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{{stub}}
{{stub}}
{{Tooltip info
| name                  = Item Rarity
| description            = Items can be Normal (grey), Magic (blue), Rare (yellow), or Unique (brown).
}}


All monsters, strongboxes and most items can have one of four different '''rarities'''. The common rarity is {{c|normal|normal}}, next is {{c|magic|magic}}, {{c|rare|rare}} and {{c|unique|unique}}.
All monsters, strongboxes and most items can have one of four different '''rarities'''. The common rarity is {{c|normal|normal}}, followed by {{c|magic|magic}}, {{c|rare|rare}} and {{c|unique|unique}}.


==Item rarity==
==Item rarity==
Most items rolls with a random rarity - {{c|normal|normal}} items being the most common and {{c|unique|unique}} items the least common.
Most craftable items rolls with a random rarity - {{c|normal|normal}} items being the most common and {{c|unique|unique}} items the least common.


{{c|magic|Magic}}, {{c|rare|rare}} and {{c|unique|unique}} items found on the ground are '''unidentified''' and you must use {{il|Scroll of Wisdom}} to discover their properties.
{{c|magic|Magic}}, {{c|rare|rare}} and {{c|unique|unique}} items found on the ground are '''unidentified''' and you must use {{il|Scroll of Wisdom}} to discover their properties.
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.


===Rarities===
===Rarities===
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{{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.
{{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}}, guaranteeing one affix, or a {{c|rare|rare}} item using an {{il|Orb of Alchemy}} guaranteeing four affixes - 2 prefixes and 2 suffixes. An {{il|Orb of Chance}} can upgrade a {{c|normal|normal}} item into a {{c|magic|magic}}, {{c|rare|rare}}, adding affixes accordingly. The item can be upgraded to {{c|unique|unique}} if it a unique of that base type exists and the item being chanced is at least the required item level.
A {{c|normal|normal}} item can be upgraded into a {{c|magic|magic}} item using an {{il|Orb of Transmutation}}, guaranteeing one affix, or a {{c|rare|rare}} item using an {{il|Orb of Alchemy}} guaranteeing four affixes - 2 prefixes and 2 suffixes. An {{il|Orb of Chance}} can upgrade a {{c|normal|normal}} item into a {{c|unique|unique}} if a unique of that base type exists and the item being chanced is at least the required item level.


====Magic====
====Magic====
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{{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]].
Unidentifed rare items generate with 4, 5, or 6 modifiers with a ratio of 8:3:1 respectively.


[[Flask]]s and [[Charm]]s cannot be of {{c|rare|rare}} rarity.
[[Flask]]s and [[Charm]]s cannot be of {{c|rare|rare}} rarity.
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Items of Unique rarity often contain a set of mods which provide build-defining effects and/or quality of life to game play.
Items of Unique rarity often contain a set of mods which provide build-defining effects and/or quality of life to game play.


===Item rarity tier system===
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 {{il|Orb of Chance}}. They are also excluded from pools of rewards containig random unique items.
 
==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.
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.


How the 10-tier system works is as follows<ref>Described by Jonathan during the Tavern Talk Podcast. Jonathan later clarified that he counts tiers from 0-9, so Unid Tiers start increasing from the sixth rarity tier. https://youtu.be/pj8FxWMf4V4?si=uGrJWdE8tYSoHtGL&t=1149</ref>:
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<ref>Overall tiers described by Jonathan during the Tavern Talk Podcast. Jonathan later clarified that he counts tiers from 0-9, with Unid Tiers increasing from the fifth rarity tier, leaving one tier unaccounted for. https://youtu.be/pj8FxWMf4V4?si=uGrJWdE8tYSoHtGL&t=1149</ref>:
 
'''Rarity tier 0''':
* No apparent changes to drops


'''Rarity tier 1-5''':  
'''Rarity tier 1-5''':  
* Increases the chance for an item that can have rarity to drop as {{c|magic|magic}}, {{c|rare|rare}}, or {{c|unique|unique}}.
* Increases the chance for an item that can have rarity to drop as {{c|magic|magic}}, {{c|rare|rare}}, or {{c|unique|unique}}.
** This conversely reduces the chance for dropped items to be converted to [[gold]]<ref>https://youtu.be/YgVM8I9ZJIE?si=yEAedn1E6K1A2RXl&t=774</ref>
* Increases the chance to upgrade [[currency]] to higher value currency
* Increases the chance to upgrade [[currency]] to higher value currency
* Increases the chance to not drop [[base type]]s that are significantly lower level requirement than the area's drop level
* Increases the chance to not drop [[base type]]s that are significantly lower level requirement than the area's drop level
* Does not affect the outcomes of modifiers on unidentified items
* Does not affect the outcomes of modifiers on unidentified items


