Update cookie preferences
PoE
DB
Item
Item
Vendor Recipes
Gem
Skill Gems
Support Gems
Transfigured Gems
Modifiers
Modifiers
Oil
Horticrafting
Metamods
Quest
Quest
Ascendancy Classes
Passive Skill Tree
Maps
Patreon
PoE2
DB
TW 正體中文
CN 简体中文
US English
KR 한국어
JP Japanese
RU Русский
PO Português
TH ภาษาไทย
FR Français
DE Deutsch
ES Spanish
# Rarity All monsters, strongboxes and most of the items come in one of four different **rarities**. The common rarity is <span class="normal">Normal</span>, followed by <span class="magic">Magic</span>, <span class="rare">Rare</span>and <span class="unique">Unique</span>. Higher rarity means things are higher valued but occur less frequently in the game. ## Items Items receive a random rarity with <span class="normal">Normal</span> items being the most common and <span class="unique">Unique</span> items the least common. Rarity is rolled before base type. The game rolls for rarity, in order, starting with: <span class="unique">Unique</span>, followed by <span class="rare">Rare</span>, then <span class="magic">Magic</span>, if none of the other rarities are rolled the item will be <span class="normal">Normal</span>. Statistics impacting Item Rarity change the chance at each step. <span class="magic">Magic</span>, <span class="rare">Rare</span> , and <span class="unique">Unique</span> items found by the player are initially unidentified and a [[Scroll of Wisdom]] must be used to discover their properties. The number of sockets that can be found on an item is not affected by rarity; this instead relies on its item level. Item modifiers' random values can be rerolled using a [[Divine Orb]]. ### Normal <span class="normal">Normal</span> items (also called base items) are basic items without any explicit modifiers added by affixes. Nevertheless depending on base type some items can have implicit modifiers that can be rerolled using a [[Blessed Orb]] if they have a range. A <span class="normal">Normal</span> item can be upgraded into a <span class="magic">Magic</span> item using an [[Orb of Transmutation]], or a <span class="rare">Rare</span> item using an [[Orb of Alchemy]]. Using an [[Orb of Chance]] can upgrade a <span class="normal">Normal</span> item into a <span class="magic">Magic</span> , <span class="rare">Rare</span> , or even <span class="unique">Unique</span> item of the same base type. ### Magic <span class="magic">Magic</span> items have the same base statistics as a <span class="normal">Normal</span> 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 <span class="magic">Magic</span> 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]]. A <span class="magic">Magic</span> item can be upgraded into a <span class="rare">Rare</span> item using a [[Regal Orb]]. It will retain its current affixes and one new affix will be added. When [[Cloak of Tawm'r Isley]] is equipped, it grants player dropped <span class="magic">Magic</span> item identified. ### Rare <span class="rare">Rare</span> items function the same as <span class="magic">Magic</span> items, except they have at most six affixes – up to three prefixes and up to three suffixes. Found <span class="rare">Rare</span> items or items made <span class="rare">Rare</span> with an [[Orb of Chance]] or an [[Orb of Alchemy]] will always have at least 4 affixes, but it is possible to get a <span class="rare">Rare</span> item with only 2 or 3 by using a [[Regal Orb]] or [[Orb of Annulment]]. A <span class="rare">Rare</span> item with less than 6 affixes can gain an additional mod with an [[Exalted Orb]] or through Master crafting. [[Chaos Orb]] completely reroll a <span class="rare">Rare</span> item's affixes, again giving between 4 and 6 mods. [[Jewels]] and [[Abyss Jewels]] can only have up to 4 explicit modifiers; [[Maps]] can have 8 mods as a result