Item rules
Generation, Rarity & Tiers
A dropped equipment item resolves its base, item level, rarity, unique affixes, affix tiers, and rolled values in that order.
6 rarities10 affix tiersLevel cap 99
Rarities6
Affix tiers10
Maximum affixes8
Maximum item level99
Generation order
- 1. Base and slot
- A base is selected from the chosen gear slot. Each base exposes only the affixes compatible with its slot and, for primary weapons, its weapon family.
- 2. Item level
- The defeated monster supplies the item level, capped at 99. Item level controls the highest affix tier that may roll.
- 3. Rarity
- All 6 rarities remain possible at every item level; their weights shift linearly toward higher ranks as level rises.
- 4. Unique affixes
- Rarity supplies an affix-count range. Stats are selected without duplicates and cannot exceed 8.
- 5. Tier and value
- One tier unlocks every 10 levels. Among unlocked tiers, tier t has weight t^2; the value then rolls inside that stat tier's range.
Rarity details
Rarity controls affix count, not the value or tier of an individual affix.
| Rarity | Rank | Affixes | Level 0 | Level 50 | Level 99 |
|---|---|---|---|---|---|
| Ok | 1 | 1–2 | 56% | 36.81% | 18% |
| Neat | 2 | 2–3 | 25% | 22.98% | 21% |
| Good | 3 | 3–4 | 11% | 16.56% | 22% |
| Cool | 4 | 4–5 | 5% | 11.57% | 18% |
| Rad | 5 | 5–7 | 2.3% | 7.7% | 13% |
| DopeAF | 6 | 6–8 | 0.7% | 4.39% | 8% |
Values are read from the same gameplay catalogs used by Worlds Worth Looting.
Affix tier unlocks
Item level sets the highest available tier while every lower tier remains in the roll pool.
| Highest tier | Item levels | Possible tiers |
|---|---|---|
| 1 | 0–9 | 1 through 1 |
| 2 | 10–19 | 1 through 2 |
| 3 | 20–29 | 1 through 3 |
| 4 | 30–39 | 1 through 4 |
| 5 | 40–49 | 1 through 5 |
| 6 | 50–59 | 1 through 6 |
| 7 | 60–69 | 1 through 7 |
| 8 | 70–79 | 1 through 8 |
| 9 | 80–89 | 1 through 9 |
| 10 | 90–99 | 1 through 10 |