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.

Generated from the game's own data · build v0.2.5 · 2026-10-07 · numbers change often while the game is in development

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.

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 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.

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 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.

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