Increased Item Rarity/Quantity

Players can boost their chances of getting powerful equipment and uniques with the statistics Increased Rarity of Items Found and Increased Quantity of Items Found. The combination of rarity and quantity stats is sometimes called Magic Find or MF, referring to the equivalent stats in Diablo.

Rarity and quantity stats can come from player’s equipment, the support gems Item Rarity Support 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.)

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 magic, rare, or unique. This statistic has no effect on the number or type of currency items, scrolls, or gems that drop since they have no rarity like normal, magic, rare or unique. Magic, rare, and unique 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

Non-legacy IIR Legacy IIR Note
Andvarius Andvarius 170% 170% 1
Aurseize Aurseize 50% 0%  
String of Servitude String of Servitude 90% 90% 2
Divination Distillate Divination Distillate 60% 60%  
Greed’s Embrace Greed’s Embrace 50% 50%  
Item Rarity Support Item Rarity Support 70.5% 70.5% 3
Rare Items 50% 112% 4
The Ascetic The Ascetic 100% 100% 5
Wheel of the Stormsail Wheel of the Stormsail 40% 40%  
Wondertrap Wondertrap 100% 100% 6
Total IIR 790.5% 802.5%  

1 Two Andvarius 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 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)

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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, 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.

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