You're misunderstanding how the RNG + loot tables are working.
At the moment, you have a combination of factors:
- Character level in certain instances
- Monster level = determines RNG drops in a range from their specific lists
- Listed chest level (i.e. "chest level 5 or 10 or ??) determines range
- Vendor equipment RNG tables (char level dependent, barring items such as potions / books)
- Fixed rewards that never change. e.g. Orc Armor on the beach
- Mob levels are fixed, and do not change, which on boss mobs, determines range of unique / blue / green drops. e.g. lighthouse ghast will only drop ~ level 4-6 items.
'Unique' weapons aren't "
level dependent"; they're often tied to the
chest level / boss level. However, that's a different issue, and nothing to do with your character level. (AKA, you're looting chests / mobs with a high % chance of dropping uniques at much higher levels than expected if you're getting unique drops that are "low level").
The bottom line is that D:OS is a static world, but with (ranged) RNG tables attached to certain loot tables. Larian's system allows for ranges, but obviously, if you're expecting to pull great level 10+ uniques out of chests from the early game or that level 4 boss if you "
save them up" to exploit when you spank them at level 10, it doesn't work.
I'd be cruel, and point out that this is another area where "level scaling" breaks, but I feel that horse has long been beaten.
D:OS - land of people not understanding game mechanics. What a thrill.
p.s.
Go look for magic axes. Or go to Minoc to farm skeleton keys and mass abuse the treasure room under the castle. (This explains both fixed loot & chest levels rather well, if you're not getting it. Bonus: this mechanic is over twenty-five years old! Probably older than some of the
ignorant vocal elements on this forum

)