Dreadmarch
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Item rarity

Every piece of equipment has one of five rarities. The colour of its name tells you which.

RarityColourAffixesNotes
NormalwhitenoneCan be socketed for runewords (Runewords)
Magicblue1 to 2 (at most one prefix and one suffix)Drops unidentified
Rareyellow4 to 6 (at most three prefixes and three suffixes)Drops unidentified, has a random two-word name such as "Doom Grip"
UniqueorangeFixed lines with value rangesAlways identified (Unique items)
RunewordspecialSet by the wordMade from a Normal base (Runewords)

Unidentified items. Magic and rare drops carry their modifiers, and those modifiers already work, but you cannot read them until you use a Scroll of Wisdom on the item. Wisdom is cheap: shops sell it (Vendors).

Plain items still roll. Even a white item rolls its base values within about 15% of the listed number, and some bases have an implicit modifier shown above the affixes (for example a resistance on a ring). See Affixes.

Seeing rarity on the floor. Loot stays in monster corpses, and corpses glow by the best rarity inside: blue for magic, yellow for rare, orange for unique. Rare and unique corpses also shoot a beam of light upward. Looting the item clears the glow (Loot and corpses).

Rarity of monsters is a separate system: magic and rare monsters carry modifiers and drop more (Monster rarity).

Changing rarity. Orbs move an item between rarities (Currency and orbs, Crafting basics): Transmutation turns Normal into Magic, Alchemy turns Normal into Rare, Regal turns Magic into Rare, Scouring returns it to Normal.

Related: Item level, Bases and tiers.