Gold, Gem and Potion Charge Drops
Every cleared encounter has its own chance to drop gold, a potion charge and a gem, set by the encounter type.
Chance per encounter
| Encounter | Gold (chance, multiplier) | Potion charge | Gem |
|---|---|---|---|
| Normal enemies | 30%, x 2 | 30% | 1% |
| Elites | 100%, x 2 | 100% | 6% |
| Mini-bosses | 100%, x 4 | 100% | 10% |
| Bosses | 100%, x 5 | 100% | 12% |
| Mythic Rift bosses | 100%, x 5 | 100% | 12% |
In the Mythic Rift gold and potion charges are rolled for every encounter: 30% each in a regular encounter and 100% for the boss. Items, gems, runes, treasure keys and the Mythic Treasure Chest are rolled only for the boss encounter.
A random amount from 0.8 to 1.2 x the enemy level, x the encounter's multiplier, x (1 + Gold Find), x (1 + the stage's lowest enemy level on Normal x the difficulty's gold bonus + the Mythic Rift tier x 2%). Gold bonus per stage level: Normal 0%, Nightmare 0.5% and Inferno 1%. Nightmare and Inferno use the same Normal stage level; the Mythic Rift counts as level 70.
Potion charge: the chance is multiplied by (1 + Health Potion Find).
The gem is picked evenly among the gems that drop at the level of the enemy killed last. Tiers 5 and 6 never drop; they are only made by upgrading.
Drop chances are the game's rules for offline characters; the game server decides the loot of online characters.