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==Items==
==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}}. Statistics impacting Item Rarity change the chance at each step.<ref name="RarityMechanics2"/>
Many types of dropped items roll a random rarity with {{c|normal|normal}} items being the most common and {{c|unique|unique}} items the least common. The specific order of operations is as follows:
 
# Upon randomly dropping, the item is checked if the item is unique.<ref name="RarityMechanics1"/> If a dropped item is unique, it cannot be an item without rarity (e.g. [[currency]], [[divination card]]s, [[scarab]]s). Therefore, excessively increased item rarity (typically difficult to achieve in regular gameplay) can negatively impact non-rarity item drops.<ref>Discovered by [[Prohibited Library (community)]] - [https://discord.com/channels/991073626721763429/991093049260134460/1228527208956563486 Link] to Discord forum thread</ref>
# If the item is not unique, it determines an item category from [[https://poedb.tw/us/GameConstants#DropPool DropPool]]. Certain categories have a default [[weight (mechanic)|weight) of 0, but individual items have individual weights that add to DropPool.
# If the selected item category can have a rarity, it then will roll for {{c|rare|rare}}, then {{c|magic|magic}}, and any remaining items will drop {{c|normal|normal}}. Stats affecting Item Rarity change the chance of success at each step.<ref name="RarityMechanics2"/> If the item cannot have a rarity, the roll from rare to normal is effectively ignored.
# After rarity is determined, the specific item's base type is selected.


{{c|magic|Magic}}, {{c|rare|rare}}, and {{c|unique|unique}} items found by the player are initially '''unidentified''' and a {{il|Scroll of Wisdom}} must be used to discover their properties.
{{c|magic|Magic}}, {{c|rare|rare}}, and {{c|unique|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]].
Item modifiers' random values can be rerolled using a {{il|Divine Orb}}.


===Rarities===
===Rarities===
====Normal====
====Normal====
[[File:Goat's Horn 1 Normal.png|thumb|right|upright=1.0|{{c|normal|Normal}} {{il|Goat's Horn}}]]
[[File:Goat's Horn 1 Normal.png|thumb|right|upright=1.0|{{c|normal|Normal}} {{il|Goat's Horn}}]]
{{c|normal|Normal}} items (also called base items) are basic items without any [[explicit modifier]]s added by [[affixes]]. Nevertheless depending on base type some items can have [[implicit modifier]]s that can be rerolled using a {{il|Blessed Orb}} if they have a range.
{{c|normal|Normal}} items (also called base items) are the "default" state of items without any [[explicit modifier]]s/[[affixes]]. Some specific base types have [[implicit modifier]]s.


A {{c|normal|normal}} item can be upgraded into a {{c|magic|magic}} item using an {{il|Orb of Transmutation}}, or a {{c|rare|rare}} item using an {{il|Orb of Alchemy}}. Using an {{il|Orb of Chance}} can upgrade a {{c|normal|normal}} item into a {{c|magic|magic}}, {{c|rare|rare}}, or even {{c|unique|unique}} item of the same base type.
A {{c|normal|normal}} item can be upgraded into a {{c|magic|magic}} item using an {{il|Orb of Transmutation}}, or a {{c|rare|rare}} item using an {{il|Orb of Alchemy}}. Using an {{il|Orb of Chance}} can upgrade a {{c|normal|normal}} item into a {{c|magic|magic}}, {{c|rare|rare}}, or even {{c|unique|unique}} item of the same base type.
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====Rare====
====Rare====
[[File:Goat's Horn 4 Rare Regal orb.png|thumb|right|upright=1.0|{{c|rare|Rare}} {{il|Goat's Horn}}]]
[[File:Goat's Horn 4 Rare Regal orb.png|thumb|right|upright=1.0|{{c|rare|Rare}} {{il|Goat's Horn}}]]
{{c|rare|Rare}} items function the same as {{c|magic|magic}} items, except they have at most six affixes &ndash; up to three prefixes and up to three suffixes. Found {{c|rare|rare}} items or items made {{c|rare|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 a {{c|rare|rare}} item with only 2 or 3 by using a {{il|Regal Orb}} or {{il|Orb of Annulment}}. A {{c|rare|rare}} item with less than 6 affixes can gain an additional mod with an {{il|Exalted Orb}} or through [[Master]] crafting. {{il|Chaos Orb|Chaos Orbs}} completely reroll a {{c|rare|rare}} item's affixes, again giving between 4 and 6 mods.
{{c|rare|Rare}} items function the same as {{c|magic|magic}} items, except they have at most six affixes &ndash; up to three prefixes and up to three suffixes. Found {{c|rare|rare}} items or items made {{c|rare|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 a {{c|rare|rare}} item with only 2 or 3 by using a {{il|Regal Orb}} or {{il|Orb of Annulment}}. A {{c|rare|rare}} item with less than 6 affixes can gain an additional mod with an {{il|Exalted Orb}} or a crafted mod using a [[Crafting Bench]]. {{il|Chaos Orb|Chaos Orbs}} completely reroll a {{c|rare|rare}} item's affixes, again giving between 4 and 6 mods.


