Loot & Drop Rates
See the base chances for gear, maps, gems, gold, rarity culling, and deep-tier reward multipliers.
Loot is rolled by the authoritative simulation when an enemy dies. Enemy drop quantity, map tier, player modifiers, and boss rules modify the base chances.
Base drop chances
| Reward | Regular enemy | Boss |
|---|---|---|
| Gear | 11% × enemy quantity | Uses boss quantity |
| Map | 3.5% | 75% |
| Skill gem | 0.12% | 2.5% |
| Gold | 50% | Quantity-scaled |
A gold drop begins at – gold and grows by per map tier before other quantity effects:
Higher-band drops
When gear drops, it has a 15% chance to roll its item level from one map band higher. This lets a stable build find some next-band equipment before it can reliably farm the next tier.
When a map drops, it has a 20% chance to be one tier higher than the current map, up to the tier 15 maximum.
Low-rarity culling
Half of rolled Normal and Magic gear is removed before it appears on the floor. Rare gear is not affected by this cull.
This reduces clutter without lowering the number of high-affix-count items.
Tier quantity multiplier
Map tier increases the number of valuable rolls:
| Tier | Quantity multiplier |
|---|---|
| 1 | 1.0× |
| 10 | 1.6× |
| 15 | 4.0× |
The ramp is geometric from tier 1 to 10, then rises much faster through tier 15. Quantity scales gear rolls, crafting currencies, gold, and gem chance. It does not scale map drops.
Tier rarity multiplier
Map tier also improves item quality:
| Tier | Rarity multiplier |
|---|---|
| 1 | 1.0× |
| 10 | 1.5× |
| 15 | 3.5× |
Rarity biases affix-tier selection toward newer unlocked tiers and combines with player-side increased item rarity.
Crafting currencies
Emeralds can drop in every map. Rubies begin at tier 5, and Diamonds begin at tier 10. Bosses make five currency roll attempts instead of one.
Currency chance and quantity are separate from map-drop progression.
