Treasure Classes

Treasure Classes

Every monster in Diablo 2 rolls a treasure class when it dies. A treasure class is a weighted list that either hands you an item straight away or points at another treasure class, which is rolled in turn. Follow that chain far enough and you get the odds of any item dropping from any monster.

Where can I farm an item?

Pick the item you are hunting and this ranks every monster that can drop it by the chance of a single kill producing it. More players in the game shrink the nodrop weight, which is why the player count changes the numbers.

Item
Difficulty
Players

Best places to farm Zod Rune on hell, per kill:

MonsterRarityChanceOddsDrop table
Hephasto The ArmorerSuper unique0.0005%1 in 192,066
NihlathakSuper unique0.0005%1 in 195,267
DiabloNormal0.0005%1 in 200,069
BaalNormal0.0005%1 in 200,069
Shenk the OverseerSuper unique0.0004%1 in 265,691
Axe DwellerSuper unique0.0004%1 in 265,691
Bonesaw BreakerSuper unique0.0004%1 in 265,691
Dac FarrenSuper unique0.0004%1 in 265,691
Eldritch the RectifierSuper unique0.0004%1 in 265,691
Eyeback the UnleashedSuper unique0.0004%1 in 265,691
Thresh SocketSuper unique0.0004%1 in 265,691
PindleskinSuper unique0.0004%1 in 265,691
Snapchip ShatterSuper unique0.0004%1 in 265,691
Hell's BelleSuper unique0.0004%1 in 265,691
Vinvear MolechSuper unique0.0004%1 in 265,691

396 more monsters can drop it with a lower chance.

What does a monster drop?

Pick a monster to load its drop table. Champion and unique versions of a monster roll a better table than the regular version, so they are listed separately where they exist.

Monster
Difficulty

You can also open a treasure class by name. The tables monsters actually roll are grouped first, the rest are intermediate tables that only other tables point at.

Treasure Class

Wide slices are treasure classes: tap one to expand it. Thin slices are items. Hovering a slice shows both the percentage and the same number as odds per drop.

Mephisto (H)

7 random picks

How treasure classes work

A treasure class is a list of entries, each with a weight. The game adds the weights together, rolls a number in that range and walks the list until the number is used up. Whatever it lands on is the result.

An entry is either an item or the name of another treasure class. If it is another treasure class, the whole process repeats on that table. The rune tables are the clearest example: each rune table holds two runes plus the rune table below it, so a failed roll falls through to the next tier down instead of dropping nothing.

The gray nodrop slice is the chance that nothing drops at all. Its weight is rolled once per player factor, so every extra player in the game makes it smaller rather than removing it outright. That is the only reason player count changes drop rates.

Picks decides how many times a table is rolled. Most tables have one pick. A number above one means the table is rolled that many times independently, which is how bosses drop several items at once. A negative number means every entry is rolled a fixed number of times, used for guaranteed quest drops.

Treasure classes such as armo60 or weap33 never appear in the game files. The engine builds one per item category per three item levels when it loads, and fills it with every item whose level falls in that band. The item level ladder has gaps, so a few bands end up with no members and can never produce an item even though other tables still point at them.

Limitations

  • The numbers are the chance of the base item dropping. Whether it lands as normal, magic, rare, set or unique is a separate roll that happens afterwards, and magic find only affects that second roll.
  • Area level, monster level and terror zones are not applied. A monster in a higher level area rolls a higher band than its base table suggests.
  • Quest and desecrated tables are not listed. The first kill of an act boss and terrorised monsters both use a different table than the one shown here.
  • Chances are per kill, treating each pick as independent. A table with several picks can drop the same item more than once, which a single percentage does not express.

Sources

Everything on this page is read straight out of the game files: treasureclassex.txt for the tables, monstats.txt and superuniques.txt for which monster rolls which table, and itemtypes.txt together with weapons.txt, armor.txt and misc.txt to rebuild the automatic treasure classes the engine generates at load time.

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