1) The game chooses how many skills (staffmods) to add, based on a random roll, rnd[100] (returns a random integer, 0-99).
If 90 or higher (10 %): 3 staffmods
If 70 or higher (20 %): 2 staffmods
If 30 or higher (40 %): 1 staffmod
Below 30 (30 %): no staffmods
2) Next, it selects the skill id (tier), starting at a certain value depending on ilvl:
ilvl 1-11: ID 1
ilvl 12-18: ID 2
ilvl 19-24: ID 3
ilvl 25-36: ID 4
ilvl 37+: ID 5
This becomes a base (static value) for all the skill ids on that item. Then it has a chance to be modified (this is done in turn for each staffmod).
20% chance of +1
50% chance to stay unmodified
20% chance of -1
10% chance of -2
Starting at each of the base values 1-5, the possible tier spread combinations are then 1-2 (1), 1-3 (2), 1-4 (3), 2-5 (4), and 3-6 (5). In other words, staffmods must fall within a block of 4 adjacent tiers (rows in the skill trees).
SM and RS are tier 1, whereas RSM is tier 3 (reqlvl 12), so we must restrict ourselves to a starting tier of 2 (ilvl 12-18) or 3 (ilvl 19-24) for all three skills to spawn.
If the item is low quality, then the skill id as of now is capped at 4. Then the final id is chosen from the following formula, with skill_adder being the skill id so far (modified or unmodified as above), and base_id is the starting id for the character class, viz, 66 for Necromancer skills.
Which may be simplified to: id = 66 + 5 * (skill_adder - 1) + rnd[5]. Since id = 69, 70, 80 are the desired ids, we need skill_adder = 1 on two of three id rolls (to get RS, SM) and skill_adder = 3 to get RSM.
3) Finally, the skill bonus (+1-3) is chosen, again based on a random roll, rnd[100] (returns a random integer, 0-99).
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