Diablo 3 Legendary Drop Rate Tables: Updated to Patch 2.1

Diablo 3 Legendary Drop Rate Tables: Updated to Patch 2.1

Back in May we posted full drop odds for all legendary and set items in Reaper of Souls, and the info dump was one of our most viewed articles ever. The info we posted then was sent to us by a Korean site that had datamined it, and we were the first to offer it in English.

Today that site (Ilbe.com) has posted all the new/updated legendary drop odds for Patch 2.1, and the figures include normal and seasonal legendary odds. You can see all the info online via a Google Docs spreadsheet. Click here to read the Diablo 3 Legendary Drop Tables: Updated to Patch 2.1

The way the info is arranged is by item type and alphabetical, so it’s easy to find the item(s) you’re curious about. The tabs on top of the spreadsheet sort the items by different game modes.

  • ST: Seasonal Torment Drops and Gamble
  • SN: Seasonal Normal Drops Only (does not include Torment-only items)
  • T: Non-seasonal Torment Drops and Gamble
  • N: Non-seasonal Normal Drops Only
  • (They are also split into HC and non-HC, though the only difference I see is Ancestor’s Grace, which only drops for HC.)

    Reading the Drop Odds

  • The odds are all for Smart Drops only. (About 85% of drops are smart drops. The other ~15% are random, which is why (for instance) Wizards sometimes find Mighty Weapons, Hand Crossbows, etc.)
  • The odds are only for which legendary or set item of an item type will drops if that item type is selected. (The odds say nothing about how likely a given item type is to be rolled or gambled.)
  • Virtually all items can be classified Common (1/1), Uncommon (1/2), Rare (1/4), and Ultra-Rare (1/10), with their odds determined by how many legendary items there are of that type.
  • For instance, some item types are very simple. There are 9 one-handed legendary mighty weapons, but 4 are crafted. The 5 that drop (3 legendary and 2 set) all have COMMON, so it’s just 1/5 or 20% chance to drop for each. (If the game decides to roll a legendary one-handed mighty weapon with smart drop, for a Barbarian. Other classes are all 0% chance for a mighty weapon via smart drop, though they might get them via a random non-smart drop.)

    For a bit more complicated, here are the Seasonal Torment odds for the Monk legendary/set Spirit Stones that can drop. They are mostly Common, with 4 Uncommon and 1 Rare, and the total odds add up to 100%

    DiabloWikiLegendary Spirit Stones drop odds:

  • DiabloWikiSee No Evil: 10.87%
  • DiabloWikiGyana Na Kashu: 5.43%
  • DiabloWikiThe Mind’s Eye: 10.87%
  • DiabloWikiErlang Shen: 10.87%
  • DiabloWikiBezoar Stone: 10.87%
  • DiabloWikiThe Eye of the Storm: 10.87%
  • DiabloWikiTzo Krin’s Gaze: 10.87%
  • DiabloWikiMadstone: 2.17%
  • DiabloWikiInna’s Radiance: 10.87%
  • DiabloWikiThe Laws of Seph: 5.43
  • DiabloWikiKekegi’s Unbreakable Spirit: 5.43%
  • DiabloWikiEye of Peshkov: 5.43%
  • Again, these are just the % chance each of the items will drop, *if* the game decides to Smart drop a legendary spirit stone for a Monk. This says nothing about how likely a Monk is to get a legendary spirit stone vs a regular type of helm, or any other item type. (Those drop tables exist, but they’ve never been datamined or released to the public.)

    Class Differences

    When there are differences between the classes in odds, those are due to differences in how many items of that type exist for each class. (Not Blizzard showing favoritism or discrimination for the classes.) For instance, here are the odds for each class to roll a Blackthorne’s Surcoat if the game decides to drop a legendary chest armor:

  • Barb 10.53%
  • Crusader 10.00%.
  • DH 10.53%
  • Monk 10.53%
  • WD 9.52%
  • Wiz 9.52%
  • The odds vary since the WD and Wiz have 1 more available piece of legendary chest armor than the Monk, so their odds for each one are slightly lower. The Barb, DH, and Monk have 1 fewer possible chest armor than the Monk, so their odds for Blackthorn’s are slightly higher.