{{c|rare|Rare}} items are given a [[Rare Item Name Index|randomly generated name]].
{{c|rare|Rare}} items are given a [[Rare Item Name Index|randomly generated name]].


[[Jewel]]s and [[Abyss Jewel]]s can only have up to 4 explicit modifiers; [[Map]]s can have 8 mods as a result of [[Corrupted|corruption]].
[[Flask]]s cannot be of {{c|rare|rare}} rarity.
 
[[Jewel]]s and [[Abyss Jewel]]s can only have up to 4 explicit modifiers; however, the [[Corrupted Gaze]] [[Atlas Passive]] Skill can cause Abyss Jewels to drop [[corrupted]] with up to six explicit mods. [[Map]]s can have 8 mods as a result of [[Corrupted|corruption]].


====Unique====
====Unique====
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[[File:Goat's Horn Unique.png|thumb|right|upright=1.0|{{c|unique|Unique}} {{il|Goat's Horn}}]]
[[File:Goat's Horn Unique.png|thumb|right|upright=1.0|{{c|unique|Unique}} {{il|Goat's Horn}}]]
{{c|unique|[[Unique items]]}} have the same base stats as a {{c|normal|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. {{c|rare|rare}} items are always more powerful than {{c|magic|magic}} items), this is not the case with {{c|unique|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 {{c|rare|rare}} items.
{{c|unique|[[Unique items]]}} have the same base stats as a {{c|normal|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. {{c|rare|rare}} items are always more powerful than {{c|magic|magic}} items), this is not the case with {{c|unique|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 {{c|rare|rare}} items.
It is GGG's intention that each base item has at least one corresponding {{c|unique|unique}} item.{{citation needed}}


===Increased Item Rarity/Quantity===
===Increased Item Rarity/Quantity===
Players can boost their chances of getting powerful equipment and uniques with the statistics {{c|mod|Increased Rarity of Items Found}} and {{c|mod|Increased Quantity of Items Found}}. The combination of rarity and quantity stats is sometimes called [http://www.diablowiki.net/Magic_find Magic Find] or MF, referring to the equivalent stats in Diablo.  
Players can boost their chances of getting powerful equipment and uniques with the statistics {{c|mod|Increased Rarity of Items Found}} and {{c|mod|Increased Quantity of Items Found}}. The combination of rarity and quantity stats is sometimes called [http://www.diablowiki.net/Magic_find Magic Find] or MF, referring to the equivalent stats in Diablo.  


Rarity and quantity stats can come from player’s equipment, the support gems {{il|Item Rarity Support}} and {{il|Item Quantity Support}}, monster rarity, party bonuses, and [[Maps|map]] bonuses. The stats on the character stack additively with each other, and are subject to [[wikipedia:Diminishing_returns|diminishing returns]]. Stats 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 [[Stats|here]].)
* The Item Rarity stat affects the rarity between normal to unique that an item generates. It does not affect items without rarity, such as currency.
* The Item Quantity stat affects the number of items dropped. It affects all items that are not deterministic drops (e.g. boss drops) unless another stat specifically allows it to scale rewards.


