Treasure Classes- riches abound when least expectedTable of Contents- [1] Treasure Class Basics
- [2] Who Can Drop Which Item ?
- [3] 1.10+ Treasure Classes
- [4] Super Uniques (mlvl + TC)
Level TermsAlvl: area level
mlvl: monster level
qlvl: base item quality level
Qlvl: set/unique item quality level
Due to the large amount of data contained in this guide, using a search tool ('Ctrl + F') is recommended when browsing the tables, to locate a particular item or boss.[1] Treasure Class BasicsSummarising what Aye outlined in his
Guide to the Basics of MF, except that I have switched the roles of 'Qlvl' and 'qlvl', to maintain consistency with the tables being used throughout this guide.
Quote (AyeCaramba @ Thu, 12 Jul 2007, 17:25)
Base item quality levels (qlvl) and Treasure Class (TC) basics
1. Every item has a qlvl (quality level) for the base item. These are set by the game definitions.
2. The base item qlvls are used by the game to classify which TC (Treasure Class) it belongs to.
3. TCs are from 3 to 87 in steps of 3.
4. Each TC contains all items with a qlvl <= the TC. Ie, TC 3 contains all items with a qlvl of 1-3, TC 6 contains all items with a qlvl of 4-6 etc.
5. Each TC also contains all TCs with a lower number, meaning TC 87 contains all items.
6. Important! TCs ONLY relates to base items. Take this on trust for now and read on.
Monster TCs
1. All normal monsters drop from the TC <= mlvl (their monster level). mlvl = area level (Alvl).
2. Champions have mlvl = Alvl +2, random bosses and minnions are mlvl = Alvl +3
3. Superuniques and Act bosses have predefined TCs which are unrelated to their mlvl.
TCs for Uniques and set items
1. The TC for a unique or set item is the same as the TC for a cracked version. Always.
2. However, set items and unique items also have one additional restriction. This is an individual Qlvl [...]
3. This Qlvl is the same for an entire set, whereas each individual unique item has a Qlvl set in the game item code.
3. Note that the Qlvl can be greater, lesser or equal to the qlvl of the base item.
4. The Qlvl does not determine which TC the item goes into, but it determines the minimum monster level required to drop it.
5. This only causes a problem where a monster has the required TC to generate the base item, but NOT the required mlvl to drop the unique. A well known example is Pindleskin. He drops from TC 87 (defined by the game as he is a super unique monster), but he is only mlvl 86. Even though he drops from the highest possible TC in the game, he is unable to generate the three uniques that have a Qlvl of 87. (Azurewrath, Tyreal's Might and Arachnid Mesh). Arachnid is actually a good example here as it is actually in TC 63 (Spiderweb Sash base item is qlvl 61). Lots of monsters can drop the base item but cannot drop the unique version because it requires mlvl 87.
6. When the quality roll passes, but the mlvl is not high enough to drop the unique or set version, the game drops a trippel durability rare item instead of the unique (failed unique), or a double durability magic item instead of the set item (failed set). This also happens if the quality roll passes but there is NO applicable unique or set item to pick at all.
The only part of any of this that is influenced by MF% is the roll on the base item drop to see if it's Unique / set / rare / magic. ALL items have exactly the same chance of being upgraded once selected. The base item selection is completely independent.
@LifeAintFair - The game only knows quality as Unique / Set / rare / magic etc. It does not "know" that a CoA is better than a Pelta Lunata or Biggins Bonnet. To the game they are the same quality.
It is imperative that you understand the difference between Super Uniques (preset bosses located in specific areas) and the rest: regulars, Champions, Uniques (random bosses), minions.
SUs (including Act Bosses) have their TCs set by the game definitions with no reference to the areas in which they spawn.
Monster Levels- Regular monsters: mlvl = Alvl
- Champions (all species): mlvl = Alvl + 2
- SUs, Uniques (and every minion): mlvl = Alvl + 3
Exceptions- Normal uses mlvls found in the game files (Monstats.txt) rather than the area level based values
- Blood Raven, Griswold, Radament, The Summoner, Izual, Nihlathak, the Act Bosses, and the Ubers have predefined mlvls
Area LevelsOr refer to my profile for "Area Levels (pdf)" - more extensive area level charts including other variables. Notice how the monster levels in Normal quite often differ from the area levels.
[2] Who Can Drop Which Item ?Restating the drop criteria from [1],
- mlvl >= TC (base item, not SUs)
- mlvl >= Qlvl (set/unique version)
The 'mlvl >= TC' criterion is essentially correct. And the 'mlvl >= Qlvl' check MUST be true if a monster is to drop the set/unique item in question.
Essentially ? All monsters have treasure classes, written in the Monstats.txt file. Usually, the game will use those TCs to drop items. However, in Nightmare and Hell difficulty, the given TC
may be upgraded. When determining the TC for a monster, the game selects the highest level TC in the group (an identification number for similar TCs) that is equal to or less than the mlvl.
Hence the above criterion. If there is no group for TC of this monster, then the TC cannot be upgraded. Treasure classes that are included in the selected TC are not upgraded.
In a sense, 'mlvl >= TC' defines what monsters drop. When using the item TC tables in this guide, 'mlvl >= TC' will give you a rough idea of the base items a monster may be able to drop.
Again, remember that this does NOT apply to SUs - they have
preset TCs (section [4] lists the actual values).
- Item Generation Tutorial for Patch 1.11 - by Warrior of Light @ diii forums (Statistics)
Google that tutorial if the finer technical details of item generation interest you. Chapter 4 is basically a complete walkthrough of the game data files that affect drop mechanics. Admittedly,
it is a huge thread, so if you haven't got the patience, nor the time to read it all, at least browse sections 1-9.
Amulets, Rings, Jewels, CharmsThe TC tables do not contain these items, as they are not classified that way. Amulets, rings, charms, and jewels have their own TC group which basically every monster can access, hence
why you often see such items dropping already in the Normal Blood Moor / Cold Plains. However, as soon as we work with either set or unique items, then we must consider 'mlvl >= Qlvl'
Unique charms are listed in a separate table following the TC tables in section [3].
RunesRunes have their own TCs, 'Runes 1' ... 'Runes 17', each containing 2 runes, except the last one. 'Runes 1' contains r01 ("El") and r02 ("Eld"), 'Runes 2' contains r03 ("Tir") and r04 ("Nef") etc.
'Runes 17' contains r33 ("Zod"). Runes are dropped through the so-called "Good" TCs.
- Rune Farming Information (by The_Morpheus)
- "Info regarding TC groups" - post #6 by Thrugg @ diii forums (Statistics)
- Category:Monsters - The Diablo 2 Wiki @ Diablowiki ("Max TC/Rune" listed for each monster class)
Key of Terror / Hate / DestructionThese Pandemonium artifacts drop only in Hell. Only The Countess can drop Key of Terror, only The Summoner can drop Key of Hate, and only Nihlathak can drop Key of Destruction.
- Key Drop Odds (posted by The_Morpheus)
- Double Key of Hate - diii forums (Statistics)
It is obviously quite rare to obtain multiple Keys from a single drop. As of now, I have never heard of anyone that had more than 3 Keys in one drop. No wonder if you look at the odds given
in the "Double Key of Hate" thread.
Listing TCs 3-45 and TCs 48-87 in the next couple of posts.