of corruption. ### Unique <span class="unique">Unique</span> items have the same base stats as a <span class="normal">Normal</span> item of the same type, but have specific names, <span class="unique">Unique</span> artwork and set lists of modifiers instead of affixes. While the three preceding rarities are strictly better than the one before (e.g. <span class="rare">Rare</span> items are always more powerful than <span class="magic">Magic</span> items), this is not the case with <span class="unique">Unique</span> 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 <span class="rare">Rare</span> items. It is GGG's intention that each base item has at least one corresponding <span class="unique">Unique</span> item.*[citation needed]* ### Increased Item Rarity/Quantity Players can boost their chances of getting powerful equipment and <span class="unique">Unique</span> with the statistics <span class="explicitMod">Increased Rarity of Items Found</span> and <span class="explicitMod">Increased Quantity of Items Found</span>. The combination of rarity and quantity stats is sometimes called Magic Find or MF, referring to the equivalent stats in Diablo. Rarity and quantity stats can come from player’s equipment, the support gems [[Item Rarity Support]] and [[Item Quantity Support]], monster rarity, party bonuses, and map bonuses. The stats on the character stack additively with each other, and are subject to 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 [here](Stat).) **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. Increased Item Rarity (IIR) Increases the chances of an item being <span class="magic">Magic</span> , <span class="rare">Rare</span> , or <span class="unique">Unique</span> . This statistic has no effect on the number or type of currency items, scrolls, or gems that drop since they have no rarity like <span class="normal">Normal</span> , <span class="magic">Magic</span> , <span class="rare">Rare</span> or <span class="unique">Unique</span> . <span class="magic">Magic</span> , <span class="rare">Rare</span> , and <span class="unique">Unique</span> monsters have an inherent increased item rarity statistic for drops. 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. ### Theoretical Maximum Increased Item Rarity <div style="max-width: 100%; overflow-x: auto;"><table class="wikitable" style="max-width: 100%;"> <tbody><tr> <th></th> <th>Non-legacy IIR</th> <th>Legacy IIR </th></tr> <tr> <td>[[Andvarius]]<sup>1</sup></td> <td>170%</td> <td>170% </td></tr> <tr> <td>[[Aurseize]]</td> <td>50%</td> <td>0% </td></tr> <tr> <td>[[String of Servitude]]<sup>2</sup></td> <td>90%</td> <td>90% </td></tr> <tr> <td>[[Divination Distillate]]</td> <td>60%</td> <td>60% </td></tr> <tr> <td>[[Greed's Embrace]]</td> <td>50%</td> <td>50% </td></tr> <tr> <td>[[Item Rarity Support]]<sup>2</sup></td> <td>70.5%</td> <td>70.5% </td></tr> <tr> <td>Rare Items<sup>4</sup></td> <td>50%</td> <td>112% </td></tr> <tr> <td>[[The Ascetic]]<sup>5</sup></td> <td>100%</td> <td>100% </td></tr> <tr> <td>[[Wheel of the Stormsail]]</span></td> <td>40%</td> <td>40% </td></tr> <tr> <td>[[Wondertrap]]<sup>6</sup></td> <td>100%</td> <td>100% </td></tr> <tr> <td>Total IIR</td> <td>790.5%</td> <td>802.5% </td></tr></tbody></table></div> 1. Two Andvarius are equipped for 170% IIR. 2. Triple corruption mod (20–30)% increased Rarity of Items found with a perfect roll. 3. The Item Rarity Support is level 20 with 23% quality for a total of 70.5% IIR 4. 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. 5. 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. 6. 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) ### 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. 