Gear and loot
Bases, rarities, affixes, requirements, sockets and how loot drops.
Every piece of gear starts from a base: the item type (sword, staff, cuirass...) with its fixed numbers (damage and attack speed on weapons, armor, evasion or barrier on defensive pieces) and sometimes an implicit, a modifier that always comes with that base. The item catalog shows every base, tier by tier.
Slots
Weapon, off-hand (shield, quiver or grimoire), helmet, body, gloves, boots, pants, rings, amulet, belt and the two Regeneration Stone slots. Each class only uses certain weapons, and each class page says which ones.
Rarity and affixes
When it drops, the base gets a rarity:
- Normal: just the base and the implicit.
- Magic: up to one prefix and one suffix.
- Rare: 3 to 6 affixes and a random name.
- Unique: fixed properties and, often, a special rule that changes your build.
Affixes are rolled from groups that depend on the item type, and each group has several tiers: the higher the item level, the better the possible tiers. The full list is in Affixes.
Requirements
Items require a level and attributes. The required level goes up with high-tier affixes, and the attribute requirement follows that level (see Attributes).
Sockets and runes
Some pieces have sockets where runes fit. Most items drop without sockets; crafting currency opens sockets later.
How loot drops
- Monsters drop gold, gear at the area level, crafting currency, runes, Regeneration Stones and, in the endgame, Maps. Magic, rare, elite monsters and bosses drop more and better.
- Bosses have exclusive rewards. See each one's page under Bosses.
- The rarest items (such as the Pearl, the Abyss Seal and Ancestral runes) drop with their name in red and a red beam of light.
- Z hides the names of loot on the ground; Alt shows details; Shift compares with what you are wearing.
- In co-op, loot is individual: each player only sees and picks up their own drops.
Rarities
| Rarity | What it has | Drop chance |
|---|---|---|
| Normal | Normal: just the base and implicit. | 70.21% |
| Magic | Magic: 1 to 2 affixes. | 25.08% |
| Rare | Rare: 3 to 6 affixes and a random name. | 4.51% |
| Unique | Unique: fixed, special properties. | 0.2% |
Base share of each rarity on a dropped piece of gear; item quantity and rarity raise it.
