Rarity: Difference between revisions

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All 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 Goat's HornGoat's HornWand
Physical Damage: 9-16
Critical Strike Chance: 7.00%
Attacks per Second: 1.20
Requires Level 6, 29 IntAdds (1-2) to (3-4) Fire Damage to Spells and Attacks

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 Goat's HornGoat's HornWand
Physical Damage: 9-16
Critical Strike Chance: 7.00%
Attacks per Second: 1.20
Requires Level 6, 29 IntAdds (1-2) to (3-4) Fire Damage to Spells and Attacks

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.

When Cloak of Tawm'r IsleyCloak of Tawm'r Isley
Savant's Robe
Energy Shield: (287-396)
Movement Speed: -3%
Requires Level 56, 152 IntSocketed Minion Gems are Supported by Level 16 Life Leech
(150-200)% increased Energy Shield
Minions cannot be Blinded
Minions have 15% chance to Blind Enemies on hit
Found Magic Items drop Identified
Renowned by those distinguished,
Exalted by the few.
He skulks in darkness,
and watches from beneath the city.
is equipped, it grants player dropped magic item identified.

Rare

Rare Goat's HornGoat's HornWand
Physical Damage: 9-16
Critical Strike Chance: 7.00%
Attacks per Second: 1.20
Requires Level 6, 29 IntAdds (1-2) to (3-4) Fire Damage to Spells and Attacks

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 Goat's HornGoat's HornWand
Physical Damage: 9-16
Critical Strike Chance: 7.00%
Attacks per Second: 1.20
Requires Level 6, 29 IntAdds (1-2) to (3-4) Fire Damage to Spells and Attacks

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. While the three preceding rarities are strictly better than the one before (e.g. rare items are always more powerful than magic items), this is not the case with unique items. They usually provide different and particular modifiers (sometimes thematically grouped) that can't be found on other items. Therefore they are considered to be more build-defining, granting effects that can be built around, but generally grant less pure stats than rare items.

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] A player's IIQ does not affect the amount of maps that drop from enemies.[7] However, a map's IIQ does affect the amount of map drops.[8]

In a party, each player in the party after the first gives the equivalent of +50% item quantity modifier on currency and gem drops along with a modifier of +10% item quantity and +40% item rarity on other drops[9] (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.[10]

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. Magic monsters may also spawn with a Bloodlines modifier.

All magic monsters receive the following mods: {{#ask:

Is mod::~MonsterMagic*
|?Has name
|?Has stat text
|limit=
|userparam=extra_rows=1
|default=
|link=none
|format=template
|template=SMW mod table
|introtemplate=SMW mod table/shared/intro_without_weight
|outrotemplate=SMW mod table/outro

}}

Rare

Greatly increased statistics, and given three monster affixes. They spawn by themselves, but multiple rares may still be close together. Rare monsters may also spawn with a Nemesis modifier, or inside an Essence crystal.

All rare monsters receive the following mods: {{#ask:

Is mod::~MonsterRare*
|?Has name
|?Has stat text
|limit=
|userparam=extra_rows=1
|default=
|link=none
|format=template
|template=SMW mod table
|introtemplate=SMW mod table/shared/intro_without_weight
|outrotemplate=SMW mod table/outro

}}

Unique

Custom monsters that appear in certain areas, including bosses. Some unique monsters like Tormented Spirits and Rogue Exiles can spawn in most areas as well.

All unique monsters receive the following mods: {{#ask:

Is mod::~MonsterUnique*
Is mod::!~MonsterUniqueN*
|?Has name
|?Has stat text
|limit=
|userparam=extra_rows=1
|default=
|link=none
|format=template
|template=SMW mod table
|introtemplate=SMW mod table/shared/intro_without_weight
|outrotemplate=SMW mod table/outro

}}

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.[11]

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. Chris (February 17, 2016). "Research Map increased item quantity and its role in map sustainability". Path of Exile Forum. Retrieved April 15, 2016.
  9. Chris (October 22, 2013). "1.0.0 Release Patch Notes". Official Path of Exile Forums. Retrieved July 09, 2017.
  10. Malice (February 16, 2013). "Mechanics Thread - Drop Rates". Path of Exile Forum. Retrieved September 12, 2013.
  11. Mark_GGG (February 16, 2012). "For the love of god, please, rework DEXTERITY. (Updated)". Path of Exile Forum. Retrieved October 21, 2013.