Item Tiers

Item Tiers give items a named quality (for example "Legendary") with its own colour. A tier does not add new options. It multiplies the bonuses the item already rolled: excellent options, +option, luck, ancient set bonuses, sockets, harmony, 380 options and more. Same rolls, stronger item.

File Location#

Data/Plugins/Items/ItemTiers.xml

Dependencies#

Depends OnPurpose
Item.xmlItem indexes used in <Range>
ItemOption.xmlCommonMul, LuckMul (luck also scales its Jewel of Soul / chaos mix rate bonus)
OptionIndex ReferenceIds for <Exempt OptionIndex>
ItemImplicitImplicitMul
SetItemOption.xmlSetMul, SetStatMul
SocketItemOption.xmlSocketMul
JewelOfHarmonyOption.xmlJoHMul
380ItemOption.xmlEx380Mul
ClientReceives the tier table at login (game data sync type 32). Tooltips scale with the same math, so they match the server

Root#

<ItemTiers Enable="1" Rounding="nearest" MinBonusFloor="1" ShowTierName="1">
AttributeTypeDefaultEffect
Enable / Enabled0/11Both spellings work. Enable is read first. 0 = system off, tiers kept in the file
Roundingnearest / down / upnearestHow a scaled number is rounded. floor = down, ceil = up. Unknown value = nearest with a log line
MinBonusFloor0-10001When a multiplier is above 1.00 but rounding gives back the same number (x1.35 on a value of 1), add this much instead. 0 = allow "no change"
ShowTierName0/11Show the tier name as a line under the item name in the tooltip

Exempt#

<Exempt OptionIndex="126"/>
AttributeTypeDefaultEffect
OptionIndexint-1 (ignored)Option id that is never scaled. Repeatable

Use this for options whose value is a switch or a formula id, not an amount. The SD recovery type option is exempt automatically. Exempt rows apply to the shared option pool (excellent, +option, luck, item options, implicits, set options). Socket, harmony and 380 options always scale.

Tier#

<Tier Index="3" Name="Legendary" Color="f0b429" ExcMul="1.60" OptionMul="1.35" SetMul="1.50">
  <Range Section="12" Min="0" Max="36"/>
</Tier>
AttributeTypeDefaultEffect
Index0-2550Your own label number. Not the priority
Namestring (31 chars)""Tier name shown in the tooltip
ColorRRGGBB hexffffffColour of the item name and the tier name line. A leading # is allowed

Up to 255 tiers. A tier with no valid <Range> is skipped.

Multipliers#

Each is a decimal multiplier, range 0 to 60, default 1.00 (no change). Precision is 0.001. Below 1.00 makes items weaker; 0 removes that bonus.

AttributeScales
ExcMulExcellent options
OptionMul+Option (Jewel of Life additional option)
LuckMulLuck (critical rate, and luck's Jewel of Soul / chaos mix success bonus)
CommonMulItem's own options from ItemOption.xml
ImplicitMulItemImplicit.xml implicits (wizardry rise, curse rise, ...)
SetMulAncient set piece and full-set bonuses
SetStatMulAncient base stat bonus (+5 / +10 STR, AGI, VIT, ENE, CMD)
SocketMulSocket options, socket bonus and socket package bonus
JoHMulJewel of Harmony options
Ex380Mul380 item options
BaseMulThe item's own damage, defense and magic defense. Leave at 1.00 unless you want the printed base stats to change too

Range#

AttributeTypeDefaultEffect
Section0-15noneItem group. When set, Min / Max are item numbers inside that group (0-511)
Minint-First item. Required
Maxint-Last item. Required

Without Section, Min / Max are absolute item numbers: Section x 512 + Index (for example 3584 = group 7, item 0).

Important Behavior#

  • Nothing is stored on items. The tier comes from the item number every time stats are calculated. Every item already in every warehouse is tiered as soon as the file loads, and removing a tier puts items back to normal. No database change.
  • First match wins. Tiers are checked in file order; the first <Tier> with a <Range> holding the item owns it. Items no tier covers are untiered (all x1.00).
  • Magnitude, never existence. A tier makes a bonus bigger or smaller. It never adds or removes an option.
  • Set bonuses use the best tier among the worn pieces of that set.
  • Negative values (for example "damage taken -") scale by size, sign kept.
  • Reload: /reload plugins. Stats update on the character's next recalculation; tooltips update after relog (the tier table is sent at login). BaseMul changes reach items already loaded after relog.
  • The shipped file ships with two example tiers inside a comment, so nothing is tiered until you add one.

Examples#

<ItemTiers Enable="1" Rounding="nearest" MinBonusFloor="1" ShowTierName="1">
  <Tier Index="1" Name="Legendary" Color="f0b429"
        ExcMul="1.60" OptionMul="1.35" CommonMul="1.20" ImplicitMul="1.20">
    <Range Section="12" Min="36" Max="43"/>
  </Tier>
</ItemTiers>

Common Issues#

Last updated October 1, 2026