'''Rarity tier 6-10''' / Unidentified (Tier 2-6):  
'''Rarity tier 6-9''' / Unidentified (Tier 2-5):  
* Implements the unidentified modifier tier system (e.g. {{c|craftinglife|Unidentifed (Tier 5)}}).
* Implements the unidentified modifier tier system (e.g. {{c|craftinglife|Unidentifed (Tier 5)}}).
** When identified, each Unid tier incrementally removes low-value modifiers from the modifier pool. Although modifier tiers increase a modifier's value, not all modifier families are valued equally; for example, [[light radius]] modifiers are completely removed at higher Unid tiers.
* Unidentified tiers only begin appearing at certain [[drop level]]/[[item level]] thresholds.
** This does not affect the outcome of modifiers added after the item is identified, such as through [[crafting]].
** 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]].
** When identified, each Unid tier incrementally removes low [[item level]] modifiers from the modifier pool<ref>https://old.reddit.com/r/PathOfExile2/comments/1hwpbv3/how_unidentified_tiered_item_mods_roll/</ref>. The modifier tier itself is not relevant. When identified, only modifiers with minimum item level as follows will appear.
 
{| class="wikitable"
|+ Unidentified tiers
|-
! Unid Tier !! Minimum drop/item level !! Modifier item level clamping
|-
| Unid Tier 2 || ilvl 66 || ilvl 11+
|-
| Unid Tier 3 || ilvl 71 || ilvl 23+
|-
| Unid Tier 4 || ilvl 76 || ilvl 35+
|-
| Unid Tier 5 || ilvl 79 || ilvl 48+
|}


==Monster rarity==
==Monster rarity==
Regular monsters can spawn as {{c|normal|normal}}, {{c|magic|magic}}, or {{c|rare|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 modifier]]s. 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.
{{c|unique|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 {{c|mod|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]].
==Increased Rarity of Items found==
===Unique Items===
{{Drop enabled unique item table
|where= items.stat_text LIKE "%rarity of%"
|large=1
|base_item=1
|class=1
|level=1
|stat=1
|stat_column1_header=IIR
|stat_column1_format=%s%%
|stat_column1_stat_format=add
|stat_column1_stat1_id=base_item_found_rarity_+%
|stat_column1_stat7_id=local_unique_flask_item_rarity_+%_while_healing
}}


==Version history==
==Version history==
{{Version history table header}}
{{Version history table header}}
{{Version history table row|0.2.0|
* Physical Thorns damage on Rare item Modifiers has been buffed by up to 3.5 times for the highest tier modifier, scaling down to unchanged for the lowest tier modifier.
* 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 25% at the highest tier (previously 32%).
}}
{{Version history table row|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. (Rarity mods increased by ~2.5x<ref>https://www.pathofexile.com/forum/view-thread/3611705</ref>)
* Monster Modifiers now grant higher amounts of Item Rarity and Item Quantity. This is most common on Magic and Rare enemies, but also affects Unique Enemies if applied through various Endgame Mechanics like the Deadly Evolution Keystone. (Doubled rarity bonus per mod, +10% quantity per mod<ref>https://www.pathofexile.com/forum/view-thread/3611705</ref>)
}}
{{Version history table row|0.1.0|
{{Version history table row|0.1.0|
* Introduced to the game.
* Introduced to the game.
Line 65: Line 128:
{{Version history table end}}
{{Version history table end}}


==References==
{{reflist|refs=
}}
{{sister|poewiki}}


[[Category:Game mechanics]]
[[Category:Game mechanics]]
[[Category:Item mechanics]]
[[Category:Item mechanics]]

Revision as of 07:53, 3 April 2025

✍️This article is a stub. Please help improve the article by expanding it.
Item Rarity
Tooltip
Items can be Normal (grey), Magic (blue), Rare (yellow), or Unique (brown).

All monsters, strongboxes and most items can have one of four different rarities. The common rarity is normal, followed by magic, rare and unique.

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 Wisdom to discover their properties.

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.

Rarities

Normal

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 Transmutation, guaranteeing one affix, or a rare item using an Orb of Alchemy guaranteeing four affixes - 2 prefixes and 2 suffixes. An Orb of Chance 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

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 Transmutation will give it only one affix, either prefix or suffix, Orb of Augmentation 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 Annulment or by using a Chaos Orb 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 Orb. 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 Alchemy on normal item.

Rare

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 Orb 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 Annulment, or remove one random modifier and replacing it with another one by using a Chaos Orb.

