Reference
Dungeons & Dynasties equipment and loot
Every piece a delve brings home is assembled from three independent rolls: a rarity, an affix line for the slot, and — on legendaries only — a quality band. This page covers all three, with the real odds and the real multipliers behind Dungeons & Dynasties equipment, so you can tell a genuinely good drop from one that merely looks rare.
Rarity sets the size of every bonus
Rarity is a weighted draw, and it does two jobs at once: it gates which affix lines are even eligible, and it fixes the base numbers every affix on the item is built from. Percentage affixes scale off the rarity's pct value and flat affixes off its flat value, so a rare and a legendary rolling the same affix line differ by exactly the ratio between their bases.
Common
weight 80080.0%pct 0.09 · flat 0.05Rare
weight 16016.0%pct 0.15 · flat 0.09Mythic
weight 353.5%pct 0.22 · flat 0.13Legendary
weight 50.5%pct 0.3 · flat 0.17
Four in five drops are Common. A legendary is a one-in-two-hundred event before you even ask what quality it rolled.
Quality bands, and why only legendaries have one
This is the part worth internalising: the quality roll happens only when the rarity came up legendary. Common, Rare and Mythic items skip it entirely and always use their rarity base unmodified. There is no such thing as a Sovereign common sword — quality is a legendary-only second axis, rolled once on a flat 1–100.
Cursed
roll 1–11%× -11 in 20,000Flawed
roll 2–2019%× 0.551 in 1,053Worn
roll 21–4020%× 0.751 in 1,000Potent
roll 41–6020%× 11 in 1,000Vaunted
roll 61–8020%× 1.251 in 1,000Exalted
roll 81–9919%× 1.451 in 1,053Sovereign
roll 100–1001%× 1.81 in 20,000
The last column is what actually matters for planning: the chance that any given drop is a legendary of that band. Both tails are equally thin, and they are opposites. A Sovereign multiplies the legendary base by its full multiplier; a Cursed one is the same magnitude with every sign flipped, so the item subtracts from the hero carrying it. A Cursed legendary is not a weak item — it is an actively harmful one, and it looks exactly as rare and golden as the best drop in the game.
Note also that the band multiplier is applied to the rarity base before the affix line runs, so a line that already scales its own output — a maul at 1.3× attack, say — compounds with it rather than replacing it.
Weighting every band by its own odds gives an average legendary multiplier of 0.988, which puts the expected percentage base of a legendary at 0.296 against 0.22 for a mythic — about 35% better on average. That is a smaller gap than the rarity colours suggest, and it is an average across a spread that includes an outcome worse than no item at all. Judge a legendary by the band it rolled, never by the fact that it is legendary.
Every equipment affix line, by slot
Once rarity is settled the game picks one affix line, weighted, from the lines eligible for that slot and rarity. The share column is that line's odds within its own slot; a line with a minimum rarity simply is not in the pool below it, which pushes the common lines up. Each bonus is shown as the span from its weakest to its strongest rarity, so you can compare lines directly rather than guessing from the item name.
