The Dreadmark compendium

How the loot really works

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.

Generated from the live game data · build v0.1.167 · 2026-08-25 · in development — numbers change often

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. When a patch changes the game, the compendium regenerates with it.

How 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 (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).

Drop rolls per enemy class
ClassDrop rollsChanceRarity weights N / M / R
Trash1 roll7% each79 / 20 / 1
Elite2 rolls40% each39 / 55 / 6
Boss4 rolls65% each25 / 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

What ilvl decides

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.

Tier odds by item level (standard 5-tier ladder)
Item levelEligible tiersChance per tier
ilvl 1T5–T5T5 100%
ilvl 8T5–T4T5 59% T4 41%
ilvl 16T5–T3T5 48% T4 33% T3 19%
ilvl 30T5–T2T5 44% T4 31% T3 18% T2 8%
ilvl 45T5–T1T5 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 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.