The Dreadmark compendium
How the loot works
The full itemization reference: every affix, base, currency and unique, and the exact rules the game uses to roll them. It is generated from the game's code, so the numbers are the game's own.
The tables
Everything the loot system knows
These pages are generated straight from the game's own data tables. The same code that rolls your drops renders these numbers, so when a patch changes the game, the compendium changes with it.
Affixes
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 modsBases & Flasks
All weapon and armour bases across quality bands, with their damage, speed, reach and requirements, plus the flask mod pool.
Open the tables 8 orbs + the Dread SigilCurrencies & Corruption
What every orb does, how often each drops, and the exact mechanics and mod pools of Dreadmarking an item.
Open the tables 11 named itemsUniques
The fixed named items, with their rolls, their special properties and where in the game they can drop.
Open the gallery 50 affixes & aurasMonsters
What a magic or rare pack can roll, what each affix actually does, and which ones change how the fight is played.
Open the tablesHow a drop happens
From kill to item
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 using the Normal / Magic / Rare weights below. Uniques skip that roll. They are a separate chance on equipment drops, weighted toward bosses. Magic Find gear raises the rarity odds up to a soft cap, and the number of drops up to a hard cap.
| 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 or 2 affixes, at most one prefix and one suffix. A Rare item rolls 4 to 6, weighted 55/30/15 toward four, with at most three prefixes and three suffixes. The same affix family never appears twice on one item.
Item level is the depth axis
What ilvl decides
Every drop inherits the item level of the area that dropped it, and ilvl decides two things: which affix tiers can roll, and how many affixes an item can hold. The standard tier ladder opens its tiers at ilvl 1 / 8 / 16 / 30 / 45, with pick weights of 100 / 70 / 40 / 18 / 7. So the top tiers only exist in endgame areas, and even there they are the rare outcome. To see higher tiers, you have to farm higher content.
| Item level | Eligible tiers | Chance per tier |
|---|---|---|
| ilvl 1 | T5 to T5 | T5 100% |
| ilvl 8 | T5 to T4 | T5 59% T4 41% |
| ilvl 16 | T5 to T3 | T5 48% T4 33% T3 19% |
| ilvl 30 | T5 to T2 | T5 44% T4 31% T3 18% T2 8% |
| ilvl 45 | T5 to T1 | T5 43% T4 30% T3 17% T2 8% T1 3% |
Affix-count caps by ilvl
Magic: ilvl 1+: 1, ilvl 6+: 2 · Rare: ilvl 1+: 3, ilvl 8+: 4, ilvl 16+: 5, ilvl 30+: 6
Crafting follows the same caps. An orb can never push an item past what its ilvl allows, so crafting power comes from ilvl just like drops do. An item's required level is the highest tier gate among its rolled affixes.
The chase exception
+to All Skills breaks the ladder on purpose. It has only two tiers, gated at ilvl 30 and 45, and it only rolls on weapons, ranged weapons and amulets.