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 strongboxes**, and it does not affect the type, quality, or rarity of item dropped, only the chance that something will drop. **A player's IIQ does not affect the amount of maps that drop from enemies. However, a map's IIQ does affect the amount of map drops**. In a [party](Partying), 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 (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. ### Theoretical Maximum Increased Item Quantity <div style="max-width: 100%; overflow-x: auto;"><table class="wikitable" style="max-width: 100%;"> <tbody><tr> <th></th> <th>Non-legacy IIQ</th> <th>Legacy IIQ </th></tr> <tr> <td>[[Bisco's Collar]]<sup>1</sup></td> <td>22.5%</td> <td>22.5% </td></tr> <tr> <td>[[Divination Distillate]]</td> <td>18%</td> <td>25% </td></tr> <tr> <td>Corruption Implicits<sup>2</sup></td> <td>5%</td> <td>20% </td></tr> <tr> <td>[[Goldwyrm]]</td> <td>20%</td> <td>30% </td></tr> <tr> <td>[[Greed's Embrace]]</td> <td>15%</td> <td>15% </td></tr> <tr> <td>[[Item Quantity Support]]<sup>3</sup></td> <td>0%</td> <td>45.05% </td></tr> <tr> <td>[[String_of_Servitude]]<sup>4</sup></td> <td>15%</td> <td>15% </td></tr> <tr> <td>Rare Gear <sup>5</sup></td> <td>0%</td> <td>60% </td></tr> <tr> <td>[[Sadima's Touch]]</td> <td>10%</td> <td>24% </td></tr> <tr> <td>2x [[The_Pariah]]</td> <td>30%</td> <td>0% </td></tr> <tr> <td>[[Windripper]]</td> <td>15%</td> <td>25% </td></tr> <tr> <td>Total IIQ</td> <td>150.5%</td> <td>281.55% </td></tr></tbody></table></div> 1. See [[Bisco's Collar]] page for 22.5% IIQ explanation. 2. 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. 3. The Item Quantity Support is level 21 with 23% quality for a total of 45.05% IIQ. 4. Triple-implicit corruption mod <span class="explicitMod">(3–5)% increased Quantity of Items found</span>, with a perfect roll. 5. 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. ## 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. ### Normal The most common, and spawn in large groups. ### Magic Increased statistics, and given one monster affix. They appear in smaller groups. Magic monsters may also spawn with a Bloodlines modifier. All magic monsters receive the following mods: - <span class="explicitMod">Monster gives 250% increased Experience on death (Hidden)</span> - <span class="explicitMod">Monster drops gear 1 level above its own level (Hidden)</span> - <span class="explicitMod">187% more maximum Life (Hidden)</span> - <span class="explicitMod">600% increased Quantity of Items dropped by this Monster (Hidden)</span> - <span class="explicitMod">200% increased Rarity of Items dropped by this Monster (Hidden)</span> - <span class="explicitMod">Monster deals 30% more Damage (Hidden)</span> - <span class="explicitMod">Monster gives 250% increased Flask Charges on death (Hidden)</span> - <span class="explicitMod">Monster has a 50% chance not to flee. (Hidden)</span> - <span class="explicitMod">10% increased Movement Speed</span> - <span class="explicitMod">Monster has 20% more Attack Speed, 20% more Cast Speed and 20% less Damage (Hidden)</span> <details> <summary><center><b>Additionally magic monsters receive a life multiplier based on their level:</b></center></summary> <div style="max-width: 100%; overflow-x: auto;"><table class="cargoTable noMerge sortable jquery-tablesorter" style="max-width: 100%;"><thead><tr><th class="field_Level headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Level</th> <th class="field_Life headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Life</th> </tr></thead> <tbody><tr> <td class="field_Level">1</td> <td class="field_Life">+50%</td> </tr> <tr> <td class="field_Level">2</td> <td class="field_Life">+50%</td> </tr> <tr> <td class="field_Level">3</td> <td class="field_Life">+51%</td> </tr> <tr> <td class="field_Level">4</td> <td class="field_Life">+51%</td> </tr> <tr> <td