Quality and affixes

What gets rolled on top of a base item, and how the odds change with depth. Quality is independent of base tier - any quality can appear on any tier.

The qualities

QualityName colourAffixesNotes
Basicwhitenone The base item as authored - and the only quality that rolls sockets, which is what makes it the raw material rather than litter.
Magicblueone prefix and/or one suffix Vanilla's magic roll, gated by the item's affix level.
Rareyellowup to 3 prefixes + 3 suffixes Rolled only after the unique and primal rolls have failed.
Setgreena fixed named list A named piece of one of the fifteen sets - not a roll at all. Drops through its own hook.
Uniquegoldthe unique's own powers The vanilla unique table, expanded to 143 shipped entries.
Buffed uniquewhitegoldheavier than a rare An Oracool tier above rare.
Primalorangethe heaviest roll, full durability The rarest tier; every affix rolls at its maximum.

Odds by depth

The INI keeps the master knob for each tier; the item level's band shapes it. At the default settings - rare %, buffed unique %, primal % - the curve is:

ilvl bandDifficultyRareBuffed uniquePrimal

These are the chances an eligible drop takes that quality, checked in order: unique first (vanilla's own roll), then primal, then buffed unique, then rare, then a plain magic roll. Primal starts at zero because a perfect item found at character level 3 flattens the whole ladder in front of the character who found it.

Whether an item rolls affixes at all

That is vanilla's own test, unchanged: a roll against the item's level, with staves, rings and amulets always eligible and "only good" drops always eligible. Because deeper items carry higher levels, the basic-to-magic ratio shifts with depth on its own - no table needed.

Affix level

The affix pool is gated by an affix level derived from the item level (currently half of it). That is unchanged from vanilla so far, and is the first thing to retune once the balance telemetry has real sessions in it.

Sockets, gems, runes and charms roll on the drop paths after generation, never inside it - the generation sequence is replayed from stored seeds, and a roll added there would change what every existing seed produces. They are a system of their own: see Sockets and gems.