Generated loot is awarded when an NPC dies to a player or to that player’s pet. If an item is successfully generated, it goes straight into the eligible player’s inventory instead of being placed on the corpse.
Classic corpse loot still exists. Generated gear is the separate adaptive reward path that creates armor, accessories, and weapons from the ObjGen tables.
Who Gets Rolls
When a mob dies, the game checks the killer and eligible group members in the same room. Group members are considered independently, so each eligible player has their own gear profile and their own generated drop rolls.
Pets credit their owner. If your pet kills the mob, the generated-loot logic still evaluates you.
How The Game Chooses Drops
Generated drops follow three broad steps:
- The mob decides the economy: how many generated roll attempts are possible and whether armor, weapon, unique, or misc reward paths are active.
- Your character supplies the adaptive profile: level, luck, gear score, empty slots, starter gear, weak weapons, weapon skills, and current equipment.
- The item is built from a level-appropriate base plus affixes, then checked before being delivered to your inventory.
The important player lesson: the system is not only rolling random treasure. It is also trying to notice empty slots, starter items, weak gear, and weapon replacement needs.
Leveling And Endgame Feel Different
Leveling mobs use broad profiles so ordinary leveling stays consistent. Early characters are pushed toward slot coverage first, then toward magic and higher-affix upgrades.
Endgame farming is more route-aware. Higher-level mobs and farm areas can keep more specific drop economics because players optimize kill speed, density, travel time, and risk.
Quality Tiers
| Tier | Name | What it means |
|---|---|---|
| Base | Plain generated item | No affixes. Useful for filling empty slots or as crafting bases. |
| Magic | Suffix | One affix, such as of Life or of Worth. |
| Magic2 | Prefix + suffix | Two affixes, combining a prefix and suffix. |
| Rare | Prefix + suffix + rare | Three-affix item with rare effects or stronger specialization. |
Plain base drops above level 30 are suppressed unless autobase is enabled. Turn autobase on if you want to keep seeing high-level plain bases for crafting.
Slot And Weapon Targeting
Mobs can favor certain slot families or weapon families. The adaptive system then weights choices inside those families toward your needs.
| Armor/accessory family | Examples |
|---|---|
| Held and float | hold, float |
| Small accessories | finger, ears, ankles |
| Arms and wrists | hands, arms, wrist |
| Lower armor | feet, legs, waist |
| Core defense | shield, body, about |
| Upper armor | head, neck, shoulders |
| Weapon family | Examples |
|---|---|
| Light melee | dagger, mace, flail |
| Blades | sword |
| Heavy melee | axe, polearm |
| Spears | spear |
| Ranged and flexible | bow, whip |
Two special cases matter:
- If you wield a two-handed weapon, shield is ignored for gear score, sparse-slot pressure, and targeting.
- Monks are not treated as needing a replacement just because the wield slot is empty.
Hunting Upgrades
Use lootfind when you want to target a slot or weapon type:
lootfind armor body
lootfind armor wrist
lootfind weapon sword
lootfind weapon bow
Use compare <item> whenever an item might be an upgrade. It shows practical deltas, gear score movement, weapon proficiency, and likely upgrade markers.
Use identify <item> when you need exact item detail, especially before crafting decisions.
Common Decisions
| Situation | Good default |
|---|---|
| Empty or starter slot | Wear a reasonable base or magic item first; chase affixes later. |
| Weak weapon | Hunt your current weapon type, but do not ignore a strong compatible weapon. |
| High-level base item hidden | Toggle autobase if you want plain crafting bases. |
| Unsure if item is better | Use compare before destroying it. |
| Farming a slot | Use lootfind armor <slot> and kill mobs near the result list. |