    There are also many items that only (smart) drop for Barb + Crus or Wiz + WD, or for a single class. All of the item sets that can only be equipped by one class will only smart drop for that class, but plenty of legendary items only smart drop for one class, even if they can be used by others. The amulet Moonlight Ward only drops for Wizards, for instance, though it is not a class-restricted item. The amulet Holy Beacon only smart drops for Monks, though it can be equipped by others.

    None of the most-wanted class set items are uncommon or rare. They’re all the same drop odds as other legendary items of the same type. There are just a lot of items in most of those slots. Take chest armor; every legendary and chest set armor is common with about a 10% chance to drop, except for Cindercoat which is uncommon and thus drops at 50% the frequency of the others, or about 5%.

    Some other notes:

  • All of the new DiabloWikiSeasonal Legendaries are common or uncommon. None are rare or ultra-rare.
  • All legendary potions and legendary follower items are common, with every item of those types with an equal drop chance.
  • Most of the legendary items that gained a legendary affix in Patch 2.1 are now Uncommon drop odds (1/2).
  • People are already joking that the Focus/Restraint set rings are the new Blackthorns, with their odds boosted from Rare to Common (~4.5% of all rings).
  • Most of the legendary amulets that grant an immunity are still ultra-rare, with drops odds under 1%. (Exception is Countess Julia’s Cameo, which is just Uncommon (around 4%).
  • Tasker and Theo (TaT) and Frostburns are both still ultra-rare. (1.75% of legendary gloves, for the WD.)
  • Rare and Ultra-Rare Legendaries

    Here are all of the rare and ultra-rare items (1/4 or 1/10 drop rate). There are many changes from the odds we saw back in May, with several items that were rare then no longer so rare today, and some newly-improved items made more rare to compensate.


  • DiabloWikiLegendary Rings: No ultra-rare. Focus, Restraint were in May. Uncommon: Krede’s Flame, Stone of Jordan, Unity, Wyrdward.
  • DiabloWikiLegendary Amulets: Talisman of Aranoch, Mara’s Kaleidoscope, Xephirian Amulet, Ancestor’s Grace, all around .8% of amulets. The Star of Azkaranth is ultra-ultra-rare, the most uncommon item in the game, rolling about .16% of amulets.
  • DiabloWikiLegendary Shoulders: All are common but Vile Ward are uncommon (1/2 odds).
  • DiabloWikiLegendary Chest Armor: None are rare. Only Cindercoat is uncommon ( 1/2 drop odds).
  • DiabloWikiLegendary Pants: Rare: Pox Faulds (4%). Ultra-Rare: Hexing Pants of Mr. Yan (2%).
  • DiabloWikiLegendary Bracers: Lacuni Prowlers are rare (2.5%). No ultra-rare bracers.
  • DiabloWikiLegendary Gloves: Frostburn, Tasker and Theo. Both ultra-rare, around 2% chance. (All other gloves are common (10-20% depending on class), except Magefist which are uncommon (1/2 the rate of common.)
  • DiabloWikiLegendary Boots: Ice Climbers are ultra-rare (1.5%). Lut Socks are uncommon, around 7.5%, but only smart drop for Barbs.
  • DiabloWikiLegendary Belts: The Witching Hour is ultra-rare, under 1% for all classes.
  • DiabloWikiLegendary Mighty Belts: All are common but Pride of Cassius is uncommon (1/2 odds).
  • DiabloWikiLegendary Wizard Hats: Velvet Camaral is rare (2.78%). No ultra-rare.
  • DiabloWikiLegendary Spirit Stones: Madstone is rare (2.17%). No ultra-rare.
  • DiabloWikiLegendary Voodoo Masks: All are common or uncommon. No rare.
  • Weapons:

  • DiabloWikiLegendary Swords 1H: Thunderfury is Uncommon (~5%). Shard of Hate is rare (~2.5%). Rimeheart, The Slanderer, Little Rogue are ultra-rare (~1%).
  • DiabloWikiLegendary Maces 1H: No rare or ultra rare. Solanium is uncommon (1/2 drop rate).
  • DiabloWikiLegendary Daggers: All common, Wizardspike is uncommon (1/2 drop rate).
  • DiabloWikiLegendary Fist Weapons: None are rare. (Seasonal Vengeful Wind is common.)
  • DiabloWikiLegendary Diabos: None are rare.
  • DiabloWikiLegendary Wands: Ultra-rare: Wand of Woh (1.41%).
  • DiabloWikiLegendary Sources: Winter Flurry is ultra-rare (1.64%).
  • DiabloWikiLegendary Ceremonial Knives: Starmetal Kukri is ultra-rare (1.41%).
  • DiabloWikiLegendary Mojos: Shukrani’s Triumph is ultra-rare (1.64%).
  • DiabloWikiLegendary Hand Crossbows: Calamity is ultra-rare (1.64%).
  • DiabloWikiLegendary Bows: Kridershot is ultra-rare (1.96%).
  • DiabloWikiLegendary Crossbows: Chanon Bolter is ultra-rare (1.52%).
  • DiabloWikiLegendary Quivers: No rare or ultra-rare. Bombadier’s Rucksack is uncommon (1/2 drop rate).
  • DiabloWikiLegendary Mighty Weapons 1H and 2H: None are rare or ultra rare.
  • DiabloWikiLegendary Crusader Flails 1H: Gyrefalcon’s Foote is ultra-rare (1.96%).
  • DiabloWikiLegendary Crusader Flails 2H: None are rare or ultra-rare.
  • DiabloWikiLegendary Crusader Shields: Akarat’s Awakening is ultra-rare (1.79%).
  • DiabloWikiLegendary Swords 2H: None are rare. Cam’s Rebuttal and Stalgard’s Decimator are uncommon (1/2 drop rate).
  • DiabloWikiLegendary Maces 2H The Furnace is ultra-rare (~2%).
  • DiabloWikiLegendary Staves: None are rare.
  • DiabloWikiLegendary Spears: None are rare.
  • DiabloWikiLegendary Polearms: None are rare.
  • DiabloWikiLegendary Follower Items: All are common.
  • On the whole there’s surprisingly little oddity to the drop tables. Almost everything is either 1/1, 1/2, 1/4 drop odds, with only a handful of items 1/10th. Diablo 2’s drop tables were VASTLY more complicated since everything was weighted by monster level and tweaked by the highly-idiosyncratic groupings created by the Treasure Class tables. In D3 it seems much more straight forward, though there might be all sorts of weighting we don’t know about, such as tendencies for certain monsters or monster types to drop certain types of items.

    Any items you guys think are much too hard to find? Or others that you’re sick of seeing so much of? The drop odds have been tweaked a lot since May, with many more items now common, giving better chances of finding all those 6/6 set item bonuses.

    Diablo 3 Legendary Drop Tables: Updated to Patch 2.1.

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    22 thoughts on “Diablo 3 Legendary Drop Rate Tables: Updated to Patch 2.1

    1. Not that many people will care, but I think your "Rare" classification should be listed as having a "weight" of 1/5 instead of 1/4.

    2. I really hate that the game is like this. I still haven't found a Gryfalcon's Foote or Cam's Rebuttal, and I've only ever found one Cindercoat. Only a handful of Mage Fists. Never a Rimeheart or Furnace. It's like all the items I want to find more of are far more likely to drop, or I can't complete the transmogs. I don't particularly want to be a Blessed Shield build with Foote and Jerk, but what if I did? What if, after all this time, the build I -wanted- I still couldn't be because the game just refused to give me the required items? It's a problem and should be corrected. I only just yesterday found my first Jerk, and it rolled terribly. If I wanted to be that build, it would still be impossible 300+ hours later, and that's not even considering I would probably need to find multiple copies of them to get decent rolls.

      Every legendary (On Torment and higher) should drop as often as every other legendary. There should not be a 5%~ chance of Cindercoat and a ~10% chance of Aquila Curiass ect., you should get as many Cindercoats as those. Also why is Rimeheart a 0% chance on Crusader? Before its changes, they could make great use of it with the Freeze on block shield. Cam's Rebuttal should not be a 5% chance compared to everything else's 10%, ect.. It's not fun.

    3. I'm surprised at "Madstone" being rare quality. What does this spiritstone has to offer to be of such rarity?

    4. Wow, Madstone is only 2.17% drop chance ? Now I feel really happy/lucky to have found one after patch 2.1 came. The exploding palm bonus in SSS for each hit is quite awesome, especially when playing with some wizard friends. Their damage quite often kills one of the affected enemies and then ka-booom !! chain reaction. 😀

    5. I don't really mind the system as it is, though I would agree with Mithron above that certain items that are integral to builds shouldn't be uber-rare drops. For the most part, I think that a lot of common drops are good enough: for example, all of the set items seem to be included among the common drops, and they are often essential building blocks for T6-viable builds. Overall, I'd prefer if the really rare items were just things that were super good, but not especially necessary to builds (for example, Thunderfury, Shard of Hate, the elemental absorb amulets, etc.). Right now, we're mostly there, but there are still some items that I feel are more rare than they should be, such as Madstone.

