonus |
|---|---|---|
| Rare 1.25× | +1.0 | +0.1 |
| Legendary 2× | +1.6 | +0.16, displayed as +0.2 |
| Supreme 5× | +4.0 | +0.4 |
The sword's original vanilla damage remains separate.
Animated and static presentation¶
With chroma text enabled, every non-Common tier animates between its listed colors. With chroma disabled, each uses its base static color.
Legendary, Mythical, and Supreme also have animated high-tier borders in the full visual mode. Servers and players can reduce or disable these effects without changing rarity or stats. See Tooltips and borders.