Gear is kept between runs: what you carry out of a run stays with you, and what you stash stays with every hero. Items roll as D2's do, with D2's affixes, uniques and class items.
During a run
- Walk onto an item to pick it up; Alt (the left trigger on a controller, SHOW ITEMS on a phone) shows every item's name on the floor.
- Gear you drop stays on the ground until you've walked well away from it, and stays behind when the act ends.
- Going through an act's portal leaves the floor behind: pick up what you want before you walk in.
- Baal's drops that don't fit your inventory go into your stash.
The blacksmiths
Each act's blacksmith stands by the portal: Charsi, Fara, Hratli, then Halbu. Walk up to sell, buy, gamble and use the stash; the game holds meanwhile.
The stash
- A 10×10 tab of your own for each hero, and three shared tabs every hero can reach, as in Resurrected.
- The stash chest stands in the Rogue Encampment, and every act's blacksmith opens it too.
- Importing a save brings every stashed item over, even into a crowded tab.
How items roll
- Rare items roll 3 to 6 properties: up to three prefixes and three suffixes.
- A rare carries one +skills prefix at most, and a magic item has a prefix half the time.
- Class items' built-in bonuses follow D2's rules.
- An item's +skills to another class's skill gives that skill's own class at most +3: Dragonscale's +10 Hydra is +3 for a Sorceress.
- Unique weapons' damage includes what they gain with your level, as in D2.