class="field_Level">5</td> <td class="field_Life">+51%</td> </tr> <tr> <td class="field_Level">6</td> <td class="field_Life">+52%</td> </tr> <tr> <td class="field_Level">7</td> <td class="field_Life">+52%</td> </tr> <tr> <td class="field_Level">8</td> <td class="field_Life">+53%</td> </tr> <tr> <td class="field_Level">9</td> <td class="field_Life">+53%</td> </tr> <tr> <td class="field_Level">10</td> <td class="field_Life">+53%</td> </tr> <tr> <td class="field_Level">11</td> <td class="field_Life">+54%</td> </tr> <tr> <td class="field_Level">12</td> <td class="field_Life">+54%</td> </tr> <tr> <td class="field_Level">13</td> <td class="field_Life">+54%</td> </tr> <tr> <td class="field_Level">14</td> <td class="field_Life">+55%</td> </tr> <tr> <td class="field_Level">15</td> <td class="field_Life">+55%</td> </tr> <tr> <td class="field_Level">16</td> <td class="field_Life">+56%</td> </tr> <tr> <td class="field_Level">17</td> <td class="field_Life">+56%</td> </tr> <tr> <td class="field_Level">18</td> <td class="field_Life">+56%</td> </tr> <tr> <td class="field_Level">19</td> <td class="field_Life">+57%</td> </tr> <tr> <td class="field_Level">20</td> <td class="field_Life">+57%</td> </tr> <tr> <td class="field_Level">21</td> <td class="field_Life">+57%</td> </tr> <tr> <td class="field_Level">22</td> <td class="field_Life">+58%</td> </tr> <tr> <td class="field_Level">23</td> <td class="field_Life">+58%</td> </tr> <tr> <td class="field_Level">24</td> <td class="field_Life">+59%</td> </tr> <tr> <td class="field_Level">25</td> <td class="field_Life">+59%</td> </tr> <tr> <td class="field_Level">26</td> <td class="field_Life">+59%</td> </tr> <tr> <td class="field_Level">27</td> <td class="field_Life">+60%</td> </tr> <tr> <td class="field_Level">28</td> <td class="field_Life">+60%</td> </tr> <tr> <td class="field_Level">29</td> <td class="field_Life">+60%</td> </tr> <tr> <td class="field_Level">30</td> <td class="field_Life">+61%</td> </tr> <tr> <td class="field_Level">31</td> <td class="field_Life">+61%</td> </tr> <tr> <td class="field_Level">32</td> <td class="field_Life">+61%</td> </tr> <tr> <td class="field_Level">33</td> <td class="field_Life">+62%</td> </tr> <tr> <td class="field_Level">34</td> <td class="field_Life">+62%</td> </tr> <tr> <td class="field_Level">35</td> <td class="field_Life">+63%</td> </tr> <tr> <td class="field_Level">36</td> <td class="field_Life">+63%</td> </tr> <tr> <td class="field_Level">37</td> <td class="field_Life">+63%</td> </tr> <tr> <td class="field_Level">38</td> <td class="field_Life">+64%</td> </tr> <tr> <td class="field_Level">39</td> <td class="field_Life">+64%</td> </tr> <tr> <td class="field_Level">40</td> <td class="field_Life">+64%</td> </tr> <tr> <td class="field_Level">41</td> <td class="field_Life">+65%</td> </tr> <tr> <td class="field_Level">42</td> <td class="field_Life">+65%</td> </tr> <tr> <td class="field_Level">43</td> <td class="field_Life">+66%</td> </tr> <tr> <td class="field_Level">44</td> <td class="field_Life">+66%</td> </tr> <tr> <td class="field_Level">45</td> <td class="field_Life">+66%</td> </tr> <tr> <td class="field_Level">46</td> <td class="field_Life">+67%</td> </tr> <tr> <td class="field_Level">47</td> <td class="field_Life">+67%</td> </tr> <tr> <td class="field_Level">48</td> <td class="field_Life">+67%</td> </tr> <tr> <td class="field_Level">49</td> <td class="field_Life">+68%</td> </tr> <tr> <td class="field_Level">50</td> <td class="field_Life">+68%</td> </tr> <tr> <td class="field_Level">51</td> <td class="field_Life">+68%</td> </tr> <tr> <td class="field_Level">52</td> <td class="field_Life">+69%</td> </tr> <tr> <td class="field_Level">53</td> <td class="field_Life">+69%</td> </tr> <tr> <td class="field_Level">54</td> <td class="field_Life">+70%</td> </tr> <tr> <td