Loot

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Loot covers the gear, coin, materials, and reagents left behind by the things you defeat, along with the goods sitting in chests and stashes. Drops are rolled from the enemy in front of you rather than from a fixed list, so what you hunt and where you hunt it decide what you carry home.

What a kill drops

Loot rolls from the level and the type of the enemy you killed. Enemies scale their level to the danger of the location, so deadlier ground yields stronger finds. What a creature is decides what it sheds, so beasts leave hide, bone, and the reagents their nature carries, while armed foes leave what they fought with.

Certain enemies carry specific equipment, and it sits on them where you can see it before the kill, and what you see is what can drop.

Killing something far below your level returns almost nothing, because rewards follow danger.

Elites and bosses

Every elite and boss drops at least one Epic or better item. Legendary and Mythic gear never rolls at random, and it comes only from the bosses and the crafts that own it, never from shops or ordinary loot.

Reagents

Creatures shed reagents according to what they are, so a specific reagent can be farmed by hunting the creatures that carry it. A creature of fire sheds fire reagents, which lets you hunt to match the work you plan at tempering.

Coin

Coin you loot comes out of the purse the fallen actually carried, and an emptied purse stays empty. Coin found in chests, stashes, and other unattended places scales with your level. Coin and crafting materials take up no inventory space, and Equipment describes what does.

Picking it up

After a fight, Loot Nearby lists every item on nearby corpses and the ground, picked over and taken in one action, coin included. Anything left where it fell decays with time, while anything you stash in a chest or a vault keeps for good.

Items & Equipment
Items · Equipment · Affixes · Item effects · Tempering · Crafting · Merchants