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

Main page: Unique item

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 Chance. They are also excluded from pools of rewards containig random unique items.

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[1]:

Rarity tier 0:

  • No apparent changes to drops

Rarity tier 1-5:

  • 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[2]
  • Increases the chance to upgrade currency to higher value currency
  • 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. Unidentifed (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.
    • When identified, each Unid tier incrementally removes low item level modifiers from the modifier pool[3]. The modifier tier itself is not relevant. When identified, only modifiers with minimum item level as follows will appear.
Unidentified tiers
Unid Tier Minimum drop/item level Modifier item level clamping
Unid Tier 2 ilvl 66 ilvl 11+
Unid Tier 3 ilvl 71 ilvl 23+
Unid Tier 4 ilvl 76 ilvl 35+
Unid Tier 5 ilvl 79 ilvl 48+

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.

Increased Rarity of Items found

Unique Items

ItemBase itemItem classRequired levelStatsIIR
Demigod's VirtueGolden VisageHelmet125% increased Rarity of Items found
Virtuous
0%
Horns of ByndenRusted GreathelmHelmet1+20 to Armour
(5-15)% increased Rarity of Items found
+(20-30) to Strength
Gain 1 Rage on Melee Hit
Every Rage also grants 1% increased Armour
0%
Wings of CaelynRusted GreathelmHelmet1+20 to Armour
(5-15)% increased Rarity of Items found
+(20-30) to Dexterity
Gain 1 Rage on Melee Hit
Every Rage also grants 1% increased Stun Threshold
0%
Crown of the VictorIron CrownHelmet5(10–15)% increased Rarity of Items found
Gain 10 Life per Enemy Killed
Gain 10 Mana per Enemy Killed
+1 to Level of all Skills
0%
GoldrimFelt CapHelmet10+(30-50) to Evasion Rating
10% increased Rarity of Items found
+(25-35)% to all Elemental Resistances
0%
Erian's CobbleGuarded HelmHelmet11+(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)% increased Critical Hit Chance
+(0-10) to Strength
+(0-10) to Dexterity
+(0-10) to Intelligence
+(0-10)% to Fire Resistance
+(0-10)% to Cold Resistance
+(0-10)% to Lightning Resistance
(0-6) Life Regeneration per second
0%
AurseizeLayered GauntletsGloves16(40-60)% increased Armour and Evasion
(40-50)% increased Rarity of Items found
Lose 2% of Life on Kill
0%
Crown of the Pale KingCultist CrownHelmet16(50–100)% increased Armour and Energy Shield
+(40–80) to maximum Life
10% increased Rarity of Items found
(10-15) to (20-25) Physical Thorns damage
Thorns damage is triggered by all Hits
0%
GamblesprintEmbossed BootsBoots16(100-140)% increased Evasion Rating
(10-15)% increased Rarity of Items found
+(10-15) to Dexterity
+(15-25)% to Lightning Resistance
Gain 0% to 40% increased Movement Speed at random when Hit, until Hit again
0%
Visage of AyahBeaded CircletHelmet16(50-80)% increased Energy Shield
(10-15)% increased Rarity of Items found
(20-30)% increased Critical Hit Chance
+(10-20)% to Lightning Resistance
Eldritch Battery
0%
Thief's TormentEmerald RingRing26+(120-160) to Accuracy Rating(30-40)% increased Rarity of Items found
+(10-15)% to all Elemental Resistances
Gain 25 Life per Enemy Hit with Attacks
Can't use other Rings
Gain 15 Mana per Enemy Hit with Attacks
50% reduced Duration of Curses on you
0%
Vigilant ViewEmerald RingRing26+(120-160) to Accuracy Rating+(100–150) to Accuracy Rating
+(100–150) to Evasion Rating
(10–20)% increased Rarity of Items found
+(20–30) to Dexterity
Enemies have an Accuracy Penalty against you based on Distance
Maximum Chance to Evade is 50%
0%
WondertrapSilk SlippersBoots27(10-20)% increased Movement Speed
+(30-50) to maximum Energy Shield
+(10-20) to Strength
+(10-20) to Dexterity
+(10-20) to Intelligence
50% increased Rarity of Items found when on Low Life
0%
FireflowerSolar AmuletAmulet30+(10-15) to Spirit(10-15)% increased Rarity of item found
(30-40)% increased Mana Regeneration Rate
Take 100 Fire Damage when you Ignite an Enemy
+(1-4) to Level of all Fire Skills
0%
CornathaumHeavy CrownHelmet33(10–20)% increased Rarity of Items found
+(40–50) to Intelligence
30% increased Light Radius
5% increased Experience gain
0%
Eye of ChayulaGold AmuletAmulet35(12-20) to increased Rarity of items found(20-30)% reduced maximum Life
+(10-15) to all Attributes
Cannot be Light Stunned
0%
Gifts from AbovePrismatic RingRing35+(7-10) to all Elemental Resistances(20–30)% increased Critical Hit Chance
(20–30)% increased Light Radius
(20–30)% increased Rarity of Items Dropped by Enemies killed with a Critical Hit
You have Consecrated Ground around you while stationary
0%
Serpent's EggGold AmuletAmulet35+(12-20) to increased Rarity of items found+(10-20) to all Attributes
+(17-23)% to Chaos Resistance
(20-30)% increased Mana Regeneration Rate
Gain an additional Charge when you gain a Charge
0%
Greed's EmbraceVaal CuirassBody Armour3750% increased Strength Requirement
20% reduced Movement Speed
(100–150)% increased Armour
(30–50)% increased Rarity of Items found
+(20–30)% to Fire Resistance
0%
AndvariusGold RingRing40+(6-15)% increased Rarity of Items found(50-70)% increased Rarity of Items found
+10 to Dexterity
-20% to all Elemental Resistances
0%
Atziri's DisdainGold CircletHelmet40+(60-100) to maxium Mana
(10-20)% increased Rarity of Items found
10% of Damage taken bypasses Energy Shield
Gain (10-15)% of Maximum Life as Extra Maximum Energy Shield
0%
Perandus SealGold RingRing40+(6-15)% increased Rarity of Items found+(30-50) to maximum Mana
+(5-10) to all Attributes
(10-15)% increased Quantity of Gold Dropped by Slain Enemies
0%
Sekhema's ResolveRingRing40(10–20)% increased Rarity of Items found
+(10–20) to all Attributes
Fire Resistance is unaffected by Area Penalties
You can only Socket Ruby Jewels in this item
0%
Sekhema's ResolveRingRing40(10–20)% increased Rarity of Items found
+(10–20) to all Attributes
Lightning Resistance is unaffected by Area Penalties
You can only Socket Emerald Jewels in this item
0%
Sekhema's ResolveRingRing40(10–20)% increased Rarity of Items found
+(10–20) to all Attributes
Cold Resistance is unaffected by Area Penalties
You can only Socket Sapphire Jewels in this item
0%
The Black InsigniaCorsair CapHelmet45(70–100)% increased Evasion Rating
(10–20)% increased Rarity of Items found
+(15–25)% to Lightning Resistance
Gain Tailwind on Critical Hit, no more than once per second
Lose all Tailwind when Hit
0%
Leopold's ApplauseEmbroidered GlovesGloves51(60–100)% increased Energy Shield
+(60–100) to maximum Mana
(10–15)% increased Rarity of Items found
Damage Penetrates 10% Elemental Resistances
Your Hits can Penetrate Elemental Resistances down to a minimum of -50%
0%
Bursting DecayUnset RingRing60Grants 1 additional Skill Slot(15-25)% increased Rarity of Items found
+(17-23)% to Chaos Resistance
Lose 5% of maximum Life per second
Attacks have added Physical damage equal to 3% of maximum Life
0%
Ventor's GambleGold RingRing64(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 Resistance
0%