class="field_Level">55</td> <td class="field_Life">+70%</td> </tr> <tr> <td class="field_Level">56</td> <td class="field_Life">+70%</td> </tr> <tr> <td class="field_Level">57</td> <td class="field_Life">+71%</td> </tr> <tr> <td class="field_Level">58</td> <td class="field_Life">+71%</td> </tr> <tr> <td class="field_Level">59</td> <td class="field_Life">+71%</td> </tr> <tr> <td class="field_Level">60</td> <td class="field_Life">+72%</td> </tr> <tr> <td class="field_Level">61</td> <td class="field_Life">+72%</td> </tr> <tr> <td class="field_Level">62</td> <td class="field_Life">+73%</td> </tr> <tr> <td class="field_Level">63</td> <td class="field_Life">+73%</td> </tr> <tr> <td class="field_Level">64</td> <td class="field_Life">+73%</td> </tr> <tr> <td class="field_Level">65</td> <td class="field_Life">+74%</td> </tr> <tr> <td class="field_Level">66</td> <td class="field_Life">+74%</td> </tr> <tr> <td class="field_Level">67</td> <td class="field_Life">+74%</td> </tr> <tr> <td class="field_Level">68</td> <td class="field_Life">+75%</td> </tr> <tr> <td class="field_Level">69</td> <td class="field_Life">+75%</td> </tr> <tr> <td class="field_Level">70</td> <td class="field_Life">+75%</td> </tr> <tr> <td class="field_Level">71</td> <td class="field_Life">+75%</td> </tr> <tr> <td class="field_Level">72</td> <td class="field_Life">+75%</td> </tr> <tr> <td class="field_Level">73</td> <td class="field_Life">+75%</td> </tr> <tr> <td class="field_Level">74</td> <td class="field_Life">+75%</td> </tr> <tr> <td class="field_Level">75</td> <td class="field_Life">+75%</td> </tr> <tr> <td class="field_Level">76</td> <td class="field_Life">+75%</td> </tr> <tr> <td class="field_Level">77</td> <td class="field_Life">+75%</td> </tr> <tr> <td class="field_Level">78</td> <td class="field_Life">+75%</td> </tr> <tr> <td class="field_Level">79</td> <td class="field_Life">+75%</td> </tr> <tr> <td class="field_Level">80</td> <td class="field_Life">+75%</td> </tr> <tr> <td class="field_Level">81</td> <td class="field_Life">+75%</td> </tr> <tr> <td class="field_Level">82</td> <td class="field_Life">+75%</td> </tr> <tr> <td class="field_Level">83</td> <td class="field_Life">+75%</td> </tr> <tr> <td class="field_Level">84</td> <td class="field_Life">+75%</td> </tr> </tbody></table></div> </details> ### Rare Greatly increased statistics, and given three monster affixes. They spawn by themselves, but multiple rares may still be close together. Rare monsters may also spawn with a Nemesis modifier, or inside an Essence crystal. All rare monsters receive the following mods: - <span class="explicitMod">Monster gives 750% increased Experience on death (Hidden)</span> - <span class="explicitMod">10% increased Character Size (Hidden)</span> - <span class="explicitMod">Monster drops gear 2 levels above its own level (Hidden)</span> - <span class="explicitMod">463% more maximum Life (Hidden)</span> - <span class="explicitMod">1400% increased Quantity of Items dropped by this Monster (Hidden)</span> - <span class="explicitMod">1000% increased Rarity of Items dropped by this Monster (Hidden)</span> - <span class="explicitMod">Monster deals 50% more Damage (Hidden)</span> - <span class="explicitMod">Monster gives 500% increased Flask Charges on death (Hidden)</span> - <span class="explicitMod">Monster does not flee. (Hidden)</span> - <span class="explicitMod">25% increased Movement Speed</span> - <span class="explicitMod">Monster has 33% more Attack Speed, 33% more Cast Speed and 33% less Damage (Hidden)</span> <details> <summary><center><b>Additionally rare monsters receive a life multiplier based on their level:</b></center></summary> <div style="max-width: 100%; overflow-x: auto;"><table class="cargoTable noMerge sortable jquery-tablesorter" style="max-width: 