The D2R Item Generator builds single Diablo II: Resurrected items — rares, magic items (charms, circlets, rings, and amulets), and crafted items — across all 11 equipment slots: amulets, body armor, belts, boots, charms, circlets, gloves, helms, rings, shields, and weapons. Every roll mirrors the in-game generation pipeline: affix-count weighting, side splits, tier weights, base-specific affix pools, staffmods, and per-base auto-mods.
Rare items follow a 1:2:3:2 affix-count weighting (3, 4, 5, or 6 total affixes), with each affix split between prefix and suffix under a binomial distribution capped at 3 per side. A rare can roll all-prefix (3,0) or all-suffix (0,3) when the total is 3, but counts of 4 or higher must include at least one of each side. The generator's Roll Odds panel exposes the exact probability of any affix combination you build.
Crafted items follow a different recipe entirely: the cube formula stamps 1–4 fixed bonuses (mode-specific, like Blood, Caster, Hit Power, or Safety) plus 1–4 random affixes drawn from a smaller pool. Per-slot eligibility is read directly from cubemain.txt, so only legal combinations are offered — no fictional crafted base × mode pairings exist in the generator.
Unlike static affix lists on wiki pages, every value here is computed: the per-affix pool is filtered by ilvl, base type, and class (where staffmods apply), and the joint probability of your specific build is shown alongside individual affix odds. Picks that look impressive at a glance are often two orders of magnitude rarer than they appear, which is precisely the gap this tool was built to surface.
For the full model — the affix pipeline, side-split math, tier weights, staffmod and auto-mod tables, and crafted-recipe sources — see the how it works reference.