Version history

Version Changes
0.2.0
  • Physical Thorns damage on Rare item Modifiers has been buffed by up to 3.5 times for the highest tier modifier, scaling down to unchanged for the lowest tier modifier.
  • 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 25% at the highest tier (previously 32%).
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. (Rarity mods increased by ~2.5x[4])
  • Monster Modifiers now grant higher amounts of Item Rarity and Item Quantity. This is most common on Magic and Rare enemies, but also affects Unique Enemies if applied through various Endgame Mechanics like the Deadly Evolution Keystone. (Doubled rarity bonus per mod, +10% quantity per mod[5])
0.1.0
  • Introduced to the game.

References

  1. Overall tiers described by Jonathan during the Tavern Talk Podcast. Jonathan later clarified that he counts tiers from 0-9, with Unid Tiers increasing from the fifth rarity tier, leaving one tier unaccounted for. https://youtu.be/pj8FxWMf4V4?si=uGrJWdE8tYSoHtGL&t=1149
  2. https://youtu.be/YgVM8I9ZJIE?si=yEAedn1E6K1A2RXl&t=774
  3. https://old.reddit.com/r/PathOfExile2/comments/1hwpbv3/how_unidentified_tiered_item_mods_roll/
  4. https://www.pathofexile.com/forum/view-thread/3611705
  5. https://www.pathofexile.com/forum/view-thread/3611705