Item drops and rarity

Game mechanics guide

Beta 0.7.2

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.

ChestFromHolds an itemOtherwise
BrownKills50%A material (40%, rarely a Dispel Scroll) or a gem (10%)
BlueStage bosses90%A gem (10%)
RedAct bosses90%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:

chance = weight ÷ sum of all weights
weight = base weight (the red-chest weight)
Mythic and up: × 0.42 in brown chests and the forge, × 0.55 in blue chests
RarityBase weightBrown, no luckBlue, no luckRed, no luck
Common1,00068.28%61.07%52.73%
Uncommon30020.48%22.55%23.73%
Rare1208.19%11.1%14.24%
Heroic422.87%4.78%7.48%
Mythic50.143%0.385%1.33%
Legendary1.20.0344%0.114%0.481%
Eternal0.060.0017%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.

1 in 700Mythic, per brown-chest item
1 in 58,000Eternal, per brown-chest item
1 in 120,000Eternal, per brown chest

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.

x = party Luck + chest bonus (brown 0, blue +30%, red +100%)
effective luck L = x ÷ (1 + x)
weight = base weight × (1 + L) ^ tier
tier = 0 for Common, 1 Uncommon, 2 Rare, 3 Heroic, 4 Mythic, 5 Legendary; Eternal uses 1.6

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 LuckCommonUncommonRareHeroicMythicLegendaryEternal
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%
Limit40.55%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:

SourceLuck
CodexRune of the Gambler +1% and Rune of Destiny +2%
PetsMagpie +0.5%
GearLuck affixes (see affixes), the Topaz gem and the Fortune runeword (gems)
Class base statsHealer +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.

ChestItem level
BrownAs 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).
BlueAs 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.
RedThe 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 actBiomeBrown chestRed chest
Veil 1Isles11
Veil 2Swamp11
Veil 3Forest1, 1010
Veil 4Desert1010
Veil 5Canyon1010
Veil 6Mountains10, 2020
Veil 7Glaciers2020
Veil 8Volcano2020
Veil 9Floating Isles20, 3030
Veil 10Deadlands3030
Breach 1Isles3030
Breach 2Swamp30, 4040
Breach 3Forest4040
Breach 4Desert4040
Breach 5Canyon40, 5050
Breach 6Mountains5050
Breach 7Glaciers5050
Breach 8Volcano50, 6060
Breach 9Floating Isles6060
Breach 10Deadlands6060
Abyss 1Isles60, 7070
Abyss 2Swamp7070
Abyss 3Forest7070
Abyss 4Desert70, 8080
Abyss 5Canyon8080
Abyss 6Mountains8080
Abyss 7Glaciers80, 9090
Abyss 8Volcano9090
Abyss 9Floating Isles9090
Abyss 10Deadlands90, 100100

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):

ChestSlots it can roll
BrownWeapon, offhand, helmet, armor, legs, gloves, boots, belt: 1 in 8 each
Blue10%: necklace, earrings, bracelet or ring, 1 in 4 each. 90%: the eight brown-chest slots.
RedAny of the 12 slots, 1 in 12 each (jewelry 1 in 3)

Then the base is picked within the slot:

SlotHow the base is picked
Weapons and offhandsThey 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.
ArmorHeavy, medium or light, picked the same way among the weights your classes wear. A hero can only wear its own class's weight.
JewelryOne 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:

affix value = round down((base + per level × item level) × (1 + 0.5 × tier))
tier = 0 for Common up to 6 for Eternal, so ×1 to ×4
RarityAffixesAffix multiplierGold value multiplierMax sockets, weapon
Common1×1×10
Uncommon2×1.5×31
Rare3×2×102
Heroic4×2.5×303
Mythic5×3×1004
Legendary6×3.5×3005
Eternal7×4×1,0006

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

StatBasePer levelLevel 1 CommonLevel 100 CommonLevel 100 Eternal
Attack426204816
Haste2020.22%2.2%8.8%
Cast Speed2020.22%2.2%8.8%
Cooldown2020.22%2.2%8.8%
Crit Chance2530.28%3.25%13%
Crit Damage5050.55%5.5%22%
Chaos Damage426204816
Elemental Damage426204816
Health208288203,280
Defense325203812
Dodge20121120480
Accuracy103133101,240
Block20121120480
Elemental Block20121120480
Absorption213102408
Fire Resist2520.27%2.25%9%
Ice Resist2520.27%2.25%9%
Lightning Resist2520.27%2.25%9%
Chaos Resist2520.27%2.25%9%
Regen112101404
Bleed426204816
Decay426204816
Fury4040.44%4.4%17.6%
Shock4040.44%4.4%17.6%
Curse4040.44%4.4%17.6%
Thorns426204816
Poison527205820
Weaken4040.44%4.4%17.6%
Blind4040.44%4.4%17.6%
Expose4040.44%4.4%17.6%
Penetration4040.44%4.4%17.6%
Elemental Penetration4040.44%4.4%17.6%
Move Speed1510.27%1.92%7.67%
Luck1520.17%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:

sockets = round(slot base × tier ÷ 6)
Slot (slot base)CommonUncommonRareHeroicMythicLegendaryEternal
Weapon, offhand, armor, legs (6)0123456
Helmet, gloves, boots (4)0112334
Belt, necklace (3)0112233
Earrings, bracelet (2)0011122
Ring (1)0001111

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.