'''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.<ref name="mf"/>
Item rarity and quantity modifies stats in one of four separate "buckets" that interact multiplicatively:


====Increased Item Rarity (IIR)====
# Player IIR/IIQ: Obtained from equipment, [[support gem]]s ({{il|Item Rarity Support}}, {{il|Item Quantity Support}}), and [[buff]]s (e.g. [[flask]]s, [[Alva]] in the Temple of Atzoatl). Player IIR/IIQ has diminishing returns.
Increases the chances of an item being {{c|magic|magic}}, {{c|rare|rare}}, or {{c|unique|unique}}. This statistic has no effect on the number or type of [[currency]] items, scrolls, or gems that drop since they have no rarity like {{c|normal|normal}}, {{c|magic|magic}}, {{c|rare|rare}} or {{c|unique|unique}}.<ref name="IIQ1"/> {{c|magic|Magic}}, {{c|rare|rare}}, and {{c|unique|unique}} monsters have an inherent increased item rarity statistic for drops.  
# Monster IIR/IIQ: Inherent to the monster, scales with monster rarity. Monsters from [[league mechanic]]s tend to have higher values. Also affected by the Touched or Grip buffs from [[Tormented Spirit]]s and the [[strongbox]] enrage [[sextant]] modifier. Mechanics that empower monsters, such as [[wisp]]s from [[Affliction league]], act as a more multiplier to this stat.
# Area IIR/IIQ: Granted by area modifiers and [[map device]] crafts. [[Eldritch Altar]]s add to this value.
# [[Partying#Effect_on_loot|Party bonus]]: Grants increased bonuses based on the number of players in a party.


When in a party, only the statistics 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.
Modifiers to player and monster IIR/IIQ do not affect items dropped from [[chest]]s.<ref name="mf"/>


{{see also|List of items that alter Item Rarity}}
Player IIR does not affect [[scarab]] [[monster modifier]] conversions.<ref>https://www.youtube.com/watch?v=UbQcLAlJvs8</ref>


====Theoretical Maximum Increased Item Rarity====
====Increased Item Rarity (IIR)====
{| class="wikitable"
Increases the chances of an item being {{c|magic|magic}}, {{c|rare|rare}}, or {{c|unique|unique}}. This stat does not directly affect items without rarity like currency or gems.<ref name="IIQ1"/> {{c|magic|Magic}}, {{c|rare|rare}}, and {{c|unique|unique}} monsters have an inherent increased item rarity modifier.  
|-
!  !! Non-legacy IIR !! Legacy IIR
|-
| {{il|Andvarius}}<sup>1</sup> || 170% || 170%
|-
| {{il|Aurseize}} || 50% || 0%
|-
| {{il|String of Servitude}}<sup>2</sup> || 90% || 90%
|-
| {{il|Divination Distillate}}<sup>3</sup> || 30% || 60%
|-
| {{il|Greed's Embrace}} || 50% || 50%
|-
| {{il|Item Rarity Support}}<sup>4</sup> || 70.5% || 70.5%
|-
| Rare Items<sup>5</sup> || 50% || 112%
|-
| {{il|The Ascetic}}<sup>6</sup> || 100% || 100%
|-
| {{il|Wheel of the Stormsail}} || 40% || 40%
|-
| {{il|Wondertrap}}<sup>7</sup> || 100% || 100%
|-
| Total IIR || 760.5% || 802.5%
|}


<sup>1</sup> Two Andvarius are equipped for 170% IIR.
When in a party, only the stats 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 summoner's IIR is used, in addition to IIR from {{il|Item Rarity Support}}. IIR on gear worn by minions (through {{psl|Necromantic Aegis}} or {{il|Animate Guardian}}) is never used<ref>https://old.reddit.com/r/pathofexile/comments/xn0vk0/magic_find_with_an_animate_guardian_ez_extra_43/iq1zocu/?context=1</ref>.  
<br>
<sup>2</sup> Triple corruption mod {{c|mod|(20–30)% increased Rarity of Items found}} with a perfect roll.
<br>
<sup>3</sup> The actual flask effect of [[Divination Distillate]] can be pushed higher with the flask effect enchant (harvest) and % increased flask effect sources, such as small nodes from the [[Pathfinder]] ascendancy.
<br>
<sup>4</sup> The Item Rarity Support is level 20 with 23% quality for a total of 70.5% IIR
<br>
<sup>5</sup> The rare gear consists of a 50% IIR helmet. If legacy gear is used a legacy Brinerot signature 30% IIR while using a flask pair of gloves that also have 32% IIR can be equipped. In total this provides 12% additional IIR over the non-legacy version.
<br>
<sup>6</sup> To get the IIR from the ascetic along with all other unique and rare IIR bonuses the player needs to have a normal weapon equipped.
<br>
<sup>7</sup> The player needs to be on low life.


