Core mechanics

The rules that govern progression and loot. Everything on this page is enforced in code; the numbers are read from the modules that define them.

The three levels

Diablo II keeps three separate numbers where vanilla Diablo has one. This build does the same.

NameWhat it isWhere it comes fromWhere you see it
alvl - area levelA property of the place. Fixed per floor per difficulty. floor + 24 x difficulty, so 1-96 across the 24 areasThe automap, under the difficulty line
mlvl - monster levelWhat a monster is worth as a source of loot. The area level, +3 for a unique, +2 for a championBottom-right of the monster health bar
ilvl - item levelStamped on an item when it is generated. The mlvl of whatever dropped it, or the alvl of the chest, floor or shopThe item's description
Why mlvl is not the monster's combat level. Monster::level() drives to-hit, block chance, experience and some missile damage from thirteen call sites. Moving those onto the area ladder would be a combat rebalance disguised as a loot change, so drops ask a separate function and the combat curve is untouched.

What an ilvl gates

Spell and skill tiers

Every spell and every class-tree skill sits in one of six tiers, by the character level it demands: . Below its tier a spell cannot be learned and its book cannot be read.

The Rule of Rangs

Each rank of a skill or spell costs one more character level than the rank before it, counting from its own tier:

required character level = tier + (rank - 1)

A tier-1 spell reaches rank 10 at character level 10; a tier-30 skill reaches rank 10 at 39. This is what replaced Diablo II's flat cap of 20 points per skill.

No ceiling. The cap on any single skill is - the entire pool a character can earn, one point per level from 2 to . Nothing is out of reach permanently; depth is paid for in levels rather than forbidden.

Difficulties

DifficultyArea levelsBase tierMonster level offsetNotes
Normal1-24Normal+0The whole 24-floor descent
Nightmare25-48Nightmare+15 combat
Hell49-72Hell+30 combatEvery base item is obtainable by Hell/Hell (alvl 61-64)
Torment73-96Torment+30 x multiplierSingle-player only; the multiplier is an INI setting

Magic Find and Gold Find

Two stats that change what a kill is worth rather than how fast it dies. They come from charms, from gems, and from affixes, and they are read at the moment an item actually drops.

StatDoesWhere it comes from
Magic FindA percentage chance that a plain weapon or armour drop arrives as a rare instead, rolled at half-to-full of the drop's own level bandTopaz gems in armour, the Luck charm, magic-find affixes
Gold FindIncreases every gold pile by that percentage, up to the stack capThe Greed charm, gold-find affixes

Magic Find only upgrades a drop that rolled nothing: basic quality, and no Oracool quality tier. It never touches something that already rolled magic or better, and it cannot make a unique. The base tier is irrelevant - a Torment-tier white sword is upgradeable exactly like a Normal one, because base tier and quality are independent axes.

Progression that outlives your gear

A Signet of Learning grants one permanent stat point, and a character may ever consume of them. The cap is the whole design: without it a signet is a slower level-up; with it the pool is finite, and you can exhaust it and then must live with what you spent it on. The point lands in the ordinary unspent pool, so you decide where it goes.

Signets come from two places. They drop from champions and better only times what the monster is worth, so 2x that on a champion, 4x on a unique and 6x on a Dread boss, and never at all from an ordinary kill. And they are paid by milestones: things you do once, each worth exactly one signet, the first time and never again.

Milestone

Milestones are the reliable half and the drop is the bonus, which is why the drop is narrow: a trickle from ordinary monsters would be something nobody could aim at.

A signet at the cap is never consumed. It is refused before it is spent, because a capped, permanent, unrecoverable resource silently eaten by a full pool is the worst thing the item could do.

Named encounters

A specific hard fight, in a specific place, with a known reward. A Sealed Map drops from a Dread boss; using it in town opens its encounter and consumes the map, so how often you can run one is bounded by drops rather than by a timer. The floor holds one Dread boss and its escort and nothing else — the encounter is the fight.

EncounterWhereCounts as floorOpened byGuaranteed reward

The reward is guaranteed, not rolled — the map says what its guardian carries, and a roll would make that a lie. Each is a charm, so it competes for the three-charm active cap: carrying one costs a slot rather than filling one, which is what makes three signature rewards a decision.

The map is spent when the encounter opens, not when it is cleared. Leaving before the guardian dies costs you the map.

Ethereal items

A ghost of an item: 35% more damage or armour, half the maximum durability, and no smith will touch it. Any durable weapon or armour can roll ethereal on the drop, at any quality.

The bargain is stamped into the item's own numbers when it drops, so what you read on the item is what you get. There is no repair path - an ethereal item is a thing you use up.

Sockets, in one line

A quarter of plain equipment drops socketed, with as many sockets as it has 28x28 inventory cells - one for a ring, six for body armour or a two-hander. Every base tier can host them, and gems, runes and 370 runewords all live in them. That is a system of its own - see Sockets and gems.

Resistance

Fire, lightning and magic resistance each reduce incoming damage of that school by their percentage. Two rules shape how much of it you can actually hold.

The two rules compose: reaching the ceiling costs raw points on Normal and on Torment.

Character rules