Whatever you're holding, three numbers govern it: its tier, its quality, and its durability. Here's how they fit together.
Quality: +0 to +7
Every weapon, armour piece and tool carries a quality from +0 to +7, and each step up improves its stats a little. You don't choose quality when you craft — it's rolled from your [crafting chance](/wiki/crafting-guides/crafting-chance), which is driven by your Mentor Points, crafting level, workshop/bastion level, the Inspiration Tincture and the Deadly Harvest buff.
- +7 can only be reached by [reinforcing](/wiki/crafting-guides/reinforcing) — it can never be crafted directly, and the chance is always low.
- From +5 up, the icon gets a coloured triangle in the corner: +5 blue, +6 purple, +7 orange. Below +5 there's no marker.
How tier and quality stack
Tier sets the base — the stat band and the base durability — and quality is a modifier on top. A +0 tier-5 piece still outclasses a +7 tier-4 piece on raw stats, because tier is the bigger lever. For weapons, both only touch damage and durability, never the directional behaviour.
Durability
- Higher tiers start with more maximum durability (e.g. a Knight's Mace at 2,600, a Knight's War Sword at 3,000).
- Gear loses durability with every use — each attack, block or gather — and each death costs 1% durability across everything equipped. Items in bags or the depot are untouched.
- Stats start dropping once an item has lost 50% of its durability — repair or replace before it gets that low for a fight.
- Tooltips read Current / Maximum (Base). Repairing restores part of the current-to-max gap but lowers Max; a Renovation Kit restores toward Base; Reinforcing and Meteoric Reinforcement restore to Max *and* add quality (Meteoric won't destroy the item on failure).
Damaged items can't be sold on the Market except on Tuesdays — the rest of the week, move them through a player stall.