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All monsters, strongboxes 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.
[[Monster]]s and equipment come in one of four different '''rarities'''. The base rarity is  
Normal <span style="color:#C8C8C8;">'''(White)'''</span>, followed  by Magic <span style="color:#8888FF;">'''(Blue)'''</span>, Rare <span style="color:#FFFF77;">'''(Yellow)'''</span>, and Unique <span style="color:#AF6025;">'''(Orange)'''</span>.


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 [[Skill Gems|Skill Gems]].
__TOC__


Magic, rare, and unique items found by the player are initially '''Unidentified''' and a [[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 [[Regal Orb]].  
==Item rarity==
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:


The number of [[Skills#Sockets|Sockets]] that can be found on an item is not affected by rarity; this instead relies on its [[item level]].
# 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>
==Monsters==
# 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.
* <span style="color:#C8C8C8;">'''Normal'''</span>: The most common, and spawn in large groups.
# 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.
* <span style="color:#8888FF;">'''Magic'''</span>: Increased statistics, and given one [[Monster Affixes|monster affix]]. They appear in smaller groups.
# After rarity is determined, the specific item's base type is selected.
* <span style="color:#FFFF77;">'''Rare'''</span>: Greatly increased statistics, and given three monster affixes. They spawn by themselves, but multiple rares may still be close together.  
* <span style="color:#AF6025;">'''Unique'''</span>: [[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>{{cite web|publisher=Path of Exile Forum|author=Mark_GGG in |url=http://www.pathofexile.com/forum/view-thread/19466/filter-account-type/staff#p308355|title=For the love of god, please, rework DEXTERITY. (Updated)|date=February 16, 2012|accessdate=October 21, 2013}}</ref>


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.
{{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.


==Items==
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 receive a random rarity with <span style="color:#C8C8C8;">Normal</span> items being the most common and <span style="color:#AF6025;">Unique</span> items the least common. Rarity is rolled before base type.<ref>Daniel_GGG (October 1, 2013). [http://www.pathofexile.com/forum/view-thread/531619/filter-account-type/staff/#p4769594 "Help Determine Increasesd Item Rarity Mechanics!"]. ''Path of Exile Forums''. Retrieved July 26. 2014.</ref> The game rolls for rarity, in order, starting with: <span style="color:#AF6025;">Unique</span>, followed by <span style="color:#FFFF77;">Rare</span>, then <span style="color:#8888FF;">Magic</span>, if none of the other rarities are rolled the item will be <span style="color:#C8C8C8;">Normal</span>. Increased Item Rarity impacts the chance at each step.<ref>Rhys (October 1, 2013). [http://www.pathofexile.com/forum/view-thread/531619/filter-account-type/staff/#p4774505 "Help Determine Increasesd Item Rarity Mechanics!"]. ''Path of Exile Forums''. Retrieved July 26. 2014.</ref>
===<span style="color:#C8C8C8;">Normal</span>===
Normal rarity items are basic items without any extra modifiers on them. They can have static and variable statistics - for example, a [[Driftwood Wand]]'s base damage is always 4 to 7, but it can grant between 8% and 12% additional [[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 [[Blessed Orb]] if they have a range.


A normal item can be upgraded into a magic item using an [[Orb of Transmutation]], or a rare item using an [[Orb of Alchemy]]. Using an [[Orb of Chance]] can upgrade a normal item into a magic, rare, or even unique item of the same base type.  
===Rarities===
====Normal====
[[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 the "default" state of items without any [[explicit modifier]]s/[[affixes]]. Some specific base types have [[implicit modifier]]s.


===<span style="color:#8888FF;">Magic</span>===
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.
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 Augmentation]]. The affixes can be rerolled with an [[Orb of Alteration]].
====Magic====
[[File:Goat's Horn 2 Magic Transmutation orb.png|thumb|right|upright=1.0|{{c|magic|Magic}} {{il|Goat's Horn}}]]
{{c|magic|Magic}} items have the same base statistics as a {{c|normal|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 item|shaped]] or [[elder item|elder]]).


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 {{c|magic|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}}.


===<span style="color:#FFFF77;">Rare</span>===
A {{c|magic|magic}} item can be upgraded into a {{c|rare|rare}} item using a {{il|Regal Orb}}. It will retain its current affixes and one new affix will be added.
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 Chance]] or an [[Orb of Alchemy]] will always have at least 3 affixes, but it is possible to get only 2 by using a [[Regal Orb]]. A rare item with less than six affixes can gain an additional affix with an [[Exalted Orb]] or through [[Master]] crafting, and its modifiers' random values can be rerolled using a [[Divine Orb]]. A [[Chaos Orb]] will completely re-roll a rare item's affixes. Rare items are given a [[Rare Item Name Index|randomly generated name]].


