All monsters, strongboxes and most items can have one of four different rarities. The common rarity is normal, followed by magic, rare and unique. Some items such as currency do not have rarity; however, they do have internal measures of "valuable"-ness or "rarity" through weights which affects their drop rates.
Sources of #% increased Item Rarity and #% increased Rarity of Items found (also known as IIR) affect both the rarity of items dropped, as well improving the random modifiers that can roll when an item is identified through "unidentified tier" items. This effect is known as the "item rarity tier system" and is explained further below. Some sources of IIR have diminishing returns. Different sources of IIR (e.g. items vs area modifiers vs monster IIR multipliers) are multiplicative with each other. The combined effect of IIR, IIQ (increased item quantity), and party bonuses is colloquially referred to as magic find/MF.
Item rarity
Most craftable items rolls with a random rarity - normal items being the most common and unique items the least common.
Magic, rare and unique items found on the ground are unidentified and you must use Scroll of WisdomScroll of WisdomStack Size: 40Identifies an itemRight click this item then left click an unidentified item to apply it. to discover their properties.
Rarities
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 item with 1 modifierRight click this item then left click a normal item to apply it., guaranteeing one affix, or a rare item using an Orb of AlchemyOrb of AlchemyStack Size: 20Upgrades a Normal or Magic item to a Rare item with 4 random modifiersRight click this item then left click a normal or magic item to apply it. Current modifiers are not retained. guaranteeing four affixes - 2 prefixes and 2 suffixes. An Orb of ChanceOrb of ChanceStack Size: 10Unpredictably either upgrades a Normal item to Unique rarity or destroys itRight click this item then left click a normal item to apply it. can upgrade a normal item into a unique if a unique of that base type exists and the item being chanced is at least the required item level.
Magic are the upgraded versions of normal items with magical properties given by affixes, base item is the same as in normal rarity, but now you can have up to one prefix and one suffix.
Upgrading a normal item with Orb of TransmutationOrb of TransmutationStack Size: 40Upgrades a Normal item to a Magic item with 1 modifierRight click this item then left click a normal item to apply it. will give it only one affix, either prefix or suffix, 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. is needed to add missing second property from the item.
Unlike Path of Exile 1 you can't reroll those affixes with another orb but you can remove one random modifier using 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. or by using a Chaos OrbChaos OrbStack Size: 20Removes a random modifier and augments a Rare item with a new random modifierRight click this item then left click a rare item to apply it. which also remove one random modifier, but it replaces it with another random affix.
A magic item can be upgraded into a rare item using a Regal OrbRegal OrbStack Size: 20Upgrades a Magic item to a Rare item, adding 1 modifierRight 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 making it an item with three affixes rather than four like in case of using an Orb of AlchemyOrb of AlchemyStack Size: 20Upgrades a Normal or Magic item to a Rare item with 4 random modifiersRight click this item then left click a normal or magic item to apply it. Current modifiers are not retained. on normal item.
Rare items can have up to six affixes, having maximum three prefixes and three suffixes.
If item have less than six affixes, it 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. up to the maximum number of affixes on item.
As in magic items, there is a way to remove one affix by using 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., or remove one random modifier and replacing it with another one by using a Chaos OrbChaos OrbStack Size: 20Removes a random modifier and augments a Rare item with a new random modifierRight click this item then left click a rare item to apply it..
Rare items are given a randomly generated name.
Unidentifed rare items generate with 4, 5, or 6 modifiers with a ratio of 8:3:1 respectively.
Flasks and Charms cannot be of rare rarity.
Unique items have the same base properties as normal item of the same type, but have specific unique name and artwork, as well as their own set lists of modifiers instead of random affixes. While overall it is better to have the highest rarity of item (e.g. rare items are always more powerful than magic items), this is not the case with unique items; most of the time they provide different and specific modifiers that can't be found on other items.
Items of Unique rarity often contain a set of mods which provide build-defining effects and/or quality of life to game play.
Some unique items are drop-restricted; these items can only be obtained from specific sources or through specific methods, and cannot normally obtained or be upgraded into using an Orb of ChanceOrb of ChanceStack Size: 10Unpredictably either upgrades a Normal item to Unique rarity or destroys itRight click this item then left click a normal item to apply it.. They are also excluded from pools of rewards containig random unique items.
