Item drops and rarity
Game mechanics guide
Every item comes out of a chest, which rolls the item's rarity, level band, slot and base. After that nothing is random: two items with the same base, rarity and level have exactly the same affixes.
Where items come from
A kill gives gold, XP, progress toward a brown chest and a count toward pet hunts and the bestiary, but never an item: items, materials and gems all come out of chests.
| Chest | From | Holds an item | Otherwise |
|---|---|---|---|
| Brown | Kills | 50% | A material (40%, rarely a Dispel Scroll) or a gem (10%) |
| Blue | Stage bosses | 90% | A gem (10%) |
| Red | Act bosses | 90% | A gem (10%) |
The very first brown chest of a new save always holds an item. From stage 6 on, brown and blue chests can turn into a riftstone instead; the chests page has the details and how often each chest comes. Items can also be forged or transmuted at the Workbench.
The rarity roll
Rarity is a weighted draw, and brown and blue chests cut the weights of Mythic and above. The forge rolls like a brown chest:
| Rarity | Base weight | Brown, no luck | Blue, no luck | Red, no luck |
|---|---|---|---|---|
| Common | 1,000 | 68.28% | 61.07% | 52.73% |
| Uncommon | 300 | 20.48% | 22.55% | 23.73% |
| Rare | 120 | 8.19% | 11.1% | 14.24% |
| Heroic | 42 | 2.87% | 4.78% | 7.48% |
| Mythic | 5 | 0.143% | 0.385% | 1.33% |
| Legendary | 1.2 | 0.0344% | 0.114% | 0.481% |
| Eternal | 0.06 | 0.0017% | 0.0028% | 0.0061% |
Chances are per item, with no Luck in the party. Blue and red chests also add Luck of their own, so every rarity above Common is more likely in them. The weights shipped with the client are much lower for the top rarities than the game's built-in defaults.
About, with no Luck. Only half of brown chests hold an item.
How luck changes it
Luck raises the weight of every rarity above Common, and more so the rarer it is. It has diminishing returns: the effective luck approaches 1 but never reaches it.
Eternal barely moves, because its weight grows with exponent 1.6 instead of 6. Drop find does not change rarity at all; it only changes how often chests come.
| Party Luck | Common | Uncommon | Rare | Heroic | Mythic | Legendary | Eternal |
|---|---|---|---|---|---|---|---|
| 0% | 68.28% | 20.48% | 8.19% | 2.87% | 0.143% | 0.0344% | 0.0017% |
| 5% | 66.78% | 20.99% | 8.79% | 3.22% | 0.169% | 0.0425% | 0.0018% |
| 10% | 65.43% | 21.41% | 9.34% | 3.57% | 0.195% | 0.0509% | 0.0019% |
| 25% | 62.07% | 22.35% | 10.73% | 4.5% | 0.27% | 0.0778% | 0.0021% |
| 50% | 58.08% | 23.23% | 12.39% | 5.78% | 0.385% | 0.123% | 0.0023% |
| 100% | 53.3% | 23.98% | 14.39% | 7.55% | 0.567% | 0.204% | 0.0026% |
| Limit | 40.55% | 24.33% | 19.47% | 13.63% | 1.36% | 0.654% | 0.0031% |
"Limit" is where infinite Luck would take the brown chest and the forge: the odds stop improving well before any realistic Luck total.
Example: Luck 25% on a brown chest
Party Luck 25% on a brown chest: x = 0.25 and L = 0.2. The Heroic weight becomes 42 × 1.2³ = 72.6, while Common stays at 1,000. The Heroic chance rises from 2.87% to 4.5%.
Where Luck comes from
The Luck stat is stored in basis points (100 is 1%), and party Luck is the sum of every hero's Luck. Sources include:
| Source | Luck |
|---|---|
| Codex | Rune of the Gambler +1% and Rune of Destiny +2% |
| Pets | Magpie +0.5% |
| Gear | Luck affixes (see affixes), the Topaz gem and the Fortune runeword (gems) |
| Class base stats | Healer +0.35%, Engineer +0.45%, Monk +0.5%, Witch +0.4% |
Item level
Item levels come in bands: 1, 10, 20 and so on up to 100. An item takes the highest band at or below its raw level, and a hero can equip it from that level on.
| Chest | Item level |
|---|---|
| Brown | As we read the code, the band of the stage's recommended level + 2: one or two levels before a band, already that band (see below). |
| Blue | As we read the code, the band of the stage's level + 2, but never above the level of the highest hero in the party. Near a band edge they reach the next band where a brown chest would not. |
| Red | The band of the act boss's level + 2: the Veil act 6 boss gives level-20 items, the Abyss act 10 boss level-100 items. |
Why brown chests reach the next band early
The rule gives a chance of the next band two levels before it (33%) and one level before it (67%), tested against the same roll that dropped the chest. With the shipped settings no kill rolls a chest, so every brown chest comes from the kill guarantee, and for those the game tests a roll of 0, which is always under the chance. As we read the code, a brown chest one or two levels before a band therefore always gives that band.
