Season 1 gives every piece of equipment two new properties: an item level (iLvl) and a rarity. Together they produce a single gear score that feeds directly into your attack power.
Item level
iLvl is computed, not authored. It comes from the item's own stats:
score = Σ (statWeight × stat value)
iLvl = a blend of that score and the item's equip level
Weighting is what makes it meaningful — attack contributes more than defence, which contributes more than utility stats. The equip-level blend keeps items with unusual or sparse stat lines from landing in the wrong band.
Nothing was hand-assigned, which means every item in the database gets a consistent iLvl rather than only the ones someone got round to curating.
Rarity
Rarity is assigned by comparing an item against others of its own type in its own level band. That's deliberate: it means a level 20 Legendary exists, and low zones stay worth farming.
| Rarity | Bonus lines | Power multiplier |
|---|---|---|
| Common | 0–1 | ×1.00 |
| Fine | 1–2 | ×1.15 |
| Rare | 2–3 | ×1.35 |
| Epic | 3–4 | ×1.60 |
| Legendary | 4–5 | ×2.00 |
| Mythic | 5 | ×2.50 |
Rarity does two things: it multiplies the item's power, and it decides how many bonus lines the item may carry and how strong they can roll.
Gear score
gearScore = Σ over your 10 equipped slots of
(itemPower × rarityMultiplier × upgradeMultiplier)
This is the number that enters the damage formula as gearPower. One
comparison, ten slots, no ambiguity about whether an upgrade is an upgrade.
Upgrading changes
Upgrade levels used to add a flat 10% of base stats each, so +9 was ×1.9 — and that got less relevant the further you progressed.
In Season 1 the upgrade multiplier is geometric, landing around ×3.2 at +9. Upgrading stays worth doing at every tier instead of decaying into irrelevance.
The trade-off is unchanged: a failed attempt still destroys the item unless you're using a protective scroll.
What this means in practice
- Compare gear scores, not stat lines. A higher-iLvl Common can beat a lower-iLvl Epic; the score already accounts for both.
- Rarity is worth chasing at any level. Because it's assigned within a level band, farming a low zone can still produce a Legendary.
- Upgrade your best item, not your newest one. The multiplier applies to the item's power, so it compounds hardest on high-iLvl, high-rarity pieces.