The rarity ladder
Gear climbs ten rarities. Each step up is worth far more — value scales roughly geometrically — and unlocks more customisation. The multipliers below are community-datamined relative values; use them as a sense of scale, not exact numbers.
| Rarity | ~Value | Steam-tradeable? | Sockets |
|---|---|---|---|
| Common | 1× | No | — |
| Uncommon | 3× | No | — |
| Rare | 9× | No | Decoration |
| Legendary | 27× | ✓ Yes | Decoration |
| Immortal | 81× | ✓ Yes | + Engraving |
| Arcana | 259× | ✓ Yes | + Inscription |
| Beyond | 829× | ✓ Yes | All |
| Celestial | 2,986× | ✓ Yes | All |
| Divine | 10,750× | ✓ Yes | All |
| Cosmic | 45,150× | ✓ Yes | All |
Common through Rare are early-game material; Legendary is the first tier worth keeping and selling; Immortal and above are the mid-to-endgame chase. There are 500+ pieces of equipment (and thousands of items overall when you count materials and boxes), so you'll never run out of things to feed the Cube.
Sockets scale with rarity
The higher the rarity, the more ways you can customise a piece through the Cube:
- Decoration (Rare+) — single-stat gems.
- Engraving (Immortal+) — monster-material engravings, two stats each.
- Inscription (Arcana+) — one added random stat from a large pool.
That's a big reason to push rarity: a Legendary you can socket beats a Rare with great base rolls over time. Full mechanics are in the Cube guide.
Affix priorities by role
Don't keep gear by rarity alone — keep it by whether its stats fit the hero. A practical priority cheat-sheet:
| Role | Heroes | Prioritise | Then |
|---|---|---|---|
| Tank | Knight (front) | HP, armor / defense | Attack, attack speed |
| Melee DPS | Knight (DPS), Slayer | Attack, crit, attack speed | Lifesteal, HP |
| Ranged DPS | Hunter, Ranger, Sorcerer | Attack, crit, attack speed | AoE / multi-hit, survivability |
| Support | Priest | Cooldown reduction, healing | HP / survivability |
See the class tier list for full per-hero build notes.
What to keep vs. alchemize
Keep Legendary+ with stats that match a hero's role (and anything you'll sell). Alchemize everything else for gold — Common through Rare is fodder unless you're synthesizing duplicates toward a higher tier.
Always lock the pieces you want before bulk Alchemy or Auto Fill so you don't melt a keeper by accident.
Trading eligibility
Only Legendary and above equipment can be listed on the Steam Market — Common, Uncommon and Rare gear can't be sold. Materials are tradeable at any rarity, and you must strip an item's sockets before listing it. The full process and what's worth selling is in the Steam market guide.
FAQ
What are the rarity tiers?
Common, Uncommon, Rare, Legendary, Immortal, Arcana, Beyond, Celestial, Divine, Cosmic — each worth dramatically more and able to hold more sockets.
Which items can I sell on the market?
Legendary+ equipment (sockets stripped first); materials at any rarity. Common/Uncommon/Rare gear can't be listed.
Which stats should I prioritise?
Tanks: HP/armor. Damage dealers: attack/crit/attack speed. Priest: cooldown reduction/healing, then survivability.
Is higher rarity always better?
Not automatically — a higher-rarity piece with poor rolls can lose to a lower one with the right affixes. Compare stats, and value socket potential on higher tiers.
Value multipliers are community-datamined and approximate; rarity behaviour can change by patch. Unofficial fan resource, not official Nugem Studio data.
WIKI