Loot follows Diablo II. A drop first rolls which item it is, then its chance to be unique, set, rare or magic, by D2's own formula: item level, difficulty and Magic Find decide the quality, and uniques and rares are scarce.
Where loot comes from
- Every monster can drop gold and items; elites drop as D2's do, every item magic or better.
- Champions, uniques and act bosses leave chests, and the boss's portal opens a few strides from his loot.
- Killing faster finds more, with D2's diminishing returns: four times the pace finds about twice the loot.
- Hell drops about 4 uniques a run with no Magic Find, about 8 at 300%. A Terror tier drops about 1 with none and 2 at 300%, at a higher item level.
Magic Find
Magic Find raises the chance an item is magic or better. As in D2, it has diminishing returns for better qualities: this is the share of your Magic Find that counts for each.
| Magic Find | For uniques | For sets | For rares |
|---|---|---|---|
| 100% | 71% | 83% | 86% |
| 200% | 111% | 143% | 150% |
| 300% | 136% | 188% | 200% |
| 500% | 167% | 250% | 273% |
| 1000% | 200% | 333% | 375% |
Sources: gear, Charsi's Magic Find ware (+10% a rank), and +25% for each affix on a Terror offer.
Gold
- Monsters drop twice as much gold on Nightmare and three times as much on Hell.
- Charsi's Gold Find ware adds 10% a rank, gear adds Extra Gold from Monsters, and each Terror affix adds 25%.
- The Barbarian's
Find Item leaves gold on 5% of kills (half of champions). - Gold is kept whatever happens to the run. When an act's boss falls, the gold left on the field flies to you.
Gambling
The act's blacksmith by the portal gambles, as Gheed does in camp. A gambled item rolls at around your class's best level, from 5 below it to 4 above.














