Treasure Classes
Contents
Intro
Item TCs
Monster TCs
TC Upgrades
Magic / Rare
Set / Unique
Treasure Classes (TC X)
SuperUniques and BossesIntroWhile this is meant to be of practical use to item hunters, it is not a guide to MF per se. How and where to MF is entirely your choice, and there are literally thousands of threads on that subject. For basic, general, or specific tips, check these,
Other recommended reads include,
The subject here is what monsters may drop and how to determine it. Although we cannot control base item drops in practice, at least it is comforting to know if we are wasting our time killing for impossible drops.
Treasure Class (TC)Blizzard's generic term for "a collection of items". Picture Treasure Classes as an array of "treasure chests" if you like (not the objects in D2), each requiring a "key" to be opened. Lower level monsters have keys to only the lowest TCs containing the lower quality items while the higher level monsters can access higher TCs as well as lower ones.
To be more specific, in what follows, we look at the D2X 1.11
TreasureClassEx.txt (henceforth,
TCEx) file. Download and install ATMA to view this and several other files containing game data.
Item TCsTCEx is one huge table of references to every dropable item in the game, from utter junk: arrows, bolts, keys, potions etc. to the most desired treasure of all, including your precious little
TZSCHAKO (or whichever ingenious word you might have adopted from the knowledgeable trading community).
To give you an idea of the structure, worthwhile TCs are covered below. Refer to the D2 Item Codes:
http://wiki.theamazonbasin.com/index.php/D2_Item_CodesJewelry A-C- 20 % Amulet (amu)
40 % Ring (rin)
10 % Jewel (jew)
10 % Small Charm (cm1)
10 % Large Charm (cm2)
10 % Grand Charm (cm3)
Chipped Gem, Flawed Gem, Normal Gem, Flawless Gem, Perfect Gem- 15 % ... Amethyst
15 % ... Diamond
.
.
.
10 % ... Skull
The Perfect Gem TC is not used (Gem Shrines drop from Chipped Gem only if there are no gems in your inventory).
Runes 1-17- Each but the last Rune TC contains 2 runes and each but the first Rune TC has the option of dropping to the Rune TC below it (recursively).
- Runes 1
60 % El Rune (r01)
40 % Eld Rune (r02) - Runes 2
3:14 Tir Rune (r03)
2:14 Nef Rune (r04)
9:14 Runes 1: ~ 64.3 % chance of dropping from Runes 1.
.
.
. - Runes 16
3:47274 Jah Rune (r31)
2:47274 Cham Rune (r32)
47269:47274 Runes 15: ~ 99.989 % chance of dropping from Runes 15. - Runes 17
1:82722 Zod Rune (r33)
82721:82722 Runes 16: ~ 99.999 % chance of dropping from Runes 16.
The Jewelry, Gem, and Rune TCs are sub-TC's of the
Good TCs, of which there is one for each act:
Act 1 Good, ... ,
Act 5 (H) Good.
Notice why "High Runes" (in the trade: Vex Rune (r26) and above) are so
extremely sparse: the Rune TCs are defined recursively (Runes n+1 contains Runes n, for n = 1, ... ,16) and the odds of dropping to a lower Rune TC are > 99.9 % for the highest Rune TCs. The odds of obtaining one single HR are low enough that it isn't even funny. EVEN IF the monster can drop from a particular Good TC, it must (1) select the Good TC for the drop, (2) pick the Rune TC in that Good TC, and finally (3) avoid repeatedly dropping to the lower Rune TCs.
Anyway, for the avid rune hunters,
There are several other rune related topics out there. Google, anyone ?
Equip, Melee, BowHere and henceforth, "Armor" is a generic term for: Circlets, Helms, Body Armor, Shields, Gloves, Belts, and Boots, including all class-specific versions.
- Every item has a quality level (qlvl) for the base item, defined in the level column of Armor.txt and Weapons.txt and used to classify in which Treasure Class the item belongs.
On the Arreat Summit Weapons and Armor pages, the qlvl is listed as Quality Level: http://classic.battle.net/diablo2exp/items/weaponsandarmor.shtml.
- weapX (weapons): weap3: qlvl 1-3, weap6: qlvl 4-6, ... , weap84: qlvl 82-84, weap87: qlvl 85-87.
meleX (mêlée weapons): mele3, mele6, ... , mele36, and mele39 are subgroups of weapX.
bowX (bows): bow3, bow6, ... , bow84, and bow87 are subgroups of weapX. - armoX (armor): armo3: qlvl 1-3, armo6: qlvl 4-6, ... , armo84: qlvl 82-84, armo87: qlvl 85-87.