Item levels in every act:
| Map and act | Biome | Brown chest | Red chest |
|---|---|---|---|
| Veil 1 | Isles | 1 | 1 |
| Veil 2 | Swamp | 1 | 1 |
| Veil 3 | Forest | 1, 10 | 10 |
| Veil 4 | Desert | 10 | 10 |
| Veil 5 | Canyon | 10 | 10 |
| Veil 6 | Mountains | 10, 20 | 20 |
| Veil 7 | Glaciers | 20 | 20 |
| Veil 8 | Volcano | 20 | 20 |
| Veil 9 | Floating Isles | 20, 30 | 30 |
| Veil 10 | Deadlands | 30 | 30 |
| Breach 1 | Isles | 30 | 30 |
| Breach 2 | Swamp | 30, 40 | 40 |
| Breach 3 | Forest | 40 | 40 |
| Breach 4 | Desert | 40 | 40 |
| Breach 5 | Canyon | 40, 50 | 50 |
| Breach 6 | Mountains | 50 | 50 |
| Breach 7 | Glaciers | 50 | 50 |
| Breach 8 | Volcano | 50, 60 | 60 |
| Breach 9 | Floating Isles | 60 | 60 |
| Breach 10 | Deadlands | 60 | 60 |
| Abyss 1 | Isles | 60, 70 | 70 |
| Abyss 2 | Swamp | 70 | 70 |
| Abyss 3 | Forest | 70 | 70 |
| Abyss 4 | Desert | 70, 80 | 80 |
| Abyss 5 | Canyon | 80 | 80 |
| Abyss 6 | Mountains | 80 | 80 |
| Abyss 7 | Glaciers | 80, 90 | 90 |
| Abyss 8 | Volcano | 90 | 90 |
| Abyss 9 | Floating Isles | 90 | 90 |
| Abyss 10 | Deadlands | 90, 100 | 100 |
Gems and materials follow the chest's level too. A gem's tier is 1 + the chest's level ÷ 20, rounded down, from 1 to 5. Materials are tier 1 at item level 1–10, tier 2 at 20–30, tier 3 at 40–50, tier 4 at 60–70 and tier 5 from 80.
Slot and base
Each slot a chest allows is equally likely. Jewelry only comes from boss chests (and the forge and transmuting):
| Chest | Slots it can roll |
|---|---|
| Brown | Weapon, offhand, helmet, armor, legs, gloves, boots, belt: 1 in 8 each |
| Blue | 10%: necklace, earrings, bracelet or ring, 1 in 4 each. 90%: the eight brown-chest slots. |
| Red | Any of the 12 slots, 1 in 12 each (jewelry 1 in 3) |
Then the base is picked within the slot:
| Slot | How the base is picked |
|---|---|
| Weapons and offhands | They belong to one class, and only that class can use them. The class is picked among the classes you own, in the party or on the bench. If you own classes that are not in the active party, 80% of rolls pick a party class, and all of them do with the game setting Loot only for the party on. |
| Armor | Heavy, medium or light, picked the same way among the weights your classes wear. A hero can only wear its own class's weight. |
| Jewelry | One of 6 bases for its slot, picked evenly. |
Loot only for the party also covers the forge and transmuting (see Workbench). Every base and its affix list is on the items page.
Affixes and sockets
An item gets as many affixes as its rarity allows, always the first ones on its base's list, in order. The values are fixed by item level and rarity; nothing is rolled:
| Rarity | Affixes | Affix multiplier | Gold value multiplier | Max sockets, weapon |
|---|---|---|---|---|
| Common | 1 | ×1 | ×1 | 0 |
| Uncommon | 2 | ×1.5 | ×3 | 1 |
| Rare | 3 | ×2 | ×10 | 2 |
| Heroic | 4 | ×2.5 | ×30 | 3 |
| Mythic | 5 | ×3 | ×100 | 4 |
| Legendary | 6 | ×3.5 | ×300 | 5 |
| Eternal | 7 | ×4 | ×1,000 | 6 |
Weapons, offhands and jewelry list 6 affixes, so Legendary and Eternal both get all 6; armor lists 7, so only Eternal armor gets the 7th. The Workbench can add more on top: one extra affix from a scroll at the forge, an enchant, or on a weapon an infusion in place of the enchant.