100%;"><thead><tr><th class="field_Level headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Level</th> <th class="field_Life headerSort" tabindex="0" role="columnheader button" title="Sort ascending">Life</th> </tr></thead> <tbody><tr> <td class="field_Level">1</td> <td class="field_Life">+33%</td> </tr> <tr> <td class="field_Level">2</td> <td class="field_Life">+34%</td> </tr> <tr> <td class="field_Level">3</td> <td class="field_Life">+35%</td> </tr> <tr> <td class="field_Level">4</td> <td class="field_Life">+36%</td> </tr> <tr> <td class="field_Level">5</td> <td class="field_Life">+37%</td> </tr> <tr> <td class="field_Level">6</td> <td class="field_Life">+38%</td> </tr> <tr> <td class="field_Level">7</td> <td class="field_Life">+39%</td> </tr> <tr> <td class="field_Level">8</td> <td class="field_Life">+40%</td> </tr> <tr> <td class="field_Level">9</td> <td class="field_Life">+41%</td> </tr> <tr> <td class="field_Level">10</td> <td class="field_Life">+42%</td> </tr> <tr> <td class="field_Level">11</td> <td class="field_Life">+43%</td> </tr> <tr> <td class="field_Level">12</td> <td class="field_Life">+44%</td> </tr> <tr> <td class="field_Level">13</td> <td class="field_Life">+45%</td> </tr> <tr> <td class="field_Level">14</td> <td class="field_Life">+46%</td> </tr> <tr> <td class="field_Level">15</td> <td class="field_Life">+47%</td> </tr> <tr> <td class="field_Level">16</td> <td class="field_Life">+48%</td> </tr> <tr> <td class="field_Level">17</td> <td class="field_Life">+49%</td> </tr> <tr> <td class="field_Level">18</td> <td class="field_Life">+50%</td> </tr> <tr> <td class="field_Level">19</td> <td class="field_Life">+51%</td> </tr> <tr> <td class="field_Level">20</td> <td class="field_Life">+52%</td> </tr> <tr> <td class="field_Level">21</td> <td class="field_Life">+53%</td> </tr> <tr> <td class="field_Level">22</td> <td class="field_Life">+54%</td> </tr> <tr> <td class="field_Level">23</td> <td class="field_Life">+55%</td> </tr> <tr> <td class="field_Level">24</td> <td class="field_Life">+56%</td> </tr> <tr> <td class="field_Level">25</td> <td class="field_Life">+57%</td> </tr> <tr> <td class="field_Level">26</td> <td class="field_Life">+58%</td> </tr> <tr> <td class="field_Level">27</td> <td class="field_Life">+59%</td> </tr> <tr> <td class="field_Level">28</td> <td class="field_Life">+60%</td> </tr> <tr> <td class="field_Level">29</td> <td class="field_Life">+61%</td> </tr> <tr> <td class="field_Level">30</td> <td class="field_Life">+62%</td> </tr> <tr> <td class="field_Level">31</td> <td class="field_Life">+63%</td> </tr> <tr> <td class="field_Level">32</td> <td class="field_Life">+64%</td> </tr> <tr> <td class="field_Level">33</td> <td class="field_Life">+65%</td> </tr> <tr> <td class="field_Level">34</td> <td class="field_Life">+66%</td> </tr> <tr> <td class="field_Level">35</td> <td class="field_Life">+67%</td> </tr> <tr> <td class="field_Level">36</td> <td class="field_Life">+68%</td> </tr> <tr> <td class="field_Level">37</td> <td class="field_Life">+69%</td> </tr> <tr> <td class="field_Level">38</td> <td class="field_Life">+70%</td> </tr> <tr> <td class="field_Level">39</td> <td class="field_Life">+71%</td> </tr> <tr> <td class="field_Level">40</td> <td class="field_Life">+72%</td> </tr> <tr> <td class="field_Level">41</td> <td class="field_Life">+73%</td> </tr> <tr> <td class="field_Level">42</td> <td class="field_Life">+74%</td> </tr> <tr> <td class="field_Level">43</td> <td class="field_Life">+75%</td> </tr> <tr> <td class="field_Level">44</td> <td class="field_Life">+76%</td> </tr> <tr> <td class="field_Level">45</td> <td class="field_Life">+77%</td> </tr> <tr> <td class="field_Level">46</td> <td class="field_Life">+78%</td> </tr> <tr> <td class="field_Level">47</td> <td class="field_Life">+79%</td> </tr> <tr> <td