The TCs are numbered from 3 to 87, in steps of 3. Each TC contains items with qlvl <= TC #. So, when we speak of
TC X, we mean the TC consisting of weapX and armoX, as well as any TC below it (recursively).
TC 3 contains weap3 and armo3.
TC 87 contains ALL weapons and armor.
weapX and armoX are accessed through the
Equip TCs, while meleX and bowX are accessed from the
Melee and
Bow TCs (as well as from the
Equip TCs, seeing as both meleX and bowX are subgroups of weapX). The Equip, Melee, and Bow TCs are again defined recursively, making it possible to drop from a higher TC to a lower one, in succession.
Treasure Classes relate only to base items (qlvl).
We cannot influence base item selection; this is done within the TCs assigned to the monster.
Unique, set, rare, magic, Superior, Socketed etc. items belong in the same TC as their respective base items.Monster TCsBesides the item TCs,
TCEx holds every chest and monster TC which, in turn, contain several item TCs.
- The TreasureClass columns in MonStats.txt contain TC references to monster TCs in TCEx for
- Regular monsters
- Champions
- Unique monsters
- Act Bosses
- Blood Raven, Griswold, The Smith, Radament, The Summoner, The High Council, Izual, Hephasto the Armorer, and Nihlathak
- Über Diablo (diabloclone)
- Über Izual, Lilith, and Über Duriel - The TC, TC(N), and TC(H) columns in SuperUniques.txt contain TC references to monster TCs in TCEx for SuperUnique monsters.
Fangskin (Hell)
It is well-known that he hasn't dropped anything since the release of v1.11. For those of you who don't know, here's why: the TC(H) entry in
SuperUniques.txt reads "Fangskin (H)". Because there is no TC by that name in
TCEx, the game always returns an empty drop. If you compare 1.10
SuperUniques.txt, the corresponding entry reads "Act 2 (H) Super B", which is a well-defined TC. Whichever Blizzard employee changed Hell Fangskin's TC in v1.11 to a non-existent one and subsequently went asleep at the switch for nearly half a decade might consider Patch 1.13 an incentive to wake up from his eternal slumber and fix this.
Mephisto (Hell)
In
MonStats.txt, we find: Mephisto (H) and Mephistoq (H), the latter referring to his quest drop (first kill) and the former to every subsequent kill. Then we look at
TCEx,
- Mephisto (H) contains: NoDrop: 15, gld,mul=2048: 5 (Gold, multiplier = 2048), Act 4 (H) Equip A: 52, Act 4 (H) Junk: 5, and Act 4 (H) Good: 3.
Thus, 15:80 of NoDrop, 52:80 of Act 4 (H) Equip A, and 3:80 of Act 4 (H) Good. - Mephistoq (H) contains: NoDrop: 15, Act 4 (H) Equip A: 52, and Act 4 (H) Good: 3. There are no options to drop gold or Junk (!)
Thus, 15:70 of NoDrop, 52:70 of Act 4 (H) Equip A, and 3:70 of Act 4 (H) Good.
Highlighted TCs are the ones we desire,
- Act 4 (H) Equip A: SumItems=36 (frequency sum), TotalProb=1566, with the following frequencies,
weap69: 2
armo69: 1
weap72: 6
armo72: 3
weap75: 14
armo75: 7
weap78: 2
armo78: 1
Act 3 (H) Equip B: 1530: ~ 97.7 % chance of dropping from Act 3 (H) Equip B.
- Act 4 (H) Good has the following TC frequencies,
Jewelry C: 60
Chipped Gem: 4
Flawed Gem: 10
Normal Gem: 14
Flawless Gem: 28
Runes 16: 14: ~ 10.8 % chance of dropping from Runes 16.
In conclusion, Hell Mephisto drops from
TC 78 and up to
Cham Rune (r32).
Pindleskin (Hell)
In
SuperUniques.txt, we find: Act 5 (H) Super Cx. Next, we look at
TCEx,
- Act 5 (H) Super Cx contains Act 5 (H) Uitem C: 2 and Act 5 (H) Cpot C: 2.
Act 5 (H) Uitem C contains Act 5 (H) Equip C: 58 and Act 5 (H) Good: 4.
Thus, 58:62 of Act 5 (H) Equip C, and 4:62 of Act 5 (H) Good.
Highlighted TCs are the ones we desire,
- Act 5 (H) Equip C: SumItems=35, TotalProb=1565, with the following frequencies,
weap81: 2
armo81: 1
weap84: 6
armo84: 3
weap87: 15
armo87: 8
Act 5 (H) Equip B: 1530: ~ 97.8 % chance of dropping from Act 5 (H) Equip B.