A player can also equip jewels which provide 4%-6% Rarity of Items Found per jewel, resulting in up to 126% additional Rarity(if using all 21 sockets found on the passive tree)
{{see also|List of items that alter Item Rarity}}


====Increased Item Quantity (IIQ)====
====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.<ref name="IIQ2"/> There is no cap on the usefulness of this statistic, 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 [[strongbox|strongboxes]],'''<ref name="sb"/> and it does not affect the type, quality, or rarity of item dropped, only the chance that something will drop.<ref name="mf"/>
Increases the average number of items that drop from monsters (see [[drop rate]]). This includes currency, scrolls, skill gems and divination cards.<ref name="IIQ2"/> It does not affect the type, quality, or rarity of the item dropped, only the chance that something will drop.<ref name="mf"/> The base chance for an item to drop varies between monster types, and the number of drops also increases with monster rarity.
'''A player's IIQ does not affect the amount of maps that drop from enemies.'''<ref name="0.9.12c Patch"/> '''However, a map's IIQ does affect the amount of map drops.'''<ref name="MapIIQ"/>
* Only the IIQ of the area and the party bonus affect chests or [[strongbox|strongboxes]]<ref name="sb"/>
* Player IIQ does not affect the number of maps that drop from enemies.<ref name="0.9.12c Patch"/> However, area quantity does affect the number of map drops.<ref name="MapIIQ"/>


In a [[party]], each player in the party after the first gives the equivalent of +50% item quantity statistic on currency and gem drops along with a statistic of +10% item quantity and +40% item rarity on other drops<ref name="1.0.0 Patch"/> (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.<ref name="DropRates"/>
In a [[party]], each player in the party after the first gives the equivalent of +50% item quantity to currency and gem drops as well as a +10% item quantity and +40% item rarity on other drops<ref name="1.0.0 Patch"/>. This bonus does not affect map drops. The party bonus as well as any bonus the monster gives are additive with each other and are multiplicative with player quantity of the player that killed the monster.<ref name="DropRates"/>


{{see also|List of items that alter Item Quantity}}
{{see also|List of items that alter Item Quantity}}
====Theoretical Maximum Increased Item Quantity====
{| class="wikitable"
|-
!  !! Non-legacy IIQ !! Legacy IIQ
|-
| {{il|Bisco's Collar}}<sup>1</sup> || 22.5% ||  22.5%
|-
| {{il|Divination Distillate}}<sup>2</sup> || 12% ||  25%
|-
| Corruption Implicits<sup>3</sup> || 5% || 20%
|-
| {{il|Goldwyrm}} || 20% ||  30%
|-
| {{il|Greed's Embrace}} || 15% ||  15%
|-
| {{il|Item Quantity Support}}<sup>4</sup> || 0% || 45.05%
|-
| {{il|String of Servitude}}<sup>5</sup> || 15% ||  15%
|-
| Rare Gear <sup>6</sup> || 0% ||  60%
|-
| {{il|Sadima's Touch}} || 10% ||  24%
|-
| 2x {{il|The Pariah}} || 30% ||  0%
|-
| {{il|Windripper}} || 15% ||  25%
|-
| Total IIQ || 144.5% ||  281.55%
|}
<sup>1</sup> See [[Bisco's Collar]] page for 22.5% IIQ explanation.
<br>
<sup>2</sup> The actual flask effect of [[Divination Distillate]] can be pushed higher with the flask effect enchant (harvest) and % increased flask effect sources, such as small nodes from the [[Pathfinder]] ascendancy.
<br>
<sup>3</sup> For non-legacy gear an IIQ corruption can be put on the amulet but not the rings since they would lose their socket implicits. For legacy gear IIQ corruptions can be put on the rings, amulet, and belt resulting in an additional 20% IIQ.
<br>
<sup>4</sup> The Item Quantity Support is level 21 with 23% quality for a total of 45.05% IIQ.
<br>
<sup>5</sup> Triple-implicit corruption mod {{c|mod|(3–5)% increased Quantity of Items found}}, with a perfect roll.
<br>
<sup>6</sup> The rare gear consists of 2 rare rings and a rare helmet each with 20% IIQ. A rare amulet is not used because Bisco's Collar provides an additional 2.5% IIQ.
<br>