===<span style="color:#AF6025;">Unique</span>===
When {{il|Cloak of Tawm'r Isley}} is equipped, it grants player dropped {{c|magic|magic}} item identified.
[[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.


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====
[[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 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.


There are also [[Unique Monsters]]; usually these are area or act bosses.
{{c|rare|Rare}} items are given a [[Rare Item Name Index|randomly generated name]].


==Increased Item Rarity/Quantity==
[[Flask]]s cannot be of {{c|rare|rare}} rarity.
Players can boost their chances of getting powerful equipment, uniques, and [[currency]] with the modifiers {{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 modifiers can come from player’s equipment, the support gems {{sl|Item Rarity}} and {{sl|Item Quantity}}, monster rarity, party bonuses, and [[Maps|map]] bonuses. The modifiers on the character stack additively with each other, and are subject to [http://en.wikipedia.org/wiki/Diminishing_returns 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 [[modifier|here]].)
[[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]].


'''IIR and IIQ do not affect chests,''' and have no effect on the number or type of currency, items, scrolls, or gems that drop.<ref name="mf">{{cite web|url=http://www.pathofexile.com/forum/view-thread/11707/page/196#p2722419|title=Mechanics Thread|author=Mark_GGG|publisher=Path of Exile Forum|date=April 4, 2012|accessdate=October 21, 2013}}</ref>
====Unique====
{{main|Unique item}}
[[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.


===Increased Item Rarity (IIR)===
===Increased Item Rarity===
Increases the chances of an item being magic, rare, or unique. For example with a total of +100% increased item rarity, you'd get twice as many magic items, twice as many rares and twice as many uniques from normal enemies. 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.<ref>{{cite web|url=http://www.pathofexile.com/forum/view-thread/28697#p414204|author=WhiteBoy|title=Does Increase Quantity of Items Dropped Help Find More Orbs?|publisher=Path of Exile Forum|date=April 19, 2012|accessdate=October 21, 2013}}</ref> Magic, rare, and unique monsters have an increased item rarity modifier for drops.  
{{see also|List of items that alter Item Rarity}}
Players can boost their chances of finding higher rarity items with {{c|mod|Increased Rarity of Items Found}}. This does not affect items without rarity, such as currency. Combining item rarity modifiers with item [[drop rate|quantity]] modifiers is sometimes called Magic Find (MF), referring to the equivalent stats in Diablo.  


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.
Rarity modifiers can apply to four multiplicative factors:
* '''Player''': Obtained from equipment, [[support gem]]s ({{il|Item Rarity Support}}, [[buff]]s (e.g. [[flask]]s, [[Alva]] in the Temple of Atzoatl). Player IIR/IIQ has diminishing returns.
* '''Area''': Obtained from area modifiers such as [[map modifiers]], or [[Eldritch Altar]]s.
* [[Partying#Effect_on_loot|Partying]]: Grants increased bonuses based on the number of players in a party.
* '''Monster''': Monsters can have inherent item rarity bonuses, for example from their rarity, and can also receive them from mechanics like [[Tormented Spirit]]s, Covetous [[Shrine]]s, or [[Wildwood]] Wisps.  


===Increased Item Quantity (IIQ)===
Player rarity modifiers do not affect items dropped from [[chest]]s.<ref name="mf"/>
Increases the average number of items that drop from monsters (aka [http://pathofexile.gamepedia.com/Drop_Rate Drop Rate]). There is no cap on the usefulness of this modifier, since there is no limit to the number of items a monster can drop. '''IIQ does not affect chests or [[strongbox|strongboxes]]<ref name="sb">{{cite web|url=http://www.reddit.com/r/pathofexile/comments/264w0s/emailed_support_after_seeing_people_insult_each/|title=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!|author=inoha|publisher=Reddit|date=May 21, 2014|accessdate=May 21, 2014}}</ref>,''' and it does not affect the type, quality, or rarity of item dropped, only the chance that something will drop.<ref name="mf"></ref> Therefore even though item quantity doesn't directly apply to maps and increase their odds to drop, increased item quantity still allows players to potentially find more maps.


In a [[party]], each player in the party after the first gives the equivalent of +50% item quantity modifier on 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 the 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>{{cite web|author=Malice|date=February 16, 2013 10:04 AM|title=Mechanics Thread - Drop Rates|url=https://www.pathofexile.com/forum/view-thread/11707|publisher=Path of Exile Forum|accessdate=September 12, 2013}}</ref>  
[[List of monster reward mods|Monster reward modifiers]] that convert loot into another type may be scaled by rarity modifiers, though [[scarab]] conversions do not appear to be.<ref>https://www.youtube.com/watch?v=UbQcLAlJvs8</ref>
 
When in a party, only the stats from the player credited with the kill are applied - multiple characters attacking a monster will not stack their item rarity bonuses. If a [[minion]] 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>
 
==Monster rarity==
The rarity of a monster grants various multipliers to its base stats. Among the stats affected are [[life]], [[damage]], granted [[experience]] and [[flask]] charges, item quantity and rarity, and a reduced chance to [[fleeing|flee]].<ref name="MonsterRarity"/>
 
Rarity also causes monsters to drop items with a higher [[item level]]. Magic mobs drop items one level higher than the area, while rare and unique enemies drop items two levels higher.
 
