Equipment Rarities
The rarity sets how many attributes an item rolls, how high its numbers go and how much each upgrade level adds. Divine items roll none: they carry fixed attributes.
Rarities
| Rarity | Items | Attributes rolled |
|---|---|---|
| Common | 42 | 1 primary |
| Uncommon | 41 | 2 primary |
| Rare | 66 | 3 primary + 1 secondary |
| Legendary | 52 | 4 primary + 1 secondary (Black Mist: 5 revealed) |
| Divine | 8 | Fixed attributes |
Each upgrade level adds 1 step of +5% on Common and Uncommon items and 2 steps on Rare, Legendary and Divine items.
Divine weapons, helms and the ring carry fixed attributes and roll none; Divine weapons also show damage, speed and damage per second. Back items roll no attributes at any rarity.
Numbers by item level
Every number of a Common, Uncommon, Rare or Legendary item (not Back) is its base x the rarity multiplier M x a roll from 0.85 to 1.15, rolled on its own for each number. M: Common 1.2, Uncommon 1.4, Rare 1.5 and Legendary 1.6.
Weapon speed rolls from 0.80 to 1.20 (two decimals). Weapon damage = M x (0.2 x item level + 5) x the roll / the speed, rounded, at least 1. DPS = damage x speed, so it does not depend on the speed.
Armor on a Helm, Chest Armor, Pants, Boots, Gloves or Shoulder = M x 0.5 x item level x the roll, rounded, at least 1. Belts, Rings and Necklaces have no base stat.
Attribute = M x item level x its value per item level x the roll, rounded to a whole number (at least 1), or for a percent attribute to 0.1% (at least 0.1%). Bonus Potion Charges on a Belt is always 1. Halves round to the even number.
An Ancient item from an enemy or a treasure chest takes the top roll (1.15) of every number except the weapon speed, the top of its item level range and, from item level 300, every socket of its slot. Upgrade steps add +5% each to one number in turn: the weapon speed, weapon damage or Armor first, then the attributes.
An enemy of level E drops equipment of item level 10 x (E - 1) to 10 x E + 9 (at least 10) on Normal: a level 40 enemy gives item level 390 to 409.
On Nightmare and Inferno, outside the Mythic Rift, the item level is B - 5 to B + 5 and at least 700, where B = 700 + the stage's lowest enemy level on Normal (x 2 on Inferno): an Inferno stage whose lowest Normal level is 50 gives 795 to 805.
In the Mythic Rift the Normal roll on the enemy level gets + 10, and on Nightmare and Inferno also + 70 or + 140: a level 70 enemy on Inferno gives 840 to 859.
The required level is the item level divided by 10, from 1 to 70. An Ancient drop takes the top of its range. Black Mist items are item level 850; Back items require level 1, Divine and Black Mist items level 70. From item level 300 a drop comes with 0 to the slot's most sockets at random.
Selling
A merchant pays for equipment by item level: item level x 0.25, x 1.3 for a Weapon, Ring or Necklace, x (1 + 0.3 x rarity step: Common 0 to Divine 4), x 2 for Ancient, rounded, at least 1 gold.
Weapon DPS
DPS of a weapon before upgrades (damage x speed, over every roll and speed):
| Item level | Common | Uncommon | Rare | Legendary |
|---|---|---|---|---|
| 100 | 25.0-35.0 | 29.2-40.8 | 31.3-43.7 | 33.5-46.5 |
| 500 | 106.6-145.4 | 124.6-169.6 | 133.3-181.7 | 142.3-193.7 |
| 850 | 178.1-242.0 | 207.7-282.2 | 222.5-302.4 | 237.4-322.6 |
Armor
Armor of a Helm, Chest Armor, Pants, Boots, Gloves or Shoulder before upgrades:
| Item level | Common | Uncommon | Rare | Legendary |
|---|---|---|---|---|
| 100 | 51-69 | 60-80 | 64-86 | 68-92 |
| 500 | 255-345 | 298-402 | 319-431 | 340-460 |
| 850 | 434-586 | 506-684 | 542-733 | 578-782 |
Attributes
Value per item level of each attribute (each item page lists its own ranges):
| Attributes | Per item level |
|---|---|
| Mana on Kill | 0.01 |
| Life on Hit, Life Regeneration | 0.02 |
| Damage | 0.03 |
| Strength, Dexterity, Intelligence, Max Mana | 0.05 |
| Life on Kill | 0.06 |
| Thorns | 0.1 |
| Max Health | 0.45 |
| Magic Resist | 0.5 |
| Bonus Potion Charges | always 1 |
| Dodge Chance | 0.005% |
| Critical Hit Chance | 0.008% |
| Cooldown Reduction, Mana Cost Reduction, Poison Damage Reduction, Physical Damage Reduction, Fire Damage Reduction, Cold Damage Reduction, Lightning Damage Reduction, Arcane Damage Reduction, Bonus Move Speed | 0.01% |
| Attack Speed | 0.015% |
| Gold Find, Item Find, Health Potion Find, XP Gained, Bonus Health, Bonus Armor, Critical Damage Reduction | 0.02% |
| Bonus All Damage | 0.04% |
| Critical Hit Damage | 0.06% |
| Basic Attack Damage, Strong Attack Damage | 0.07% |
| Physical Damage, Fire Damage, Cold Damage, Lightning Damage, Poison Damage, Arcane Damage, Special Ability Bonus Damage | 0.08% |
| Damage Over Time, Damage vs Healthy, Injured, Slowed, Elite, Vulnerable, Immobilized, Bleeding, Poisoned, Distant, Burned | 0.1% |