Magic Find

Magic Find raises the chance that a dropped item is magic, rare, set or unique. It doesn't change which items drop or how many, and it does nothing for gold, runes, gems or potions.

How an item gets its quality

Each dropped item is checked in this order, and the first check that succeeds decides its quality:

  1. Unique
  2. Set
  3. Rare, if the item type can be rare (charms can't)
  4. Magic. Rings, amulets, charms, jewels and magic quivers are always at least magic.
  5. Superior, then normal, otherwise low quality

The item level is the level of the monster that dropped it. Each chance is better the further the item level is above the base item's own level, so from the same monster, low level bases roll unique, set and rare more often than high level ones.

What Magic Find does

Magic Find multiplies the chance of each quality: every 100% adds the normal chance once more.

  • 100% doubles the chance, 300% makes it 4 times as likely.
  • 300% Magic Find doesn't give a 300% chance: it turns a small chance, like 1 in 400, into a less small one, like 1 in 100.

That is for magic items. For rare, set and unique items, only part of your Magic Find counts, see Diminishing returns.

Diminishing returns

Magic Find counts in full for magic items, but less and less for rare, set and unique items. Up to 10% counts in full for all of them.

UniqueSetRareMagic (counts in full)

No amount of Magic Find counts for more than 250% for uniques, 500% for sets and 600% for rares, so Magic Find can make a unique at most 3.5 times as likely.

The first few hundred percent do the most: 300% makes a unique 2.4 times as likely, and going all the way to 1,000% only gets that to 3 times.

How much more likely each quality gets:

Your Magic FindUniqueSetRareMagic
100%×1.7×1.8×1.9×2
200%×2.1×2.4×2.5×3
300%×2.4×2.9×3×4
500%×2.7×3.5×3.7×6
1,000%×3×4.3×4.8×11

Whose Magic Find counts

  • The Magic Find of whoever kills the monster.
  • When your mercenary or a summon kills it: its own Magic Find plus yours. Magic Find on your mercenary's gear only counts for its own kills.
  • In a multiplayer game, another player's kill uses their Magic Find, not yours.

Champions, uniques and bosses

Their drop tables (treasure classes) make each quality more likely on top of your Magic Find. The two multiply, and these monsters can go past the limitthat Magic Find alone can't:

MonsterUniqueSetRareMagic
Regular monsters----
Champions×4.6×4.6×4.6Always
Uniques and super uniques×2×2.8×19.7Always
Act bosses×25×25×25Always
  • Everything champions, uniques and act bosses drop is at least magic.
  • A champion killed with 300% Magic Find: ×2.4 from Magic Find and ×4.6 from the champion, so a unique is about 11 times as likely.

Example: Harlequin Crest

When a ShakoShako drops from a level 85 monster, this is the chance that it is a ShakoHarlequin Crest (per Shako, not per kill):

Magic FindRegular monsterChampionAct boss
0%0.27% (1 in 373)1.23% (1 in 82)6.69% (1 in 15)
100%0.46% (1 in 218)2.10% (1 in 48)11.45% (1 in 9)
300%0.63% (1 in 158)2.89% (1 in 35)15.80% (1 in 6)
500%0.71% (1 in 140)3.26% (1 in 31)17.80% (1 in 6)
1,000%0.80% (1 in 124)3.68% (1 in 27)20.06% (1 in 5)
4,200% (Souls Dance)0.90% (1 in 111)4.11% (1 in 24)22.42% (1 in 4)
8,400% (Souls Dance twice)0.92% (1 in 109)4.19% (1 in 24)22.90% (1 in 4)

Limits

  • Without champion, unique or boss bonuses, an item can't get more likely than 2.0% for unique, 2.3% for set, 4.0% for rare and 67% for magic, however much Magic Find you have.
  • When an item rolls unique but no unique exists for its base at its item level, it becomes a rare with triple durability.
  • When it rolls set but no set item fits, it becomes magic with double durability.
  • Magic Find of -100% or lower stops every item from being better than superior.

Where to get it

Items with Magic Find, and the Souls Dance, which gives up to +4,200% for a game.

Unique items

Set items

Set bonuses

Runewords

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