Monster rarity
Regular monsters can spawn as normal, magic, or rare. Typically most monsters in a pack will be normal; however, the entire pack can be magic instead. Only one or a few monsters in a pack will appear as rare, and will almost always be a pack leader monster type if applicable.
By default, magic and rare monsters can roll up to 2 or 4 monster modifiers. The specific pool of monster modifiers it can roll are dependent on the specific monster type; certain combinations of monster types and monster modifiers are not possible for balance purposes.
The rarity and monster modifier(s) provide inherent bonuses to its life, damage, item rarity, and item quantity.
Unique monsters are special, and almost always categorized as a type of boss, found in designated arenas. Unique monsters typically cannot have monster modifiers, though they may have inherent modifiers such as Cannot be Slowed. They may have a unique varied pool of skills. Unique monsters have significantly increased life, damage, item rarity, and item quantity bonuses. They also have certain restrictions, such as disabling the ability to create a portal or preventing changing your character's equipment.
Chest/strongbox rarity
Chests and strongboxes typically have rarities. These rarities do affect the items found in the chest or strongbox. Strongboxes can be crafted with currency; chests typically cannot. Items from both are affected by area IIR multipliers, but not by player IIR multipliers.
Item rarity multplier mechanics
Item rarity multipliers come in different "buckets" which are multiplicative with each other:
| "Bucket" | Sources | Diminishingreturns? |
| Player IIR | Item modifiersBuffs | Yes |
| Area IIR | Waystone modifiersTablet modifiersCoalesced Corruption modifiersCleansed map modifiersDiluted Liquid GreedDiluted Liquid GreedStack Size: 10Emotion Tier: 3Removes a random modifer and Augments a Rare | No |
| Monster IIR | Inherent base multipliersInherent multipliers from monster rarityAzmerian wisps | Unknown(likely no) |
| Deliriousness | Delirium mirrorsInstilled mapsSimulacrum | Unknown |
According to player testing as well as information shared privately from Path of Exile 2 developers to Kripparrian, player IIR anecdotally has the most noticable benefits between 100-150% with significant diminishing returns and worse opportunity cost after 150%. Area IIR is not affected by diminishing returns at all.
Minions and companions use their owner's player IIR values when they kill enemies. They will not benefit from any IIR granted to them directly (e.g. via Necromantic Talisman). Other allies (e.g. NPCs) and other players and their minions in a party use their own player IIR values.
It is possible to achieve -100% IIR (0% item rarity) with 2x Ventor's GambleVentor's GambleGold RingRequires Level 64(6-15)% increased Rarity of Items found+(0-80) to maximum Life+(0-20) to Spirit(-25-25)% increased Rarity of Items found+(-40-40)% to Fire Resistance+(-40-40)% to Cold Resistance+(-40-40)% to Lightning ResistanceIn a blaze of glory,An anomaly defying all oddsThe "unkillable" beast met the divineAnd Ventor met his latest trophy. and IngenuityIngenuityUtility BeltRequires Level 55Has (1-3) Charm Slots20% of Flask Recovery applied Instantly(-20-20)% increased Charm Charges gained(-10-10)% increased Charm Charges used(20-30)% increased bonuses gained from left Equipped Ring(20-30)% increased bonuses gained from right Equipped RingExperiments with geomancy taughtthe Maji more than they ever expected.. Although it should theoretically result in random item drops always dropping as normal rarity, it appears to be possible to still drop magic items. It will not affect guaranteed magic or rare item drops from hidden modifiers on certain bosses or items from chests.
Item rarity tier system
Modifiers and stats that influence the rarity of dropped items function using a skewed "10-tier" rarity system. When an item drops, one of these tiers is selected; the item rarity stat increases the chances to select a higher tier.
The "% Increased Rarity of Items Found" modifier generally increases the likelihood of finding higher-rarity items (e.g., magic, rare, unique). However, its impact on currency item drops varies by game mechanics.
How the 10-tier system works is as follows:
- No apparent changes to drops
- Increases the chance for an item that can have rarity to drop as magic, rare, or unique. This conversely reduces the chance for dropped items to be converted to gold
- Decreases the chance for a unique item to be common tier; increases the chance for a unique item to be uncommon, rare, or mythic tier.
