The Dreadmark compendium
The full itemization reference — every affix, base, currency and unique, plus the exact rules the game uses to roll them. Generated from the game's code, not written by hand.
The tables
These pages are generated straight from the game's own data tables — the same code that rolls your drops renders these numbers. When a patch changes the game, the compendium regenerates with it.
Every prefix and suffix in the game, with each tier's item-level gate, roll range, rarity weight, and magic name.
Open the tables → 180 bases · 13 flask modsAll weapon and armour bases across quality bands — damage, speed, reach, requirements — plus the flask mod pool.
Open the tables → 8 orbs + the Dread SigilWhat every orb does, how often each drops, and the exact mechanics and mod pools of Dreadmarking an item.
Open the tables → 11 named itemsThe fixed named items — their rolls, their special properties, and where in the game they can drop.
Open the gallery → 50 affixes & aurasWhat a magic or rare pack can roll, what each affix actually does, and which ones change how the fight is played.
Open the tables →How a drop happens
Every kill rolls against its enemy class. Each successful roll is either a piece of equipment or, 35% of the time, a crafting currency. Equipment then rolls a rarity (Normal / Magic / Rare weights below); Uniques bypass the normal rarity roll entirely — they are a separate, boss-weighted chance on equipment drops. Magic Find gear raises rarity odds (soft-capped) and drop quantity (hard-capped).
| Class | Drop rolls | Chance | Rarity weights N / M / R |
|---|---|---|---|
| Trash | 1 roll | 7% each | 79 / 20 / 1 |
| Elite | 2 rolls | 40% each | 39 / 55 / 6 |
| Boss | 4 rolls | 65% each | 25 / 50 / 25 |
A Magic item carries 1–2 affixes (at most one prefix and one suffix). A Rare item rolls 4–6 (weighted 55/30/15 toward four), capped at three prefixes and three suffixes. The same affix family can never appear twice on one item.
Item level is the depth axis
Every drop inherits the item level of the area that dropped it, and ilvl decides two things at once: which affix tiers can roll and how many affixes an item can hold. The standard tier ladder gates at ilvl 1 / 8 / 16 / 30 / 45 with pick weights 100 / 70 / 40 / 18 / 7 — so top tiers exist only in endgame areas, and even there they are the rare outcome. Farming higher content is the only way to see higher tiers.
| Item level | Eligible tiers | Chance per tier |
|---|---|---|
| ilvl 1 | T5–T5 | T5 100% |
| ilvl 8 | T5–T4 | T5 59% T4 41% |
| ilvl 16 | T5–T3 | T5 48% T4 33% T3 19% |
| ilvl 30 | T5–T2 | T5 44% T4 31% T3 18% T2 8% |
| ilvl 45 | T5–T1 | T5 43% T4 30% T3 17% T2 8% T1 3% |
Magic: ilvl 1+: 1, ilvl 6+: 2 · Rare: ilvl 1+: 3, ilvl 8+: 4, ilvl 16+: 5, ilvl 30+: 6
Crafting respects the same caps — an orb can never push an item past what its ilvl allows, so crafting power comes from ilvl exactly like drops do. An item's required level equals the highest tier gate among its rolled affixes.
The chase exception
+to All Skills deliberately breaks the ladder: it has only two tiers, gated at ilvl 30 and 45, and appears on weapons, ranged weapons and amulets only.