Rarity: Difference between revisions

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[[Monster]]s, [[strongbox]]es and most of the items come in one of four different '''rarities'''. The common rarity is {{c|normal|normal}}, followed  by {{c|magic|magic}}, {{c|rare|rare}} and {{c|unique|unique}}. Higher rarity means things occur less frequently in the game.
[[Monster]]s, [[strongbox]]es and most of the items come in one of four different '''rarities'''. The common rarity is {{c|normal|normal}}, followed  by {{c|magic|magic}}, {{c|rare|rare}} and {{c|unique|unique}}. Higher rarity means things are higher valued but occur less frequently in the game.


Items dropped by monsters, chests, and breakable scenery have a chance to be any of the four rarities. Higher rarity on a monster means it drops more items and is more likely to drop items of high rarity. Additionally, a character can gain more items of higher rarity by increasing the '''increased item rarity''' and '''increased item quantity''' statistics with their equipment or with certain [[Active skill|skill gems]].
==Items==
Items receive a random rarity with {{c|normal|normal}} items being the most common and {{c|unique|unique}} items the least common. Rarity is rolled before base type.<ref name="RarityMechanics1"/> The game rolls for rarity, in order, starting with: {{c|unique|unique}}, followed by {{c|rare|rare}}, then {{c|magic|magic}}, if none of the other rarities are rolled the item will be {{c|normal|normal}}. Modifiers to Item Rarity impacts the chance at each step.<ref name="RarityMechanics2"/>


Magic, rare, and unique items found by the player are initially '''unidentified''' and a {{il|Scroll of Wisdom}} must be used to discover their properties. Normal items can be upgraded into magic, rare, and unique items using a variety of [[Currency#Orbs and Scrolls|Orbs]]. Magic items can be upgraded into rare items using a {{il|Regal Orb}}.  
Magic, rare, and unique items found by the player are initially '''unidentified''' and a {{il|Scroll of Wisdom}} must be used to discover their properties.


The number of [[Item socket|sockets]] that can be found on an item is not affected by rarity; this instead relies on its [[item level]].
The number of [[Item socket|sockets]] that can be found on an item is not affected by rarity; this instead relies on its [[item level]].


==Items==
Item modifiers' random values can be rerolled using a {{il|Divine Orb}}.
Items receive a random rarity with {{c|normal|normal}} items being the most common and {{c|unique|unique}} items the least common. Rarity is rolled before base type.<ref name="RarityMechanics1"/> The game rolls for rarity, in order, starting with: {{c|unique|unique}}, followed by {{c|rare|Rare}}, then {{c|magic|magic}}, if none of the other rarities are rolled the item will be {{c|normal|Normal}}. Increased Item Rarity impacts the chance at each step.<ref name="RarityMechanics2" />


===Rarities===
===Rarities===
====Normal====
====Normal====
Normal rarity items (also called base items) are basic items without any extra modifiers on them. They can have static and variable statistics - for example, a {{il|Driftwood Wand}}'s base damage is always 4 to 7, but it can grant between 8% and 12% increased [[Spells|Spell Damage]]. Modifiers on normal items are called '''implicit modifiers''', as opposed to '''explicit modifiers''' added by [[affixes]], and can be rerolled using a {{il|Blessed Orb}} if they have a range.
Normal items (also called base items) are basic items without any [[explicit modifiers]] added by [[affixes]]. Nevertheless depending on base type some items can have [[implicit modifiers]] that can be rerolled using a {{il|Blessed Orb}} if they have a range.


A normal item can be upgraded into a magic item using an {{il|Orb of Transmutation}}, or a rare item using an {{il|Orb of Alchemy}}. Using an {il|Orb of Chance}} can upgrade a normal item into a magic, rare, or even unique item of the same base type.
A normal item can be upgraded into a magic item using an {{il|Orb of Transmutation}}, or a rare item using an {{il|Orb of Alchemy}}. Using an {{il|Orb of Chance}} can upgrade a normal item into a magic, rare, or even unique item of the same base type.


====Magic====
====Magic====
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A magic item with only either a prefix or suffix property can have a second property of the missing type added to it by using an {{il|Orb of Augmentation}}. The affixes can be rerolled with an {{il|Orb of Alteration}}.
A magic item with only either a prefix or suffix property can have a second property of the missing type added to it by using an {{il|Orb of Augmentation}}. The affixes can be rerolled with an {{il|Orb of Alteration}}.