weapon
- Attack +9% → +30%Crit chance +2.5% → +8.5%
Keen Blade · Honed Edge · Fine Sabre · Duelist's Rapier
22% - Attack +11.7% → +39%
Heavy Maul · Brutal Cleaver · Warhammer · Greataxe
18% - Attack +7.2% → +24%Accuracy +2 → +7
Balanced Spear · Truesight Bow · Marksman's Sling · Recurve Bow
16% - Attack +8.1% → +27%Healing done +4.5% → +15%
Channeling Wand · Runed Staff · Focus Orb
13% - Attack +10.4% → +34.5%Crit chance +3% → +10.2%
Stormcaller's Rod · Blackglass Focus · Ashen Sceptre · Witchfire Brand
13% - Attack +13.5% → +45%Crit chance +5% → +17%grants Lone Wolf
Coldheart · The Selfish Blade
mythic+9% - Attack +14.4% → +48%grants Reckless
Bloodthirster · The Red Edge
mythic+9%
armour
- Mitigation +5% → +17%Health +5.4% → +18%
Plated Hauberk · Reinforced Mail · Banded Cuirass · Scale Coat
20% - Mitigation +7% → +23.8%
Bulwark Harness · Tower Plate · Aegis Plate
14% - Health +9% → +30%Mitigation +2% → +6.8%
Padded Jerkin · Travelworn Leathers
12% - Block chance +7.5% → +25.5%Mitigation +1.5% → +5.1%
Oaken Shield · Kite Shield · Bastion Buckler
14% - Healing received +14.4% → +48%Health +2.7% → +9%
Field Dressing Rig · Bound Splintmail · Menders Harness
12% - Mitigation +3% → +10.2%counters flooded
Stormwax Waders · Sealskin Greaves
10% - Health +5.4% → +18%counters deepcold
Furred Mantle · Rimeguard Cloak
10% - Mitigation +6% → +20.4%Health +4.5% → +15%grants Stalwart
Aegis of the Steadfast · Mantle of Resolve
mythic+8%
trinket
- Accuracy +2 → +5counters darkness
Everburning Torch · Sunstone Lantern
14% - Health +3.6% → +12%counters cursed
Warding Charm · Spirit Ward
14% - Health +9% → +30%
Vital Pendant · Heartstone Amulet
14% - Crit chance +5% → +17%
Lucky Charm · Gambler's Coin
14% - Healing done +9% → +30%Accuracy +1 → +3
Sigil of Focus · Mender's Talisman
14% - Attack +9% → +30%Health +9% → +30%grants Arrogant
Crown of Hubris · Vainglory Circlet
mythic+7% - Crit chance +7% → +23.8%grants Greedy
Hungering Coffer · Miser's Chain
mythic+7% - Health +5.4% → +18%grants Brave
Banner of Valour · Heart of the Lion
mythic+9% - Healing done +7.2% → +24%grants Iron-Willed
Sage's Circlet · Oathkeeper's Seal
mythic+7%
Each range runs from Common to Legendary at the standard quality band. A legendary that rolled a high band goes further still — multiply the right-hand figure by that band.
Relics are the only source of trait-granting gear
7 affix lines attach a permanent trait to whoever carries the item, and none of them can appear as ordinary loot — the normal drop routine filters them out explicitly. They arrive only through relic generation, always at legendary rarity. That makes them the one reliable way to put a specific trait on a specific hero, which matters because several of them are double-edged: the weapons hand out Lone Wolf and Reckless, and two trinkets hand out Arrogant and Greedy.
Coldheart · The Selfish Blade
weaponLone WolfBloodthirster · The Red Edge
weaponRecklessCrown of Hubris · Vainglory Circlet
trinketArrogantHungering Coffer · Miser's Chain
trinketGreedyAegis of the Steadfast · Mantle of Resolve
armourStalwartBanner of Valour · Heart of the Lion
trinketBraveSage's Circlet · Oathkeeper's Seal
trinketIron-Willed
What each trait does to combat behaviour is on the traits page.
Gear that counters a dungeon condition
4 lines are tagged against a specific environmental condition, one per condition, and the game highlights them when they match the delve you are about to send a party into. They roll as ordinary loot, so you cannot shop for them — the practical move is to keep whatever you find in the armoury rather than selling it.
Stormwax Waders · Sealskin Greaves
floodedFurred Mantle · Rimeguard Cloak
deepcoldEverburning Torch · Sunstone Lantern
darknessWarding Charm · Spirit Ward
cursed
Which condition each region can actually throw at you is on the dungeon conditions page.
Minor trinkets
A separate, smaller pool supplies minor trinkets. These do not roll rarity or quality at all — each carries a fixed, modest bonus and a flat value, which makes them predictable filler for a hero with an empty trinket slot rather than something to chase.
Gambler's Coin
Crit chance +4%Widow's Locket
Health +5%Tarnished Compass
Accuracy +2Knucklebone Charm
Crit chance +3% · Accuracy +1Pilgrim's Token
Mitigation +3%Fang of the First Hunt
Attack +5%Saint's Knuckle
Healing done +6%Cracked Hourglass
Crit chance +3%Drunkard's Ring
Health +3% · Crit chance +2%Ravenfeather Quill
Accuracy +3
Datamined from v1.9.8 · every line traceable to its offset in the game bundle, see the data tables.