- Increases the chance to upgrade currency to "Rare" currency (e.g. 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., Orb of AlchemyOrb of AlchemyStack Size: 20Upgrades a Normal or Magic item to a Rare item with 4 random modifiersRight click this item then left click a normal or magic item to apply it. Current modifiers are not retained., Regal OrbRegal OrbStack Size: 20Upgrades a Magic item to a Rare item, adding 1 modifierRight click this item then left click a magic item to apply it. Current modifiers are retained and a new one is added., etc.)
- Increases the chance to not drop base types that are significantly lower level requirement than the area's drop level.
- Does not affect the outcomes of modifiers on unidentified items.
Rarity tier 6-9 / Unidentified (Tier 2-5):
- Implements the unidentified modifier tier system (e.g. Unidentified (Tier 5)).
- Unidentified tiers only begin appearing at certain drop level/item level thresholds. Unidentified tiers only affect items when they are being identified. It does not affect modifiers added after the item is identified, such as through crafting.
- Unidentified modifier tiers function differently for magic and rare items: Magic: Each Unid tier culls a certain percentage of tiers for each modifier type separately. At least one tier of each modifier can always roll. For example, culling 50% of tiers for a mod with 3 eligible tiers prevents the lowest tier from rolling. Rare: Each Unid tier culls all modifiers requiring an item level below a certain value. The modifier's tier itself is not relevant.
Unidentified tiers
| Unid Tier | Minimumitem level | Magic modtier culling | Rare modilvl culling |
| Unid Tier 2 | ilvl 20 | 50% | < ilvl 11 |
| Unid Tier 3 | ilvl 34 | < 68% | < ilvl 23 |
| Unid Tier 4 | ilvl 52 | #% | < ilvl 35 |
| Unid Tier 5 | ilvl 65 | #% | < ilvl 48 |
Tier culling will not remove the highest possible tier of a modifier type if it would be excluded entirely from being able to roll. In other words, at least one tier of each mod will always be eligible to roll, respecting item level.
Sources of increased item rarity
Base items
| Item | Item class | Buff effects | Stats | IIR | |
| Gold AmuletGold AmuletRequires Level 35(12-20)% increased Rarity of Items found | Amulet | 35 | — | (12-20)% increased Rarity of Items found | (12-20)% |
| Gold RingGold RingRequires Level 40(6-15)% increased Rarity of Items found | Ring | 40 | — | (6-15)% increased Rarity of Items found | (6-15)% |
| Golden CharmGolden CharmLasts 1.00 SecondsConsumes 80 of 80 Charges on use15% increased Rarity of Items foundRequires Level 50Used when you Kill a Rare or Unique EnemyUsed automatically when condition | Charm | 50 | 15% increased Rarity of Items found | Used when you Kill a Rare or Unique Enemy | 0% |
Unique items
| Item | Base item | Stats | Additionaldrop restrictions | IIR | |
| Demigod's VirtueDemigod's VirtueGolden Visage25% increased Rarity of Items foundVirtuousThose qualities possessed by the victorare proven inherently right and true. | Golden Visage | 1 | 25% increased Rarity of Items foundVirtuous | Can only be obtained as an exclusive race reward for top placements in certain events. | 25% |
| Horns of ByndenHorns of ByndenRusted GreathelmArmour: 49+20 to Armour(5-15)% increased Rarity of Items found+(20-30) to StrengthGain 1 Rage on Melee HitEvery Rage also grants 1% increased ArmourThe Yo | Rusted Greathelm | 1 | +20 to Armour(5-15)% increased Rarity of Items found+(20-30) to StrengthGain 1 Rage on Melee HitEvery Rage also grants 1% increased Armour | — | (5-15)% |
| Wings of CaelynWings of CaelynRusted GreathelmArmour: 49+20 to Armour(5-15)% increased Rarity of Items found+(20-30) to DexterityGain 1 Rage on Melee HitEvery Rage also grants 1% increased Stun Thresh | Rusted Greathelm | 1 | +20 to Armour(5-15)% increased Rarity of Items found+(20-30) to DexterityGain 1 Rage on Melee HitEvery Rage also grants 1% increased Stun Threshold | — | (5-15)% |