Example: an Attack affix
A level-100 Eternal Attack affix is (4 + 2 × 100) × 4 = 816; the same affix on a level-1 Common item is (4 + 2) × 1 = 6.
Affix values by stat
| Stat | Base | Per level | Level 1 Common | Level 100 Common | Level 100 Eternal |
|---|---|---|---|---|---|
| Attack | 4 | 2 | 6 | 204 | 816 |
| Haste | 20 | 2 | 0.22% | 2.2% | 8.8% |
| Cast Speed | 20 | 2 | 0.22% | 2.2% | 8.8% |
| Cooldown | 20 | 2 | 0.22% | 2.2% | 8.8% |
| Crit Chance | 25 | 3 | 0.28% | 3.25% | 13% |
| Crit Damage | 50 | 5 | 0.55% | 5.5% | 22% |
| Chaos Damage | 4 | 2 | 6 | 204 | 816 |
| Elemental Damage | 4 | 2 | 6 | 204 | 816 |
| Health | 20 | 8 | 28 | 820 | 3,280 |
| Defense | 3 | 2 | 5 | 203 | 812 |
| Dodge | 20 | 1 | 21 | 120 | 480 |
| Accuracy | 10 | 3 | 13 | 310 | 1,240 |
| Block | 20 | 1 | 21 | 120 | 480 |
| Elemental Block | 20 | 1 | 21 | 120 | 480 |
| Absorption | 2 | 1 | 3 | 102 | 408 |
| Fire Resist | 25 | 2 | 0.27% | 2.25% | 9% |
| Ice Resist | 25 | 2 | 0.27% | 2.25% | 9% |
| Lightning Resist | 25 | 2 | 0.27% | 2.25% | 9% |
| Chaos Resist | 25 | 2 | 0.27% | 2.25% | 9% |
| Regen | 1 | 1 | 2 | 101 | 404 |
| Bleed | 4 | 2 | 6 | 204 | 816 |
| Decay | 4 | 2 | 6 | 204 | 816 |
| Fury | 40 | 4 | 0.44% | 4.4% | 17.6% |
| Shock | 40 | 4 | 0.44% | 4.4% | 17.6% |
| Curse | 40 | 4 | 0.44% | 4.4% | 17.6% |
| Thorns | 4 | 2 | 6 | 204 | 816 |
| Poison | 5 | 2 | 7 | 205 | 820 |
| Weaken | 40 | 4 | 0.44% | 4.4% | 17.6% |
| Blind | 40 | 4 | 0.44% | 4.4% | 17.6% |
| Expose | 40 | 4 | 0.44% | 4.4% | 17.6% |
| Penetration | 40 | 4 | 0.44% | 4.4% | 17.6% |
| Elemental Penetration | 40 | 4 | 0.44% | 4.4% | 17.6% |
| Move Speed | 15 | 1 | 0.27% | 1.92% | 7.67% |
| Luck | 15 | 2 | 0.17% | 2.15% | 8.6% |
Base and per level are in the game's internal units: percentage stats in basis points (shown as % in the last three columns), the rest as raw stats. Health, Regen and Absorption are raw item values; on the hero sheet they count ×10, ×1.5 and ×5. Enhancing an item adds 5% to every affix per +1, up to +50% at +10.
Sockets
Every new item, whether dropped, forged or transmuted, comes with all its sockets already open and empty. How many depends on the slot and the rarity:
| Slot (slot base) | Common | Uncommon | Rare | Heroic | Mythic | Legendary | Eternal |
|---|---|---|---|---|---|---|---|
| Weapon, offhand, armor, legs (6) | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
| Helmet, gloves, boots (4) | 0 | 1 | 1 | 2 | 3 | 3 | 4 |
| Belt, necklace (3) | 0 | 1 | 1 | 2 | 2 | 3 | 3 |
| Earrings, bracelet (2) | 0 | 0 | 1 | 1 | 1 | 2 | 2 |
| Ring (1) | 0 | 0 | 0 | 1 | 1 | 1 | 1 |
Socketed gems give half their listed stats.
What we could not confirm
Read from the code, not yet checked in the live game:
- Party Luck. Whether Luck from the Codex and pets counts once for the party or once per hero. This changes the real Luck totals.
- Blue and red chests never give materials with the shipped settings.
- Brown and blue chest levels. Both rules as described above, including brown chests reaching the next band early.
- Identical affixes. Two drops with the same base, rarity and level should show identical affixes.
- Health on item tooltips. Whether an item's Health shows raw or ×10 as on the hero sheet.
- Server seeds. Sealed boss chests wait for a seed from the server, which may run the same roll itself. The launch build can also ship different weights.
Source: closed-beta game client 0.7.2. Data from the closed beta, so values may change at launch.