RotMG Progression Guide

Scoring
Prioritize
PowerEasy
Target DEF
20
ATT / DEX
Rarity

How much rarer than a normal drop. Raises difficulty.

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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.