- Act 5 (H) Good: same as Act 4 (H) Good, same frequencies, except this time it is Runes 17.
So, Hell Pindleskin drops from
TC 87 and up to
Zod Rune (r33).
TC + max RuneAgreed, it might not exactly be heaps of fun to check every monster. Fortunately, others have already taken the trouble,
showing TC and highest Rune for every monster in the game.
As a quick reference, the final section of this guide has a complete list of monster level, TC, and max Rune for each of the SuperUniques and Bosses in each difficulty.
Monster Level (mlvl)We need this figure in the following sections. And it really isn't that hard to remember,
- In Normal difficulty, the game uses monster levels defined in MonStats.txt,
a. Champions (Berserker, Champion, Fanatic, Ghostly, Possessed): +2
b. Super Uniques, Uniques, and Minions: +3 - In Nightmare and Hell, monster level is determined by area level (Alvl),
a. Regular monsters: mlvl = Alvl
b. Champions (Berserker, Champion, Fanatic, Ghostly, Possessed): +2
c. Super Uniques, Uniques, and Minions: +3 - Act Bosses use the monster levels in MonStats.txt, unmodified.
For area levels, check my profile:
Diablo II Resources Area Levels. Or read the MonLvl2Ex and MonLvl3Ex columns in
Levels.txt, if you installed ATMA.
TC UpgradesIn the words of Thrugg and Sumendar, originally quoted @ diii.net,
Quote (Thrugg)
In normal you just look up directly the TC and off you go, but in NM and Hell we have "TC upgrades". This is what the two columns that I haven't explained yet are for - "group" and "level".
In NM or Hell, if a monster's level is higher than the level of his base TC, and there is another TC in the same group which is higher level but still equal to or less than his monster level, it will upgrade to that TC.
Thrugg is referring to the group and level columns of
TCEx.
Quote (Sumendar)
Only the TC bit needs clarification, monster TCs are upgraded as follows:
In NM and hell difficulties for monsters that are not act bosses and have noratio=0
1) Set monster level to equal arealevel,
2) add +2 for champions, +3 for uniques/superuniques
3) adjust stats according to level
4) get the treasureclass from monstats.txt
5) if the first treasureclass assigned is part of a group (Like 'Act 2 H2H A') AND mlvl > treasureclasses level, upgrade treasureclass to next one in the group if there is one.
6) Repeat 5) if necessary
7) assign drops as usual from the adjusted TC
note that this can only raise the TC, not lower it.
Notice: TC upgrades occur only in Nightmare and Hell. Only the
first monster TC assigned is involved in the upgrading process if it is part of a group. Let's see how this works.
Colenzo the Annihilator, ... , Lister the Tormentor (Nightmare)
The 5 SuperUniques spawned by Baal in Throne of Destruction are known as
Baal Subject 1, ... ,
Baal Subject 5 in
SuperUniques.txt.
- In the TC(N) column of SuperUniques.txt, we find: Act 5 (N) Champ C.
- Nightmare Throne of Destruction is a level 66 area (defined in the MonLvl2Ex column of Levels.txt).
In effect, each of Baal's minion waves are mlvl 69 (66+3). - In TCEx, Act 5 (N) Champ C has group=13 and level=62.
Since 69 > 62, this TC is upgraded to Act 2 (H) Champ A (level=69 <= mlvl).
Notice the end difference caused by this upgrade, as we work our way down from the assigned TC to the Equip and Rune TCs,
- Act 5 (N) Champ C -> Act 5 (N) Citem C -> Act 5 (N) Equip C, Act 5 (N) Good -> TC 63 and up to Ist Rune (Runes 12)
- Act 2 (H) Champ A -> Act 2 (H) Citem A -> Act 2 (H) Equip A, Act 2 (H) Good -> TC 69 and up to Lo Rune (Runes 14)
Eldritch the Rectifier (Hell)
In
SuperUniques.txt, he is known as
Megaflow Rectifier.
- Looking at the TC(H) column, we find: Act 5 (H) Super A.
- Hell Frigid Highlands is a level 81 area (defined in the MonLvl3Ex column of Levels.txt), making Eldritch mlvl 84.
- Turning to TCEx, Act 5 (H) Super A has group=18 and level=90. Since 84 < 90, Eldritch's native TC is not upgraded.
The table of SuperUniques in the final section of this guide accounts for TC upgrades in Nightmare and Hell where applicable.
Those were the base items. Let's consider items of higher magic quality ...