Hero Siege Items - Rarity Tiers and What They Mean
Hero Siege item rarities from Common through Mythic, Satanic, Satanic Sets and Angelic. What each tier is for and which one runewords actually need.
Hero Siege drops more items than you can read, so the rarity tiers are really a filtering system. Knowing what each tier is for matters more than knowing which is rarest.
What are the Hero Siege item rarities?
| Rarity | Role |
|---|---|
| Common (white / gray) | Basic, non-magical. The required base for runewords |
| Mythic | The workhorse rarity through most of the campaign |
| Satanic | Where builds start to come together |
| Satanic Sets | Set items with bonuses for wearing multiple pieces |
| Angelic | Endgame chase items |
| Heroic | A further tier tracked alongside the above |
Why do Common items matter at endgame?
Because runewords need them. A runeword base must be a Common white or gray item with the exact socket count the recipe calls for and a matching item type.
This inverts the usual instinct: a magical item is not a better base, it is an invalid one. If your filter hides all white drops, you are hiding the bases some of your best gear will be built on.
What do item stats look like?
Rolls come as ranges rather than fixed values, and many carry per-level scaling:
Magic Skill Damage increased by [20-50]%Ailment Damage increased by [15-20]%+[50-75] Damage Returned to the Attacker20% Chance when Struck to cast Wall of Eternity Level 1450000 [+50000 per level] Fire Damage
Two things follow. The same item is not the same item — a [20-50]% roll
means two copies can differ by more than double. And per-level scaling means
an item that looks weak now may not be, which is worth checking before
vendoring something at low level.
How do drop rates change with difficulty?
Substantially, and Season 10 pushed them further. Satanic zone buffs increased magic find by an additional 100% across all three tiers, and on Inferno / Hell 5 rune drops went from 25% to 35% and angelic drops from 20% to 28%.
Uber Bosses also drop from their table 15% of the time on Hell 1 and 30% on Hell 2 — the same fight paying twice as often one tier up.
Which items should you actually keep?
Filter by what your build uses, not by rarity colour:
- Keep Common items with useful types and socket counts. They are runeword bases, and nothing else can be.
- Keep by damage type. Melee classes want enhanced weapon damage; spell classes scale differently, and gear hoarded for the wrong one is dead weight.
- Check per-level scaling before discarding anything at low level.
For consolidated comparisons, begin with the equipment-weapons hub, then move to the Satanic set catalog or the rings comparison. Each hub keeps sparse records in one useful table and links an individual item only when it clears the evidence gate.
Next step
Set up a loot filter that keeps Common bases rather than hiding them — that is the single most common filtering mistake, and it costs you runewords later.
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