Loot Generation

The items rewarded after battle are generated by a several step process, as outlined here.

Updated as of patch 0.18

For tables showing each items stats and locations, check the Loot Tables. Loot tables are split up into 6 categories, visit their corresponding page to view their tables:

* Weapon Loot Table
* Shield Loot Table
* Head Loot Table
* Chestplate Loot Table
* Ring Loot Table
* Amulet Loot table
* Commodity Loot Table

To optimize specific item gain, focus on areas that have the enemy which can drop the item.

More loot is generated when controlling more characters. In multiplayer, each player gets their own distribution of loot, based on how many characters they are controlling.

If you are looking for a specific **Global** **Loot** item, Frostwrought Mountain at night or day is the best place to farm for that, though for any legendary or mythic, the best way to get it is through encountering mid-quest shops. Additionally gambling (available in the town of act 4) is a decent way to sink gold into a chance at mythic global items. The chance for mythic gear is low, but you can specifically gamble for types of items (ring, gun, axe, chestplate, etc)

## Loot generation

Each enemy slain in a battle (it is unknown if allied or enemy summons also do this) will attempt to generate each category of loot (personal, group, global) once per controlled character in the party.

### Personal Loot:

Many Enemies have a list of treasure that is specifically for them. This is the first set of loot that is generated. Some enemies must always give one of their Personal Loot items (like bosses) but many are not guaranteed to drop any amount of items.

### Group Loot:

Enemies like the Undead, Goblins, Barbarians, etc, are part of groups, which all have the same Group Loot table. This functions very similarly to the Personal Loot, except that it happens second, and different specific enemies all share the set of loot.

### Global Loot:

All enemies will attempt to generate global loot. This is done after both previous attempts, and has the following process.

First, 5 rolls are made to determine how many, and of what rarity or rarities.

* Common: 5% chance (1/20)
* Uncommon: 5% chance (1/20)
* Rare: 1% chance (1/100)
* Legendary: .2% chance (1/500)
* Mythic: .05% chance (1/2,000)

Because these are not exclusive results, a single enemy could drop a common item and also a rare item, the chance of any enemy dropping no global items on any given attempt is 89.1%.

For each rarity that is chosen, it is then selected between 8 categories, these being the different item types it could be.

1. Weapon
2. Shield
3. Chestplate
4. Helmet
5. Ring
6. Amulet
7. Commodity
8. Potion

Then, finally, the item of that Rarity and Type is chosen randomly from the set of all global items that meet those descriptors.

The Global Item Amounts table and Global Item Chance table are not updated, but will be once the up to date values are double checked.

Note: With a group of 6 characters that you control, this table becomes "6 in x chance" rather than "1 in x chance"

### Loot Payout

At most 7 items will be given. (In multiplayer, each player gets up to 7 items, but only gets bonus loot for the number of characters that player controls)

Items are prioritized based on the category of enemy that dropped them.

1. Boss
2. Champion
3. Soldier
4. Fodder