class="field_Level">48</td> <td class="field_Life">+80%</td> </tr> <tr> <td class="field_Level">49</td> <td class="field_Life">+81%</td> </tr> <tr> <td class="field_Level">50</td> <td class="field_Life">+82%</td> </tr> <tr> <td class="field_Level">51</td> <td class="field_Life">+83%</td> </tr> <tr> <td class="field_Level">52</td> <td class="field_Life">+84%</td> </tr> <tr> <td class="field_Level">53</td> <td class="field_Life">+85%</td> </tr> <tr> <td class="field_Level">54</td> <td class="field_Life">+86%</td> </tr> <tr> <td class="field_Level">55</td> <td class="field_Life">+87%</td> </tr> <tr> <td class="field_Level">56</td> <td class="field_Life">+88%</td> </tr> <tr> <td class="field_Level">57</td> <td class="field_Life">+89%</td> </tr> <tr> <td class="field_Level">58</td> <td class="field_Life">+90%</td> </tr> <tr> <td class="field_Level">59</td> <td class="field_Life">+91%</td> </tr> <tr> <td class="field_Level">60</td> <td class="field_Life">+92%</td> </tr> <tr> <td class="field_Level">61</td> <td class="field_Life">+93%</td> </tr> <tr> <td class="field_Level">62</td> <td class="field_Life">+94%</td> </tr> <tr> <td class="field_Level">63</td> <td class="field_Life">+95%</td> </tr> <tr> <td class="field_Level">64</td> <td class="field_Life">+96%</td> </tr> <tr> <td class="field_Level">65</td> <td class="field_Life">+97%</td> </tr> <tr> <td class="field_Level">66</td> <td class="field_Life">+98%</td> </tr> <tr> <td class="field_Level">67</td> <td class="field_Life">+99%</td> </tr> <tr> <td class="field_Level">68</td> <td class="field_Life">+100%</td> </tr> <tr> <td class="field_Level">69</td> <td class="field_Life">+100%</td> </tr> <tr> <td class="field_Level">70</td> <td class="field_Life">+100%</td> </tr> <tr> <td class="field_Level">71</td> <td class="field_Life">+100%</td> </tr> <tr> <td class="field_Level">72</td> <td class="field_Life">+100%</td> </tr> <tr> <td class="field_Level">73</td> <td class="field_Life">+100%</td> </tr> <tr> <td class="field_Level">74</td> <td class="field_Life">+100%</td> </tr> <tr> <td class="field_Level">75</td> <td class="field_Life">+100%</td> </tr> <tr> <td class="field_Level">76</td> <td class="field_Life">+100%</td> </tr> <tr> <td class="field_Level">77</td> <td class="field_Life">+100%</td> </tr> <tr> <td class="field_Level">78</td> <td class="field_Life">+100%</td> </tr> <tr> <td class="field_Level">79</td> <td class="field_Life">+100%</td> </tr> <tr> <td class="field_Level">80</td> <td class="field_Life">+100%</td> </tr> <tr> <td class="field_Level">81</td> <td class="field_Life">+100%</td> </tr> <tr> <td class="field_Level">82</td> <td class="field_Life">+100%</td> </tr> <tr> <td class="field_Level">83</td> <td class="field_Life">+100%</td> </tr> <tr> <td class="field_Level">84</td> <td class="field_Life">+100%</td> </tr> </tbody></table></div> </details> ### 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: - <span class="explicitMod">Monster gives 450% increased Experience on death (Hidden)</span> - <span class="explicitMod">698% more maximum Life (Hidden)</span> - <span class="explicitMod">2850% increased Quantity of Items dropped by this Monster (Hidden)</span> - <span class="explicitMod">1000% increased Rarity of Items dropped by this Monster (Hidden)</span> - <span class="explicitMod">Monster deals 70% more Damage (Hidden)</span> - <span class="explicitMod">Monster gives 1000% increased Flask Charges on death (Hidden)</span> - <span class="explicitMod">Monster does not flee. (Hidden)</span> - <span class="explicitMod">Monster has 33% more Attack Speed, 33% more Cast Speed and 33% less Damage (Hidden)</span> - <span class="explicitMod">Monster drops gear 2 levels above its own level (Hidden)</span> ### 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.
Update cookie preferences