A magic item can be upgraded into a rare item using a [[Regal Orb]]. It will retain its current affixes and one new affix will be added.
A magic item can be upgraded into a rare item using a {{il|Regal Orb}}. It will retain its current affixes and one new affix will be added.


====Rare====
====Rare====
Rare items function the same as magic items, except they have at most six affixes - three prefixes, and three suffixes. Found rare items or items made rare with an {{il|Orb of Chance}} or an {{il|Orb of Alchemy}} will always have at least 4 affixes, but it is possible to get only 2 or 3 by using a {{il|Regal Orb}}. A rare item with less than six affixes can gain an additional affix with an {{il|Exalted Orb}} or through [[Master]] crafting, and its modifiers' random values can be rerolled using a {{il|Divine Orb}}. A {{il|Chaos Orb}} will completely re-roll a rare item's affixes. Rare items are given a [[Rare Item Name Index|randomly generated name]].
Rare items function the same as magic items, except they have at most six affixes &ndash; three prefixes, and three suffixes. Found rare items or items made rare with an {{il|Orb of Chance}} or an {{il|Orb of Alchemy}} will always have at least 4 affixes, but it is possible to get only 2 or 3 by using a {{il|Regal Orb}}. A rare item with less than six affixes can gain an additional affix with an {{il|Exalted Orb}} or through [[Master]] crafting. {{il|Chaos Orb|Chaos Orbs}} completely reroll a rare item's affixes.


====Unique====
[[Map]]s can have 8 mods as a result of [[Corrupted|corruption]].
[[Unique items]] have the same base statistics as a normal item of the same type, but have specific names, unique artwork, and set lists of modifiers instead of affixes. It is GGG's intention that each base item has at least one corresponding unique item.{{citation needed}}


Unique items are meant to be less powerful overall than high-level rare items, but they are useful at low/mid levels and allow creative character builds to be based around them.
Rare items are given a [[Rare Item Name Index|randomly generated name]].


There are also [[Unique Monsters]]; usually these are area or act bosses.
====Unique====
[[Unique items]] have the same base stats as a normal item of the same type, but have specific names, unique artwork and set lists of modifiers instead of affixes. It is GGG's intention that each base item has at least one corresponding unique item.{{citation needed}}


===Increased Item Rarity/Quantity===
===Increased Item Rarity/Quantity===
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==Monsters==
==Monsters==
* {{c|normal|'''Normal'''}}: The most common, and spawn in large groups.  
Higher rarity on a monster means it drops more items and is more likely to drop items of high rarity. Additionally, a character can gain more items of higher rarity by increasing the '''increased item rarity''' and '''increased item quantity''' statistics with their equipment or with certain [[Active skill|skill gems]].
* {{c|magic|'''Magic'''}}: Increased statistics, and given one [[Monster affixes|monster affix]]. They appear in smaller groups.
* {{c|rare|'''Rare'''}}: Greatly increased statistics, and given three monster affixes. They spawn by themselves, but multiple rares may still be close together.
* {{c|unique|'''Unique'''}}: [[Unique Monsters|Custom monsters]] that appear in certain areas, including bosses.
The statistics increased by monster rarity are [[life]], [[damage]], [[experience]] gained on death, item drop rarity and quantity, and [[flask]] charges gained on death. Monster rarity also reduces the chance to flee.<ref name="MonsterRarity"/>


Monsters of higher rarity drop items of higher [[item level]]. Magic mobs drop items one ilevel higher than the area's [[monster level]], and rare/unique mobs' items are two ilevels higher.
Monsters of higher rarity drop items of higher [[item level]]. Magic mobs drop items one ilevel higher than the area's [[monster level]], and rare/unique mobs' items are two ilevels higher.
<!--
 
==Strongboxes==
===Rarities===
-->
====Normal====
The most common, and spawn in large groups.
 
====Magic====
Increased statistics, and given one [[Monster affixes|monster affix]]. They appear in smaller groups.<!-- 2 mods, bloodlines -->
 
====Rare====
Greatly increased statistics, and given three monster affixes. They spawn by themselves, but multiple rares may still be close together.<!-- 6 mods, nemesis -->
 
====Unique====
[[Unique Monsters|Custom monsters]] that appear in certain areas, including bosses.<!-- can be randomly spawned aswell like warbands and tormented spirits-->
 
===Interactions with other mechanics===
The statistics increased by monster rarity are [[life]], [[damage]], [[experience]] gained on death, item drop rarity and quantity, and [[flask]] charges gained on death. Monster rarity also reduces the chance to flee.<ref name="MonsterRarity"/> <!-- torment touches/posessions, talisman -->
<!--==Strongboxes==-->
==References==
==References==
{{reflist|refs=
{{reflist|refs=

Revision as of 12:18, 24 March 2016

Monsters, strongboxes and most of the items come in one of four different rarities. The common rarity is normal, followed by magic, rare and unique. Higher rarity means things are higher valued but occur less frequently in the game.