    6. I think the loot drop odds system in D3 is great. I have had much, much, MUCH more fun "discovering" a build based on the items I've found rather than setting my sights on finding items X and Y so I can make build Z and then wailing about it when I don't find them.

      Waiting around to find Gyrfalcons + Jekangbord and getting pissy when you've played 100000 hours and still haven't found that one magical item is a surefire recipe for disappointment. Especially now with LGems which open up a slew of possibilities when it comes to synergies between skills, the smart drop system really shines.

      For example: I found new Depth Diggers with my Crusader, who was a punching-bag, slow, CDR, max-block Bombard elite smasher. With that one new item, I then crafted a Golden Scourge, dug up an old Kind Regent, tossed in Mirinae + Simplicity Strength + Wreath and I am having a BLAST smiting the everloving crap out of everything (great build to farm exp with btw). 100% spec change.

      Did I sit around grinding endless hours for all of the above items and QQ about how I haven't had them yet and can't have fun because of it? No. Play the damn game and react to what's given to you, and who knows, you might actually *gasp* have fun playing.

      • Forcing your builds to match the gear that drops for you isn't fun, and it isn't what D3's core design philosophies set out to be. While you might be having fun in T2 with your little Depth Digger Simplicity Strength build, the vast majority of people who play this game probably wouldn't. I do what you do currently and it isn't fun. I want to think of a build and then go play it, not look at my stash and then think of a build with what I have, and then also hope I find additional pieces for additional builds.

        I love this game, but this is one of the changes in 2.0 I didn't like so much.

        • Two things to note.

          Firstly, my "little Depth Digger Simplicity Strength" build (thanks for the condescension, by the way) does allow me to roll T2… in Hardcore. Anything above T3 is a dance with death as it stands in HC, so a build that is both fun, survivable and efficient in hardcore is nothing to sneeze at. I suppose if you're just a little softcore player whose only intent was to minmax the game as soon as possible, dying endlessly on T6 whilst stomping your feet about not getting the perfect build, I'm sure your priorities would be different than mine.

          Secondly, you do not speak for all players. Both of our viewpoints are equally valid and sound; tomato/tomahto. You don't like smart loot, I do. However, the facts that a) negativity bias is a very real thing and b) people are much more likely to cry about something they are upset with rather than speak highly of something they do like, I think your "vast majority" is not as vast as you'd think. The rest of this people who play this game in a non-self-loathing way, who actually enjoy what they put their time into are doing just that – playing, not QQing. Is D3 perfect? No, not at all. However, the itemization is not nearly as broken as people think.

          You say "forced into" a build, I say "given an opportunity." The whole idea behind Loot 2.0 and RoS was to get people to play the game and enjoy the journey. No auctioncraft, no trade channel spamming, actually playing the game. It's fundamental psychology; no matter what you do in life, be it school, work, or D3, it is always about the journey – getting hung up about not being able to have exactly what you want exactly when you want it is a poor way of living. And even if you were able to get that… it wouldn't be nearly as satisfying as you'd think. Science.

          • > does allow me to roll T2… in Hardcore. Anything above T3 is a dance with death as it stands in HC, so a build that is both fun, survivable and efficient in hardcore is nothing to sneeze at

            Umm, T3 is butter, T4 I actually pay attention, and just finished beating the Ubers 16 times over on T6, on Season HC, with just 60 hours played in the Season…

            There are 3 items that I’d love to get right now, but none of them want to drop. the worst part is? I started this character with the intention of trying Jade Harvester out. Instead the game has given me 5 Mask of Jerams, 4 Tall man’s fingers, and 0 Quetz, without which Jade is not viable.

            I settled on the fact that the game doesn’t want to give me a “common” mask, and tried to go for one of the easier items to get – some Helltooth Shoulders, just to tide me over while I wait for quetz. But no, thousands of shards, and can’t get anywhere.

            On my non-season character, I couldn’t get Jade or Zuni pieces for the life of me, and Helltooth was everywhere. Now I have more Jade and Zuni than I can poke a stick at, but nothing else.

            If fun is letting the game decide what build you’re going to play, even if you want to try a “new” build, then I’m not feeling it.

            Would be much nicer to have subclasses “Jade”, “Pet Doctor” with Admin or Community voted pieces, which you could then “focus” on.

            not a huge drop boost on those items, but perhaps something, rather than getting my 10th Wailing Host with still no SOJ in sight…

    7. I have no idea how Cindercoat and Fate of the Fell are not rare, and for 2 and a half months farming with my Sader, I didn’t find any of them.But I found like 10 Mortal Dramas and 30 Godfathers and Zweihanders.
      Anyway, I agree with fallsviewafro,that with 2.1 patch we have the opportunity for build changes,and a lot of fun trying new strats. I gave up waiting to find Gyrfalcon and FoF and just coppy the strongest Crusader builds. I also disagree that smitedin is not capable above T2. This is just not true. With good rolls on key items like Golden Scourge,Armor of the Kind Regent, Dept Diggers,you can rock. And with supporting items like Hallowed Baricade,Andariel’s Visage,Witching Hour, and any legen bracers with holly dps + Gems Simplicity Str,Mirinae( 3d one is optional for me btw Pain Enhancer,Gogok of Swifthess and Wreath of Lightning) and we already have “Smite Machine Gun”. I started with the build 2 days ago,after I found my 1st Kind Regent,and I don’t have any probs in T4. My speed is awesome,and finaly this is something impossible to try before 2.1. I like this patch and the game much more right now.

    8. Not sure why Demon Hunter seasonal bow is 19.61% and you can gamble them seperately where as my Monk’s seasonal fist is 9.09% and I have to gamble from a bigger single weapon pool :'(. Makes me cry lol.

      Also, wtf are The Crudest Boots drop rate for Monk so high? They’re shit aren’t they?

      Still, I’ve got to get to lvl 70 yet and I want that seasonal Monk’s fist weapon badly.

    9. After adjusting my tinfoil hat, I've come to the conclusion they buffed all legendary drop rates for seasonal characters. I've never found more than three of any set for any class, and now two-three weeks in of sporadic play, I've got a full Nat's, plus 4/6 Marauder's. That's pretty ridiculous.

    10. I agree that some build-defining items are too difficult to find. Imagine burning through millions of shards to get everything but the things that you are looking for. Spending a few days playing without getting any upgrades. It is boring. Very boring.

    11. It's still all random luck. To date, I've never seen a Fate of the Fell, but one of the first weapons I found at 70 was Gyrfalcon's. I did rock gyr's/Jekang for a bit but the woeful lack of single target damage was a turnoff, so I switched to a FotH setup to progress until I found a baleful remnant, which got a lovely boost with the new phalanx shield. Currently I'm gambling for an Eternal Union to dust off an awesome quadfecta Tasker & Theo that's been sitting in my bank for some time. Overall, I'm far more satisfied that I have some non-shotgun options to work on T6 until I trade out stampede spam (spampede?) for rain of arrow archer brigade.

      More T6+ build options > easier to find gear for the One Holy Approved Grift 40+ Setup of Kings.

    12. I just want to say that, maybe not so much with other classes, but with the DH, I am TOTALLY “forced into” a build at level 70. Is there another serious viable build than sentries with the 6-piece bonus? I was rocking a crazy, item-drop-dependent build with strafe (100% move bonus 1-h) and an offhand that gave me mark on everything – and it worked, to about T2, but I had to be close in and got just creamed from time to time. Now that I’ve got the 6 piece bonus, there is NO comparison, and I find myself looking for a single item: the rare 2-h bow kridershot of course. There’s just no other bow that is as good for the build, providing it rolls well. And it’s so rare that even the current top softcore DH doesn’t have one – or at least doesn’t have one that’s rolled well enough to use – despite having a god-rolled hellfire amulet…

      So yeah I mean if I’m just playing casual I definitely like making a build work from what I get. It’s definitely been fun. But once again, as in vanilla D3, it seems I’m not free to use whatever skills and gear I’d like, but rather I’m once again forced into a build by the gear that is simply the best. So…I guess that’s my only gripe, the loot system is frustrating at times and good at times but I’ve gotten a TON of legendaries which is fun, I just wish there were a few other good, competitive builds for me other than spamming sentry and running away…

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