==Monsters==
==Monsters==
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====Magic====
====Magic====
Increased statistics, and given one [[Monster affixes|monster affix]]. They appear in smaller groups. Magic monsters may also spawn with a [[Bloodlines]] modifier.
Increased statistics, and given one [[monster modifier]]. They appear in smaller groups. Magic monsters may also have [[Torment]] and/or [[Delirium]] modifiers.


All magic monsters receive the following mods:
All magic monsters receive the following mods:
Line 178: Line 104:


====Rare====
====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.
Greatly increased statistics, and given two to four monster modifiers. They spawn by themselves, but multiple rares may still be close together. Rare monsters may also have [[Torment]], [[Essence]], [[Bestiary]], and/or [[Delirium]] modifiers.


All rare monsters receive the following mods:
All rare monsters receive the following mods:
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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 -->
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==-->
<!--==Strongboxes==-->
==Version history==
{{Version history table header}}
{{Version history table row|1.0.0f|
* Fixed an extremely rare bug where too many unique items could drop from a monster outside of the Albino Rhoa Event.
}}
{{Version history table row|0.8.6|
* Fixed item rarity calculations. "Increased item rarity" now works properly.
}}
{{Version history table row|0.8.3|
* Nerfed item quantity [[mod]]s.
}}
{{Version history table row|0.6.8|
* Nerfed "increased item quantity" stat by 50%.
}}
{{Version history table end}}


==References==
==References==

Latest revision as of 20:51, 21 April 2024

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

Many types of dropped items roll a random rarity with normal items being the most common and unique items the least common. The specific order of operations is as follows:

  1. Upon randomly dropping, the item is checked if the item is unique.[1] If a dropped item is unique, it cannot be an item without rarity (e.g. currency, divination cards, scarabs). Therefore, excessively increased item rarity (typically difficult to achieve in regular gameplay) can negatively impact non-rarity item drops.[2]
  2. If the item is not unique, it determines an item category from [DropPool]. Certain categories have a default [[weight (mechanic)|weight) of 0, but individual items have individual weights that add to DropPool.
  3. If the selected item category can have a rarity, it then will roll for rare, then magic, and any remaining items will drop normal. Stats affecting Item Rarity change the chance of success at each step.[3] If the item cannot have a rarity, the roll from rare to normal is effectively ignored.
  4. After rarity is determined, the specific item's base type is selected.

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.

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 the "default" state of items without any explicit modifiers/affixes. Some specific base types have implicit modifiers.

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, the base type and any additional flags on the item (such as shaped or elder).

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 – up to three prefixes and up to 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 a rare item with 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. or Orb of AnnulmentOrb of AnnulmentStack Size: 20Removes a random modifier from an itemRight click this item then left click on a magic or rare item to apply it.. A rare item with less than 6 affixes can gain an additional mod 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 a crafted mod using a Crafting Bench. 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, again giving between 4 and 6 mods.

Rare items are given a randomly generated name.

Flasks cannot be of rare rarity.

Jewels and Abyss Jewels can only have up to 4 explicit modifiers; however, the Corrupted Gaze Atlas Passive Skill can cause Abyss Jewels to drop corrupted with up to six explicit mods. Maps can have 8 mods as a result of corruption.

Unique

Main page: Unique item
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.