===Magic monster modifiers===
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:
{{:List of innate magic monster modifiers}}
 
Additionally magic monsters receive a life multiplier based on their level:
<div class="responsive-table-container">
{{#cargo_query:
|tables=monster_life_scaling
|fields=level=Level, CONCAT("+", magic, "%")=Life
}}
</div>
 
===Rare monster modifiers===
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:
{{:List of innate rare monster modifiers}}
 
Additionally rare monsters receive a life multiplier based on their level:
<div class="responsive-table-container">
{{#cargo_query:
|tables=monster_life_scaling
|fields=level=Level, CONCAT("+", rare, "%")=Life
}}
</div>
 
===Unique monster modifiers===
[[Unique 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:
{{:List of innate unique monster modifiers}}
 
==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==
<references/>
{{reflist|refs=
<ref name="RarityMechanics1">{{cite web|author=Rhys|date=October 2, 2013|title=Help Determine Increasesd Item Rarity Mechanics!|url=https://www.pathofexile.com/forum/view-thread/531619/page/4#p4774694|publisher=Official Path of Exile Forums|accessdate=July 26, 2014}}</ref>
<ref name="RarityMechanics2">{{cite web|author=Rhys|date=October 2, 2013|title=Help Determine Increasesd Item Rarity Mechanics!|url=https://www.pathofexile.com/forum/view-thread/531619/page/3#p4774505|publisher=Official Path of Exile Forums|accessdate=July 26, 2014}}</ref>
<ref name="MonsterRarity">{{cite web|author=Mark_GGG|date=February 16, 2012|title=For the love of god, please, rework DEXTERITY. (Updated)|url=https://www.pathofexile.com/forum/view-thread/19466/filter-account-type/staff#p308355|publisher=Path of Exile Forum|accessdate=October 21, 2013}}</ref>
<ref name="mf">{{cite web|author=Mark_GGG|date=April 5, 2013|title=Mechanics Thread|url=http://www.pathofexile.com/forum/view-thread/11707/page/195#p2722419|publisher=Path of Exile Forum|accessdate=October 21, 2013}}</ref>
}}


[[Category:Game mechanics]]
[[Category:Game mechanics]]
[[Category:Item mechanics]]
[[ru:Редкость]]
[[de:Seltenheit]]

Latest revision as of 11:02, 12 June 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.

Item rarity

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

Players can boost their chances of finding higher rarity items with Increased Rarity of Items Found. This does not affect items without rarity, such as currency. Combining item rarity modifiers with item quantity modifiers is sometimes called Magic Find (MF), referring to the equivalent stats in Diablo.

Rarity modifiers can apply to four multiplicative factors:

  • Player: 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.
    , buffs (e.g. flasks, Alva in the Temple of Atzoatl). Player IIR/IIQ has diminishing returns.
  • Area: Obtained from area modifiers such as map modifiers, or Eldritch Altars.
  • Partying: Grants increased bonuses based on the number of players in a party.
  • Monster: Monsters can have inherent item rarity bonuses, for example from their rarity, and can also receive them from mechanics like Tormented Spirits, Covetous Shrines, or Wildwood Wisps.

Player rarity modifiers do not affect items dropped from chests.[4]

Monster reward modifiers that convert loot into another type may be scaled by rarity modifiers, though scarab conversions do not appear to be.[5]

When in a party, only the stats from the player credited with the kill are applied - multiple characters attacking a monster will not stack their item rarity bonuses. If a minion 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.[6]

Monster rarity

The rarity of a monster grants various multipliers to its base stats. Among the stats affected are life, damage, granted experience and flask charges, item quantity and rarity, and a reduced chance to flee.[7]

Rarity also causes monsters to drop items with a higher item level. Magic mobs drop items one level higher than the area, while rare and unique enemies drop items two levels higher.

Magic monster modifiers

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 monster modifiers

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 monster modifiers

Unique 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)

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. Mark_GGG (April 5, 2013). "Mechanics Thread". Path of Exile Forum. Retrieved October 21, 2013.
  5. https://www.youtube.com/watch?v=UbQcLAlJvs8
  6. https://old.reddit.com/r/pathofexile/comments/xn0vk0/magic_find_with_an_animate_guardian_ez_extra_43/iq1zocu/?context=1
  7. 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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