Items

Items receive a random rarity with normal items being the most common and unique items the least common. Rarity is rolled before base type.[1] The game rolls for rarity, in order, starting with: unique, followed by rare, then magic, if none of the other rarities are rolled the item will be normal. Modifiers to Item Rarity impacts the chance at each step.[2]

Magic, rare, and unique items found by the player are initially unidentified and a Scroll of WisdomScroll of WisdomStack Size: 40Identifies an itemRight click this item then left click an unidentified item to apply it. must be used to discover their properties.

The number of sockets that can be found on an item is not affected by rarity; this instead relies on its item level.

Item modifiers' random values can be rerolled using a Divine OrbDivine OrbStack Size: 20Randomises the values of the random modifiers on an itemRight click this item then left click a magic, rare or unique item to apply it..

Rarities

Normal

Normal items (also called base items) are basic items without any explicit modifiers added by affixes. Nevertheless depending on base type some items can have implicit modifiers that can be rerolled using a Blessed OrbBlessed OrbStack Size: 20Randomises the values of the implicit modifiers of an itemRight click this item then left click another item to apply it. if they have a range.

A normal item can be upgraded into a magic item using an Orb of TransmutationOrb of TransmutationStack Size: 40Upgrades a normal item to a magic itemRight click this item then left click a normal item to apply it., or a rare item using an Orb of AlchemyOrb of AlchemyStack Size: 20Upgrades a normal item to a rare itemRight click this item then left click a normal item to apply it.. Using an Orb of ChanceOrb of ChanceStack Size: 20Upgrades a normal item to a random rarityRight click this item then left click a normal item to apply it. can upgrade a normal item into a magic, rare, or even unique item of the same base type.

Magic

Magic items have the same base statistics as a normal item of the same type, but have magical modifiers on them given by affixes, up to one prefix and one suffix. The types of modifiers that can be found or added to an item depend on its item level.

A magic item with only either a prefix or suffix property can have a second property of the missing type added to it by using an Orb of AugmentationOrb of AugmentationStack Size: 30Augments a magic item with a new random modifierRight click this item then left click a magic item to apply it. Magic items can have up to two random modifiers.. The affixes can be rerolled with an Orb of AlterationOrb of AlterationStack Size: 20Reforges a magic item with new random modifiersRight click this item then left click a magic item to apply it..

A magic item can be upgraded into a rare item using a Regal OrbRegal OrbStack Size: 20Upgrades a magic item to a rare itemRight click this item then left click a magic item to apply it. Current modifiers are retained and a new one is added.. It will retain its current affixes and one new affix will be added.

Rare

Rare items function the same as magic items, except they have at most six affixes – three prefixes, and three suffixes. Found rare items or items made rare with an Orb of ChanceOrb of ChanceStack Size: 20Upgrades a normal item to a random rarityRight click this item then left click a normal item to apply it. or an Orb of AlchemyOrb of AlchemyStack Size: 20Upgrades a normal item to a rare itemRight click this item then left click a normal item to apply it. will always have at least 4 affixes, but it is possible to get only 2 or 3 by using a Regal OrbRegal OrbStack Size: 20Upgrades a magic item to a rare itemRight click this item then left click a magic item to apply it. Current modifiers are retained and a new one is added.. A rare item with less than six affixes can gain an additional affix with an Exalted OrbExalted OrbStack Size: 20Augments a rare item with a new random modifierRight click this item then left click a rare item to apply it. Rare items can have up to six random modifiers. or through Master crafting. Chaos OrbsChaos OrbStack Size: 20Reforges a rare item with new random modifiersRight click this item then left click a rare item to apply it. completely reroll a rare item's affixes.

Maps can have 8 mods as a result of corruption.

Rare items are given a randomly generated name.

Unique

Unique items have the same base stats as a normal item of the same type, but have specific names, unique artwork and set lists of modifiers instead of affixes. It is GGG's intention that each base item has at least one corresponding unique item.[citation needed]

Increased Item Rarity/Quantity

Players can boost their chances of getting powerful equipment and uniques with the modifiers Increased Rarity of Items Found and Increased Quantity of Items Found. The combination of rarity and quantity stats is sometimes called Magic Find or MF, referring to the equivalent stats in Diablo.