| Crown of the VictorCrown of the VictorIron CrownArmour: 23Energy Shield: 12Requires Level 5(10-15)% increased Rarity of Items foundGain 10 Life per enemy killedGain 10 Mana per enemy killed+1 to Level | Iron Crown | 5 | (10-15)% increased Rarity of Items foundGain 10 Life per enemy killedGain 10 Mana per enemy killed+1 to Level of all Skills | — | (10-15)% |
| GravebindGravebindRope CuffsArmour: (16-19)Energy Shield: (8-9)Requires Level 5(40-60)% increased Armour and Energy Shield+(10-15)% to Cold ResistanceGain (7-10) Life per enemy killedGain (4-6) Mana p | Rope Cuffs | 5 | (40-60)% increased Armour and Energy Shield+(10-15)% to Cold ResistanceGain (7-10) Life per enemy killedGain (4-6) Mana per enemy killedEnemies in your Presence killed by anyone count as being killed | — | 0% |
| GoldrimGoldrimFelt CapEvasion: (88-108)Requires Level 10, 17 Dex+(30-50) to Evasion Rating10% increased Rarity of Items found+(25-35)% to all Elemental ResistancesNo metal slips as easily through the | Felt Cap | 10 | +(30-50) to Evasion Rating10% increased Rarity of Items found+(25-35)% to all Elemental Resistances | — | 10% |
| Erian's CobbleErian's CobbleGuarded HelmArmour: (34-74)Evasion: (28-58)Energy Shield: (0-20)Requires Level 11, 11 Str, 11 Dex+(0-40) to Armour+(0-30) to Evasion Rating+(0-20) to maximum Energy Shield+ | Guarded Helm | 11 | +(0-40) to Armour+(0-30) to Evasion Rating+(0-20) to maximum Energy Shield+(0-60) to Accuracy Rating+(0-30) to maximum Life+(0-20) to maximum Mana(0-20)% increased Rarity of Items found(0-30)% increas | — | (0-20)% |
| AurseizeAurseizeLayered GauntletsArmour: (30-35)Evasion: (25-28)Requires Level 16, 13 Str, 13 Dex(40-60)% increased Armour and Evasion(40-50)% increased Rarity of Items foundLose 2% of maximum Life on | Layered Gauntlets | 16 | (40-60)% increased Armour and Evasion(40-50)% increased Rarity of Items foundLose 2% of maximum Life on Kill | — | (40-50)% |
| Crown of the Pale KingCrown of the Pale KingCultist CrownArmour: (66-88)Energy Shield: (28-38)Requires Level 16, 15 Str, 15 Int(50-100)% increased Armour and Energy Shield+(40-80) to maximum Life10% i | Cultist Crown | 16 | (50-100)% increased Armour and Energy Shield+(40-80) to maximum Life10% increased Rarity of Items found(10-15) to (20-25) Physical Thorns damageThorns can Retaliate against all Hits | — | 10% |
| GamblesprintGamblesprintEmbossed BootsEvasion: (100-120)Requires Level 16, 23 Dex(100-140)% increased Evasion Rating(10-15)% increased Rarity of Items found+(10-15) to Dexterity+(15-25)% to Lightning | Embossed Boots | 16 | (100-140)% increased Evasion Rating(10-15)% increased Rarity of Items found+(10-15) to Dexterity+(15-25)% to Lightning ResistanceGain 0% to 40% increased Movement Speed at random when Hit, until Hit a | — | (10-15)% |
| Visage of AyahVisage of AyahBeaded CircletEnergy Shield: (51-61)Requires Level 16, 25 Int(50-80)% increased Energy Shield(10-15)% increased Rarity of Items found(20-30)% increased Critical Hit Chance+ | Beaded Circlet | 16 | (50-80)% increased Energy Shield(10-15)% increased Rarity of Items found(20-30)% increased Critical Hit Chance+(10-20)% to Lightning ResistanceEldritch Battery | — | (10-15)% |
Item modfiiers
Various modifiers on waystones can add area IIR.
Miscellaneous
Version history
| Version | Changes |
| 0.2.0g | We modified the rarity value at which Normal Items no longer drop. This means that Unique Bosses will never drop Normal items except for a select few early in the game. Gold, Magic Currency, Quality C |
| 0.2.0 | Increased Rarity of Items found Modifiers on items have been lowered at top end. The Suffix Modifier now goes up to 25% at the highest tier (previously 30%), while the Prefix Modifier now goes up to 2 |
| 0.1.0c | Increased the values of all Prefix Modifiers that can roll on Waystones. We've also adjusted the chances of getting the more commonly powerful Modifiers such as increases to Rarity and Pack Size. (Rar |
| 0.1.0 | Introduced to the game. |
References


