Equipment Drops
Every monster you kill makes one roll for a high-quality piece of equipment. It is completely separate from the gold and ordinary gear it drops — a monster can pay out gold, a normal item and a Super item on the same kill.
The surprising part: monsters at level 80 and below have far better odds for unique, elite and super gear than monsters above 80.
Quick reference
| Quality | Monster level ≤ 80 | Monster level 81+ |
|---|---|---|
| Refined | ☆☆☆☆☆ | ☆☆☆☆☆ |
| Unique | ★☆☆☆☆ | ★★☆☆☆ |
| Elite | ★★☆☆☆ | ★★★☆☆ |
| Super | ★★★★☆ | ★★★★★ |
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Higher ★ rating means more rare when compared to the other options in the table. Star ratings are relative to options in the same table, not relative across tables.
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Per monster killed
What actually drops
The game picks a random slot and a random item for that slot from what the monster is allowed to drop. It does not pick something appropriate for your level or class.
Slot odds are the same for every drop:
| Slot | Chance |
|---|---|
| Weapon (shields included) | 41.7% |
| Armor | 25% |
| Headgear | 25% |
| Ring / Bracelet | 4.2% |
| Necklace / Bag | 2.5% |
| Boots | 1.7% |
The item's level is then rolled around whatever that monster is allowed to drop: 50% of the time it comes out noticeably lower, 20% of the time one level higher, 30% of the time unchanged.
Extras rolls on top
Durability
High-quality drops come in with random durability, typically between 50% and 100% of the item's maximum. Ordinary drops are usually much more worn.
+1/-1%/Sockets
Any piece of equipment a monster creates — quality drop or ordinary drop — then rolls independently for:
- a +1 composition level
- -1% / -3% damage taken (but not if socket is rolled)
- sockets, but only on weapons
A Super weapon that is also +1 with a socket is possible; it's just three rare rolls landing at once.