Increased Item Rarity/Quantity

Players can boost their chances of getting powerful equipment and uniques with the statistics 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.

  • The Item Rarity stat affects the rarity between normal to unique that an item generates. It does not affect items without rarity, such as currency.
  • The Item Quantity stat affects the number of items dropped. It affects all items that are not deterministic drops (e.g. boss drops) unless another stat specifically allows it to scale rewards.

Item rarity and quantity modifies stats in one of four separate "buckets" that interact multiplicatively:

  1. Player IIR/IIQ: Obtained from equipment, support gems (Item Rarity SupportItem Rarity SupportSupport
    Icon: R
    Level: (1-20)
    Requires Level 31Supports any skill that can kill enemies.(40-59)% increased Rarity of Items Dropped by Enemies Slain from Supported Skills

    Additional Effects From 1-20% Quality:
    (0.5-10)% increased Rarity of Items Dropped by Enemies Slain from Supported Skills
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Skill Gem you wish to augment. Right click to remove from a socket.
    , Item Quantity SupportItem Quantity SupportSupport
    Icon: Q
    Level: (1-20)
    Requires Level 24Supports any skill that can kill enemies.(17-36)% increased Quantity of Items Dropped by Enemies Slain from Supported Skills

    Additional Effects From 1-20% Quality:
    (0.35-7)% increased Quantity of Items Dropped by Enemies Slain from Supported Skills
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Skill Gem you wish to augment. Right click to remove from a socket.
    ), and buffs (e.g. flasks, Alva in the Temple of Atzoatl). Player IIR/IIQ has diminishing returns.
  2. Monster IIR/IIQ: Inherent to the monster, scales with monster rarity. Monsters from league mechanics tend to have higher values. Also affected by the Touched or Grip buffs from Tormented Spirits and the strongbox enrage sextant modifier. Mechanics that empower monsters, such as wisps from Affliction league, act as a more multiplier to this stat.
  3. Area IIR/IIQ: Granted by area modifiers and map device crafts. Eldritch Altars add to this value.
  4. Party bonus: Grants increased bonuses based on the number of players in a party.

Modifiers to player and monster IIR/IIQ do not affect items dropped from chests.[4]

Player IIR does not affect scarab monster modifier conversions.[5]

Increased Item Rarity (IIR)

Increases the chances of an item being magic, rare, or unique. This stat does not directly affect items without rarity like currency or gems.[6] Magic, rare, and unique monsters have an inherent increased item rarity modifier.

When in a party, only the stats 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 summoner's IIR is used, in addition to IIR from Item Rarity SupportItem Rarity SupportSupport
Icon: R
Level: (1-20)
Requires Level 31Supports any skill that can kill enemies.(40-59)% increased Rarity of Items Dropped by Enemies Slain from Supported Skills

Additional Effects From 1-20% Quality:
(0.5-10)% increased Rarity of Items Dropped by Enemies Slain from Supported Skills
This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Skill Gem you wish to augment. Right click to remove from a socket.
. IIR on gear worn by minions (through Necromantic Aegis or Animate GuardianAnimate GuardianSpell, Minion
Level: (1-20)
Cost: (11-20) Mana
Cast Time: 0.60 sec
Requires Level 28Animates a melee weapon or armour, attaching it to an invisible Guardian that fights by your side. Animating multiple items attaches them to the same Guardian. You cannot animate unidentified items. Cannot be used by Traps or Mines.Minions have (0-38)% more Maximum Life
Can use Items requiring up to Level (33-100)
Minion deals (0-38)% more Damage

Additional Effects From 1-20% Quality:
(2-40)% increased Minion Movement Speed
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
) is never used[7].

Increased Item Quantity (IIQ)

Increases the average number of items that drop from monsters (see drop rate). This includes currency, scrolls, skill gems and divination cards.[8] It does not affect the type, quality, or rarity of the item dropped, only the chance that something will drop.[4] The base chance for an item to drop varies between monster types, and the number of drops also increases with monster rarity.

