Base tiers
Diablo II's Normal / Exceptional / Elite, one rung longer and named for the four difficulties. The tier is what an item IS underneath; quality is what was rolled on top of it.
Two independent axes
| Axis | Values | Decided by |
|---|---|---|
| Base tier | Normal, Nightmare, Hell, Torment | The item level it was generated at |
| Quality | Basic, magic, rare, set, unique, primal | Its own rolls - see Quality and affixes |
Every quality can appear on every tier. A Torment basic and a Normal primal are both ordinary finds, and nothing ever stops dropping.
The scales
Multipliers against the Normal-tier numbers shown in Base items.
| Tier | ilvl band | Damage / armour | Requirements | Durability | Value |
|---|
Requirements climb more slowly than power on purpose, so a deep-tier base found early is something to grow into rather than a wall. Value climbs steeply because a deep-tier base is worth real gold at a vendor - and, once salvage exists, real materials.
Which tier a drop gets
Of the tiers an item level allows, the deepest is the most likely. Reading from the top down the weighting is - so at ilvl 1-24 only Normal exists and the table collapses onto it, while at Torment depth all four are in play.
| ilvl band | Normal | Nightmare | Hell | Torment |
|---|
How the tier is chosen
The tier is derived by hashing the item's seed, not by drawing from the random stream. Every generated item is reconstructible from its seed - the multiplayer pack and the character-select preview both replay it - so a draw inserted at generation would shift every affix roll after it and silently change what existing seeds produce.
Applied on fresh generation only. A replay rebuilds the pre-tier item, which single-player never keeps: the save holds every stat, and load overwrites the rebuilt copy immediately.
Vendors
Shops stock tiered gear too. Vendor item level is the vendor's own level lifted by the difficulty block:
| Difficulty | Vendor ilvl | Highest tier |
|---|---|---|
| Normal | 6-16 | Normal |
| Nightmare | 30-40 | Nightmare |
| Hell | 54-64 | Hell |
| Torment | 78-88 | Torment |
A stocked item is tiered on a flat chance rather than by the dungeon's weighting - 35% by default,
tunable as Vendor Tiered Stock Chance. A shop is a repeatable source; if every Torment
shelf were Torment-tier the dungeon would stop being where gear comes from. An item whose tiered
price would exceed the vendor's cap simply stays Normal, which keeps the cap meaningful and keeps
the premium vendor's unbounded retry loop from spinning.
Where the tier shows
In the item description, on its own line above the item level, in its tier's colour: white for Normal, blue for Nightmare, yellow for Hell, gold for Torment. The item's name is deliberately untouched - the engine composes magic names against a width budget and falls back to the base's short name when they overflow, so a tier word in the name costs the item its base name.