Rarity and quantity modifiers can come from player’s equipment, the support gems Module Error: No skills found with q_where = skill.active_skill_name="Item Rarity" and Module Error: No skills found with q_where = skill.active_skill_name="Item Quantity", monster rarity, party bonuses, and map bonuses. The modifiers on the character stack additively with each other, and are subject to diminishing returns. Modifiers from the party bonus and monsters stack additively with each other, and are not subject to diminishing returns. The total player bonus stacks multiplicatively with the total party & monster bonus. (An explanation of additive vs. multiplicative can be found here.)

IIR and IIQ from gear do not affect chests, and have no effect on the number or type of currency, items, scrolls, or gems that drop from them.[3]

Increased Item Rarity (IIR)

Increases the chances of an item being magic, rare, or unique. This modifier has no effect on the number or type of currency items, scrolls, or gems that drop since they have no rarity like normal, magic, rare or unique.[4] Magic, rare, and unique monsters have an increased item rarity modifier for drops.

When in a party, only the modifier from the player who lands the killing blow on an enemy is applied - multiple characters attacking a monster will not stack their item rarity bonuses together. If one of your minions gets a kill, the minion's IIR is added to yours and the total is used.

Increased Item Quantity (IIQ)

Increases the average number of items that drop from monsters (aka Drop Rate). This includes currency, scrolls, skill gems and divination cards.[5] There is no cap on the usefulness of this modifier, since there is no limit to the number of items a monster can drop. Only the IIQ of the containing area and the party bonus affects chests or strongboxes,[6] and it does not affect the type, quality, or rarity of item dropped, only the chance that something will drop.[3] IIQ does not affect the amount of maps that drop from enemies.[7]

In a party, each player in the party after the first gives the equivalent of +50% item quantity modifier on drops (this also doesn't affect map drops). The base chance for an item to drop varies between monster types, and drop rate increases with monster rarity. The party bonus as well as any bonus the monster gives are additive with each other and multiply with the quantity bonus of the player who gets the killing blow.[8]

Monsters

Higher rarity on a monster means it drops more items and is more likely to drop items of high rarity. Additionally, a character can gain more items of higher rarity by increasing the increased item rarity and increased item quantity statistics with their equipment or with certain skill gems.

Monsters of higher rarity drop items of higher item level. Magic mobs drop items one ilevel higher than the area's monster level, and rare/unique mobs' items are two ilevels higher.

Rarities

Normal

The most common, and spawn in large groups.

Magic

Increased statistics, and given one monster affix. They appear in smaller groups.

Rare

Greatly increased statistics, and given three monster affixes. They spawn by themselves, but multiple rares may still be close together.

Unique

Custom monsters that appear in certain areas, including bosses.

Interactions with other mechanics

The statistics increased by monster rarity are life, damage, experience gained on death, item drop rarity and quantity, and flask charges gained on death. Monster rarity also reduces the chance to flee.[9]

References

  1. Rhys (October 2, 2013). "Help Determine Increasesd Item Rarity Mechanics!". Official Path of Exile Forums. Retrieved July 26, 2014.
  2. Rhys (October 2, 2013). "Help Determine Increasesd Item Rarity Mechanics!". Official Path of Exile Forums. Retrieved July 26, 2014.
  3. 3.0 3.1 Mark_GGG (April 4, 2012). "Mechanics Thread". Path of Exile Forum. Retrieved October 21, 2013.
  4. WhiteBoy (April 19, 2012). "Does Increase Quantity of Items Dropped Help Find More Orbs?". Path of Exile Forum. Retrieved October 21, 2013.
  5. Mark_GGG (August 02, 2013). "Does Increase Quantity of Items Dropped Help Find More Orbs?". Path of Exile Forum. Retrieved August 02, 2015.
  6. inoha (May 21, 2014). "Emailed support after seeing people insult each other in Pulp's stream, about whether or not more people affects the amount of maps that drop. Here's your answer!". Reddit. Retrieved May 21, 2014.
  7. Chris (September 11, 2012). "0.9.12c Patch Notes". Path of Exile Forum. Retrieved August 02, 2015.
  8. Malice (February 16, 2013). "Mechanics Thread - Drop Rates". Path of Exile Forum. Retrieved September 12, 2013.
  9. Mark_GGG (February 16, 2012). "For the love of god, please, rework DEXTERITY. (Updated)". Path of Exile Forum. Retrieved October 21, 2013.