How it works. Weapons are ranked by single-target DPS:
shots × max(dmg × (0.5 + ATT/50) − DEF, 10%) × (1.5 + 6.5 × DEX/75) × rate of fire,
summed over each projectile type; armor-piercing shots ignore DEF. Armor and rings are ranked by stat points
(HP ×0.2, MP ×0.1, other stats ×1). Use the Focus menu on those sections to make one stat (or ATT + DEX
together) count ×5. Damage abilities (spells, quivers, skulls, scepters…) are ranked by
damage per cast; buff/utility abilities (helms, tomes, cloaks…) by stat points, so treat those as a rough guide.
⚠ marks weapons whose spread or alternating pattern makes the all-shots-hit DPS figure unrealistic. They're
left out of the suggestions but still listed under "All items". Difficulty uses RealmEye's 0–10 dungeon rating for the easiest
non-event dungeon that drops the item. Tiered gear drops everywhere, so it's rated by tier instead.
Biome whites (from ordinary enemies in a realm biome) and event whites (from specific realm
encounters and minibosses) are much rarer than a normal drop. Their difficulty is raised by 2 × log₂(rarity),
so ×5 rarer adds about 4.6. Change the rarity estimates in the settings.
Score = strength on a 0–100 scale, discounted for difficulty (the Prioritize slider sets how much).
Checking an item hides everything that scores lower than it. The list then shows the next few items that score
higher, easiest first, skipping any that are harder and lower-scoring than another option.