Loot system
Drop chance
Drop chance determines the chance to obtain something upon killing an enemy or opening a chest. You can obtain only one item per enemy or chest but this excludes gold and there is no limit for ultra rare items.
Equipment
Outside of a few exceptions, all equipment item drops from enemies and chests are randomly generated. Their item level depends purely on the enemy level or the chest level.
Rarity generation
Most of the loot sources can drop equipment of only 3 or 4 different rarities. Every enemy and other loot sources have a different drop rates but in general, you can expect drop rates based on the following table:
Table key
- Extremely high - expect 90% of cases and more
- Very high - expect 50% of cases and more
- High - about 30% of cases and more
- Moderate - 20 - 30% chance
- Low - 20% chance and less
- Very low - 10% chance and less
- Extremely low - 3% chance and less
- Almost impossible - 0.5% chance and less
- None - Items cannot drop in this rarity from this source
Common | Uncommon | Rare | Epic | Legendary | Celestial | |
---|---|---|---|---|---|---|
Open world | ||||||
Enemies | Extremely high | Very low | Extremely low | None | None | None |
Elites | High | Very high | Extremely low | None | None | None |
Bosses | None | Extremely high | Very low | Almost impossible | None | None |
Dungeons | ||||||
Enemies | None | Extremely high | Very low | Almost impossible | None | None |
Elites | None | High | Very high | Very low | Almost impossible | None |
Bosses | None | None | Very high | High | Extremely low | None |
Main bosses | None | None | None | Extremely high | Very low | Almost impossible |
Items always start their rarity rolls from the best one avaiable first before rolling worse rarities. You can increase your chances with luck and rarity potions.
Example:
There's an item with 1% Rare chance and 9% Uncommon chance. When the item drops, it tries a rare roll first - if it hits in the 1% chance, the item will be rare, otherwise it does the same with uncommon chance. If the item fails all rarity rolls, it drops with the lowest possible rarity of it's source.
Stat generation
Item level generation
Lowest possible item level, rounded to full number =
Highest possible item level, rounded to full number =
Item generates its item level somewhere in this range, rounded to nearest full number.
Item spread
Not every equipment piece is equal. Pieces for some slots can add different amount of stats than others based on their stats spread.
Every time a new item is generated, it generates a base stat value with this formula:
Item level | Stat value |
---|---|
1 | 1 |
5 | 1.26247696 |
10 | 1.689478959 |
15 | 2.260903956 |
20 | 3.025599502 |
25 | 4.048934641 |
30 | 5.418387899 |
35 | 7.251025276 |
60 | 31.12046307 |
70 | 55.7320096 |
Secondary stats heavily depend on the item's rarity as with every better rarity tier, the item gains an additional secondary stat.
Rarity | All Stats multiplier | Amount of secondary stats | Item value multiplier |
---|---|---|---|
Common | 1 | 0 | 10 |
Uncommon | 1.05 | 1 | 20 |
Rare | 1.1 | 2 | 40 |
Epic | 1.2 | 3 | 80 |
Legendary | 1.35 | 4 | 160 |
Celestial | 1.5 | 5 | 320 |
All stats are affected by the rarity multiplier and the base value. Percentage based stats (critical damage, haste, etc.) and armor are generated as rating.
Equipment also multiplies the result base stat value by a specific multiplier for each stat regardless of whether it's a flat value stat (Power, Vitality, etc.) or rating.
Stat | Value |
---|---|
Weapon attack | 4 |
Power | 30 |
Vitality | 30 |
Critical chance | 40 |
Critical damage | 150 |
Hitpoints | 25 |
Haste | 30 |
Luck | 100 |
Mana regeneration | 40 |
Evasion | 25 |
Cooldown rate | 25 |
Armor | 20 |
Havoc | 40 |
Torment | 40 |
Precision | 40 |
Specific equipment pieces are also affected by stats spread.
Final stat calculation formula:
When it comes to main stats, they can be also multiplied depending on the item type. Equipment can exist in 3 variants
- Offensive
- Balanced
- Defensive
These variants are tied to the item so you can't get the same item in multiple different variants.
Variant | Armor multiplier | Attack multiplier | Power multiplier | Vitality multiplier |
---|---|---|---|---|
Offensive | 0.7 | 1.15 | 1.15 | 0.7 |
Balanced | 1 | 1 | 1 | 1 |
Defensive | 1.3 | 0.85 | 0.85 | 1.3 |
Value
Item value is generated based on:
- Value spread
- Rarity multiplier
- Item level
Equipment type | Multiplier |
---|---|
Weapon | 0.25 |
Off hand | 0.12 |
Helm | 0.09 |
Chest | 0.15 |
Legs | 0.1 |
Shoes | 0.06 |
Cloak | 0.06 |
Gloves | 0.05 |
Rings | 0.06 |
The value is calculated by: