In each act, one NPC in town will allow you to Gamble. Once you have selected Gamble you will see an inventory of items. These items will not be identified, and they will be offered at different prices. Select an item of a type you want to buy. Buy it. The item will then be automatically identified and you will see the item’s statistics.
Rarity | Odds |
---|---|
Magic Items | 1/~1.1 (89.85%) |
Rares | 1 in 10 (10%) |
Sets | 1 in 1,000 (0.10%) |
Uniques | 1 in 2,000 (0.05%) |
The quality level of an item comes into play in gambling. You will not see these items on the Gambling screen until your character level is +5 levels/-4 levels of the item’s quality level requirement. This information is valuable to figure out when you’ll be able to gamble for certain items.
Here is a list of the base item levels. To figure out at what Character levels a base item type will be available for Gambling, subtract 4 from the item’s quality level, for having a chance to upgrade to Exceptional subtract 5, and for Elite subtract 7. Note: Item types that are not listed are not available for Gambling.
Level | Base Item |
---|---|
1 | Amulet, Ring, Club, Short Sword, Short Bow, Cap, Quilted Armor, Buckler, Javelin, Katar |
2 | Throwing Knife |
3 | Hand Axe, Dagger, Leather Armor, Leather Gloves, Boots, Sash |
4 | Spiked Club |
5 | Scimitar, Spear, Bardiche, Hunter’s Bow, Skull Cap, Hard Leather Armor, Small Shield |
6 | Large Axe, Light Crossbow |
7 | Axe, Throwing Axe, Heavy Gloves, Heavy Boots, Light Belt |
8 | Mace, Sabre, Long Bow, Studded Leather |
9 | Dirk, Trident, Wrist Blade |
10 | Pilum, Two-Handed Sword |
11 | Falchion, Crystal Sword, Voulge, Helm, Ring Mail, Large Shield, Spiked Shield |
12 | Broad Axe, Composite Bow, Chain Gloves, Chain Boots, Hatchet Hands, Belt |
13 | Balanced Knife, Claws, Double Axe, Morning Star, Scale Mail |
15 | Broad Sword, Scythe, Crossbow, Full Helm, Chain Mail, Kite Shield, Short Spear, Cestus |
16 | Balanced Axe, Brandistock |
17 | Battle Axe, Claymore, Kris |
18 | Short Battle Bow, Breast Plate |
19 | Military Pick, Flail, Mask, Bone Shield |
20 | Long Sword, Spetum, Splint Mail, Light Gauntlets, Light Plated Boots, Heavy Belt |
21 | Maul, Giant Sword, Poleaxe, Blade Talons |
22 | Tower Shield, Bone Helm |
23 | Great Axe, Blade, Long Battle Bow, Great Helm, Glaive |
24 | Bastard Sword, Pike, Heavy Crossbow, Plate Mail, Scissors Katar, Circlet |
25 | War Axe, War Hammer |
27 | Giant Axe, War Sword, Flamberge, Short War Bow, Gauntlets, Greaves, Plated Belt |
28 | Field Plate |
29 | Halberd, Crown, Throwing Spear |
30 | Gothic Shield |
31 | Long War Bow |
32 | Great Maul, Gothic Plate |
33 | Great Sword, Repeating Crossbow |
34 | War Scythe |
35 | Light Plate |
37 | Full Plate Mail |
40 | Ancient Armor |
52 | Coronet |
The item types offered to gamble for are determined by your character’s level, but only in that higher level characters get more item types offered to them. This only matters to low and mid-level characters, and every type of item is available after Clvl 55.
It does not matter which NPC you gamble with, or on which difficulty level you do your gambling. The odds are the same with all of them, and are determined entirely by your character’s level. Nothing else matters: not the number of players in the game, or the difficulty level, or your magic find, etc.
|
There is no definite answer when you should gamble without knowing in advance what you are looking for. As the player’s character level increases, more types of items and modifiers become available.
If you want to search for a specific modifier, you need to compare the Area levels of these items. The area level is used to determine the types of items and modifiers that can be dropped from monsters and chests at all difficulty levels. In order for the item you are looking for to be available in the modifier pool, you must exceed its area level.
If you want a certain modifier available at item level 50. Before passing the item level of 60 or more modifiers added to the pool, it is best to try to gamble at that level to reduce the chance of obtaining the desired modifier.