Enter your level and pick a base from the gamble stock: its price, the item levels a gamble can have, the chance of an exceptional or elite result, and every unique and set item it can become — the odds per gamble and the gold it takes.
Magic Find does not change a gamble. A unique roll on a base with no unique at the item level becomes a rare.
| Item | Level | Per gamble | Gold on average | 50 % | 90 % |
|---|---|---|---|---|---|
| 7 | 1 in 3,285 | 9,908,120 | 6,867,432 | 22,813,024 | |
| 36 | 1 in 4,433 | 13,368,870 | 9,268,168 | 30,781,296 | |
| 4 | 1 in 4,599 | 13,871,369 | 9,615,008 | 31,939,440 | |
| 20 | 1 in 7,665 | 23,118,948 | 16,024,008 | 53,232,400 | |
| 69 | 1 in 17,552 | 52,935,498 | 36,692,656 | 121,885,608 |
Per gamble: the tier's chance × the unique (set) chance × the item's share among the base's uniques (set items) that fit the item level, averaged over the window. Ladder-only items are counted.derived
| Item level | Normal | Exceptional | Elite | Affix level |
|---|---|---|---|---|
| 85 | 47.8% | 42.3% | 9.91% | 85 (71 / 71) |
| 86 | 46.9% | 42.9% | 10.24% | 86 (73 / 73) |
| 87 | 45.9% | 43.6% | 10.57% | 87 (75 / 75) |
| 88 | 44.9% | 44.2% | 10.90% | 88 (77 / 77) |
| 89 | 43.9% | 44.8% | 11.23% | 89 (79 / 79) |
| 90 | 43.0% | 45.5% | 11.56% | 90 (81 / 81) |
| 91 | 42.0% | 46.1% | 11.89% | 91 (83 / 83) |
| 92 | 41.1% | 46.7% | 12.22% | 92 (85 / 85) |
| 93 | 40.1% | 47.3% | 12.55% | 93 (87 / 87) |
| 94 | 39.2% | 47.9% | 12.88% | 94 (89 / 89) |
Every item level of the window counted as equally likely. Elite is checked first, exceptional when it fails approximation. Price: the base's gamble cost approximation.
A unique roll picks among the base's spawnable uniques whose level is at most the item level, weighted by rarity; with none it becomes a rare (a set roll becomes magic).
The affix level is the item level (at least the base level, at most 99) less half the base level, or twice the item level less 99 near the top; a base with a magic level adds it instead.
A gambled item's level is your level − 5 to your level + 4, at least 5. The calculator counts every level in the window as equally likely.
Exceptional: 1 % + (item level − the exceptional base's level) × 0.9 %; elite: 1 % + (item level − the elite base's level) × 0.33 %, never below 0. The slopes are the table's GambleUber and GambleUltra over 100.
The calculator checks elite first and exceptional only when it fails. The order is not in the tables; it moves the exceptional odds by at most the elite chance.
Out of 100,000: 50 unique, 100 set, 10,000 rare, the rest magic — 1 in 2,000, 1 in 1,000 and 1 in 10, the same in every difficulty. Magic Find does nothing here. A unique roll with no unique of that base at the item level gives a rare.
The price is the base's gamble cost from the table. The vendor screen can show a little more at high character levels; that rule is not in the tables and is not modelled.
Sources: gamble.txt, difficultylevels.txt, weapons / armor / misc.txt, uniqueitems.txt and setitems.txt of build 3.3.93847; the window and upgrade rules as the Arreat Summit publishes them.