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Loot rolls
- An enemy's level or a dungeon's kind picks the tier range. Treasure piles multiply the base rarity chances by 1.3, and bosses by 2.5. These multipliers do not multiply gold.
- Luck shifts the odds by 1% per point either side of 50.
- Rare and Legendary gear is rarer early on and more common as a character grows.
- The longer you go without a Legendary, the better your chance of one. It resets when one drops.
- Each Legendary has a home enemy family, and hunting that family improves your chance of finding it.
- Every possible item bonus is listed on Affixes and curses. Weapons can carry a named technique, and garments roll their own pool.
- A Perfect Rare has every bonus at its maximum value. About 1 Legendary in 10 is Exalted, with one extra bonus.
- About 1 Rare or Legendary in 12 is Cursed: an extra bonus plus a drawback. A temple's Cure Disease priest lifts the curse for a quarter of the piece's price (minimum 300 gold), and you keep the bonus. One cursed Legendary weapon in four is Damned and cannot be lifted.
Sources (29)
- src/systems/loot/lootRarity.js
- src/systems/loot/lootPowers.js
- src/systems/loot/lootCurse.js
- src/systems/rarityTier.js
- src/ui/lootBanner.js
- bible/06-Systems/Loot-Rarity.md
- bible/06-Systems/Loot-Arc.md
- bible/06-Systems/Loot-II-Arc.md
- bible/10-UI/Loot-Banner.md
- src/systems/unleveledLoot.js
- vendor/unleveledLoot/
- bible/06-Systems/Unleveled-Loot.md
- src/systems/foeLootCap.js
- src/systems/renownLoot.js
- src/systems/healingSupply.js
- src/systems/roomLoot.js
- src/systems/eliteFoes.js
- bible/06-Systems/Searchables.md
- src/systems/searchables.js
- src/systems/quickLoot.js
- src/systems/containers.js
- src/systems/silverFinds.js
- src/systems/reforge.js
- src/systems/loot/lootCodex.js
- src/systems/loot/lootScry.js
- src/systems/ayleidStones.js
- src/systems/worldTick.js
- src/net/wire.js
- src/scenes/dungeonContext.js