  • Only the IIQ of the area and the party bonus affect chests or strongboxes[9]
  • Player IIQ does not affect the number of maps that drop from enemies.[10] However, area quantity does affect the number of map drops.[11]

In a party, each player in the party after the first gives the equivalent of +50% item quantity to currency and gem drops as well as a +10% item quantity and +40% item rarity on other drops[12]. This bonus does not affect map drops. The party bonus as well as any bonus the monster gives are additive with each other and are multiplicative with player quantity of the player that killed the monster.[13]

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 modifier. They appear in smaller groups. Magic monsters may also have Torment and/or Delirium modifiers.

All magic monsters receive the following mods:

NameStats
MonsterMagicN/A
MonsterMagic1Monsters grant 250% increased Experience (Hidden)
MonsterMagic10Monster drops gear 1 level above its own level (Hidden)
MonsterMagic11N/A
MonsterMagic2148% more maximum Life (Hidden)
MonsterMagic3600% increased Quantity of Items Dropped (Hidden)
MonsterMagic4200% increased Rarity of Items Dropped (Hidden)
MonsterMagic5Monster deals 30% more Damage (Hidden)
MonsterMagic6Monster gives 250% increased Flask Charges on death (Hidden)
MonsterMagic7Monster has a 50% chance not to flee. (Hidden)
MonsterMagic810% increased Movement Speed (Hidden)
MonsterMagic9Monster has 20% more Attack Speed, 20% more Cast Speed and 20% less Damage (Hidden)

Additionally magic monsters receive a life multiplier based on their level:

Level Life
1 +50%
2 +50%
3 +51%
4 +51%
5 +51%
6 +52%
7 +52%
8 +53%
9 +53%
10 +53%
11 +54%
12 +54%
13 +54%
14 +55%
15 +55%
16 +56%
17 +56%
18 +56%
19 +57%
20 +57%
21 +57%
22 +58%
23 +58%
24 +59%
25 +59%
26 +59%
27 +60%
28 +60%
29 +60%
30 +61%
31 +61%
32 +61%
33 +62%
34 +62%
35 +63%
36 +63%
37 +63%
38 +64%
39 +64%
40 +64%
41 +65%
42 +65%
43 +66%
44 +66%
45 +66%
46 +67%
47 +67%
48 +67%
49 +68%
50 +68%
51 +68%
52 +69%
53 +69%
54 +70%
55 +70%
56 +70%
57 +71%
58 +71%
59 +71%
60 +72%
61 +72%
62 +73%
63 +73%
64 +73%
65 +74%
66 +74%
67 +74%
68 +75%
69 +75%
70 +75%
71 +75%
72 +75%
73 +75%
74 +75%
75 +75%
76 +75%
77 +75%
78 +75%
79 +75%
80 +75%
81 +75%
82 +75%
83 +75%
84 +75%

Rare

Greatly increased statistics, and given two to four monster modifiers. They spawn by themselves, but multiple rares may still be close together. Rare monsters may also have Torment, Essence, Bestiary, and/or Delirium modifiers.

All rare monsters receive the following mods:

NameStats
MonsterRareN/A
MonsterRare1Monsters grant 750% increased Experience (Hidden)
MonsterRare1010% increased Character Size (Hidden)
MonsterRare11Monster drops gear 2 levels above its own level (Hidden)
MonsterRare12N/A
MonsterRare2390% more maximum Life (Hidden)
MonsterRare31400% increased Quantity of Items Dropped (Hidden)
MonsterRare41000% increased Rarity of Items Dropped (Hidden)
MonsterRare5Monster deals 50% more Damage (Hidden)
MonsterRare6Monster gives 500% increased Flask Charges on death (Hidden)
MonsterRare7Monster does not flee. (Hidden)
MonsterRare825% increased Movement Speed (Hidden)
MonsterRare9Monster has 33% more Attack Speed, 33% more Cast Speed and 33% less Damage (Hidden)

Additionally rare monsters receive a life multiplier based on their level:

Level Life
1 +33%
2 +34%
3 +35%
4 +36%
5 +37%
6 +38%
7 +39%
8 +40%
9 +41%
10 +42%
11 +43%
12 +44%
13 +45%
14 +46%
15 +47%
16 +48%
17 +49%
18 +50%
19 +51%
20 +52%
21 +53%
22 +54%
23 +55%
24 +56%
25 +57%
26 +58%
27 +59%
28 +60%
29 +61%
30 +62%
31 +63%
32 +64%
33 +65%
34 +66%
35 +67%
36 +68%
37 +69%
38 +70%
39 +71%
40 +72%
41 +73%
42 +74%
43 +75%
44 +76%
45 +77%
46 +78%
47 +79%
48 +80%
49 +81%
50 +82%
51 +83%
52 +84%
53 +85%
54 +86%
55 +87%
56 +88%
57 +89%
58 +90%
59 +91%
60 +92%
61 +93%
62 +94%
63 +95%
64 +96%
65 +97%
66 +98%
67 +99%
68 +100%
69 +100%
70 +100%
71 +100%
72 +100%
73 +100%
74 +100%
75 +100%
76 +100%
77 +100%
78 +100%
79 +100%
80 +100%
81 +100%
82 +100%
83 +100%
84 +100%

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:

NameStats
MonsterUniqueN/A
MonsterUnique1Monsters grant 450% increased Experience (Hidden)
MonsterUnique10N/A
MonsterUnique2698% more maximum Life (Hidden)
MonsterUnique32850% increased Quantity of Items Dropped (Hidden)
MonsterUnique41000% increased Rarity of Items Dropped (Hidden)
MonsterUnique5Monster deals 70% more Damage (Hidden)
MonsterUnique6Monster gives 1000% increased Flask Charges on death (Hidden)
MonsterUnique7Monster does not flee. (Hidden)
MonsterUnique8Monster has 33% more Attack Speed, 33% more Cast Speed and 33% less Damage (Hidden)
MonsterUnique9Monster drops gear 2 levels above its own level (Hidden)

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.[14]

Version history

Version Changes
1.0.0f
  • Fixed an extremely rare bug where too many unique items could drop from a monster outside of the Albino Rhoa Event.
0.8.6
  • Fixed item rarity calculations. "Increased item rarity" now works properly.
0.8.3
  • Nerfed item quantity mods.
0.6.8
  • Nerfed "increased item quantity" stat by 50%.

References

  1. Rhys (October 2, 2013). "Help Determine Increasesd Item Rarity Mechanics!". Official Path of Exile Forums. Retrieved July 26, 2014.
  2. Discovered by Prohibited Library (community) - Link to Discord forum thread
  3. Rhys (October 2, 2013). "Help Determine Increasesd Item Rarity Mechanics!". Official Path of Exile Forums. Retrieved July 26, 2014.
  4. 4.0 4.1 Mark_GGG (April 5, 2013). "Mechanics Thread". Path of Exile Forum. Retrieved October 21, 2013.
  5. https://www.youtube.com/watch?v=UbQcLAlJvs8
  6. WhiteBoy (April 19, 2012). "Does Increase Quantity of Items Dropped Help Find More Orbs?". Path of Exile Forum. Retrieved October 21, 2013.
  7. https://old.reddit.com/r/pathofexile/comments/xn0vk0/magic_find_with_an_animate_guardian_ez_extra_43/iq1zocu/?context=1
  8. Mark_GGG (August 02, 2013). "Are Orbs Drops effected by Item Quantity". Path of Exile Forum. Retrieved September 29, 2022.
  9. 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.
  10. Chris (September 11, 2012). "0.9.12c Patch Notes". Path of Exile Forum. Retrieved August 02, 2015.
  11. Chris (February 17, 2016). "Research Map increased item quantity and its role in map sustainability". Path of Exile Forum. Retrieved April 15, 2016.
  12. Chris (October 22, 2013). "1.0.0 Release Patch Notes". Official Path of Exile Forums. Retrieved July 09, 2017.
  13. Malice (February 16, 2013). "Mechanics Thread - Drop Rates". Path of Exile Forum. Retrieved September 12, 2013.
  14. Mark_GGG (February 16, 2012). "For the love of god, please, rework DEXTERITY. (Updated)". Path of Exile Forum. Retrieved October 21, 2013.

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