ObjGen is the generated equipment system. It creates armor, accessories, and weapons from base templates and affixes, then adapts those rewards around your character’s current gear.
You do not need to know the code to use it well. The practical idea is simple: fight appropriate mobs, compare what drops, keep good bases, and turn unwanted magic gear into crafting shards.
How Generated Gear Is Built
Generated items are assembled from template pools:
| Part | What it contributes |
|---|---|
| Base | The actual item: sword, cowl, shield, boots, ring, and so on. |
| Suffix | The first affix on a magic item. |
| Prefix | The second affix on a magic2 item. |
| Rare affix | The third affix on a rare item. |
The item must be level-appropriate and compatible with the selected slot or weapon type. If the game cannot build a valid item, that generated attempt is discarded.
Quality Tiers
| Tier | Composition | What to expect |
|---|---|---|
| Base | Base only | Good for filling empty slots and for crafting projects. |
| Magic | Base + suffix | First real affix tier. Often useful while leveling. |
| Magic2 | Prefix + base + suffix | Stronger generated gear with two affixes. |
| Rare | Prefix + base + suffix + rare affix | Highest generated tier, usually the most specialized. |
Rare is not guaranteed just because you are geared. It is still a special upgrade roll from the high-quality path.
Adaptive Profiles In Plain Language
ObjGen looks at your character before rolling generated loot. It considers level, luck, gear score, current equipment, empty slots, starter items, weak items, weapon skill, and whether your current weapon needs replacing.
| Situation | What ObjGen tends to do |
|---|---|
| Many empty or starter slots | Favor coverage and base items so you can fill gear gaps. |
| Mostly filled but still basic gear | Bias toward magic upgrades. |
| Mostly magic gear | Bias toward magic2 upgrades. |
| Strong gear | Shift toward refinement and rare-capable rolls. |
| Weak or missing weapon | Increase pressure for weapon replacement, except empty Monk wield slots. |
The system also remembers your best average gear score. That helps avoid treating temporary gear swaps as your true progression state.
Gear Score
Gear score is an average of your equipped slots. It is not just item level. It also accounts for item quality and useful stats such as armor, weapon damage, combat ratings, attributes, health, mana, and elemental damage.
Tracked slots include rings, necks, body armor, head, legs, feet, hands, arms, shield, about body, waist, wrists, wield, hold, float, secondary, shoulders, ears, and ankles.
Two exceptions are worth knowing:
- A two-handed weapon makes shield unavailable for gear score and targeting.
- Monks are not penalized for leaving wield empty.
Luck And Quality
Luck helps quality rolls, especially when you are already in an upgrade or refinement state. It does not force a specific item, slot, or affix. It improves the odds around the quality roll after the game has decided a generated drop attempt is happening.
For early and sparse characters, ObjGen can intentionally bias toward plain bases so you fill slots before chasing perfect affixes.
Why Some Mobs Drop Different Things
Mobs can be associated with armor/accessory families or weapon families. That means one mob may be better for wrists and arms while another is better for swords or bows.
Use lootfind to make this actionable:
lootfind armor shoulders
lootfind armor ankles
lootfind weapon axe
lootfind weapon bow
What To Keep
| Item | Usually keep when |
|---|---|
| Base | It fills an empty slot, has a useful level, or is a good crafting base. |
| Magic | It is an upgrade or has a shard you may want later. |
| Magic2 | It compares well or carries affixes worth preserving. |
| Rare | It supports your build, beats your current item, or has a valuable rare affix. |
When unsure, use compare <item>. If it is not useful, consider crafting instead of discarding it.