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Path of Exile

Item Progression [Top]

the progression of items from Blue – White – Gold – Yellow … which one is better/why

Wiki

Term definitions of an item

1) White (Normal)

Basic Item with no Improvement or alterations made to it's properties, requirements, or implicit modifier

2) Blue (Magic)

1-2 changes made to the item's base properties, noted by a prefix and/or suffix to the name

3) Rare (Yellow)

1-6 changes made to item's base properties (3 prefixes and 3 suffixes) - the alteration to the name of the item is completely random and arbetrary giving no indication of the properties

-) Unique (Gold)

item with fixed modifiers, specific to the unique item typically better than Rare, but with a good random rare, rare's can be better at any level

Transition Matrix using currency

resulting rarity/starting rarity Normal Magic Rare Unique
Normal Orb of Transmutation : Upgrades a Normal item to a Magic Item
Orb of Chance(80%) : Upgrades a normal item to a random rarity
Orb of Alchemy : Upgrades a normal item to a rare item
Orb of Chance(19.5-20%) : Upgrades a normal item to a random rarity
Orb of Chance : Upgrades a normal item to a random rarity
(0-0.5%[varies across base items])
Magic Orb of Scouring : Removes all modifiers from an item Orb of Alteration : Reforges a magic item with new random modifiers (rerolls all magic properties)
Orb of Augmentation : Augments a magic item with a new random modifier (adds 1 magic property to a max of 2)
Regal Orb : Upgrades a magic item to a rare item
Rare Orb of Scouring : Removes all modifiers from an item 😈 Chaos Orb : Reforges a rare item with new random modifiers
Exalted Orb : Augments a rare item with a new random modifier
Unique Orb of Scouring : Removes all modifiers from an item 😈 😈

Gearing Improvements [Top]

How should we know when some candidate shoes on the ground are better than the ones I’m wearing

Modifiers

Good things to look out for

  • Resistances (Fire, Cold, Lightning, All Elemental Res, Chaos)
  • Movement Speed ( for boots and only boots )
  • Balance of +X added (more/less) and Y% increased/reduced (base+added)*(1+increased)

Considerations

  1. Tier (1 [best] - 9 )
  2. Roll
  3. Local (affects this item and things done with this item) vs Global (affects the character)

Cross Reference Table

Table of Cold prefix on Wand

Name Requirement Modifier (roll)
Frosted Req. Lv. 2 Adds (1-2) to (3-4) Cold Damage
Chilled Req. Lv. 12 Adds (7-9) to (14-16) Cold Damage
Icy Req. Lv. 19 Adds (11-14) to (22-25) Cold Damage
Frigid Req. Lv. 27 Adds (15-20) to (30-35) Cold Damage
Freezing Req. Lv. 34 Adds (19-25) to (38-44) Cold Damage
Frozen Req. Lv. 43 Adds (23-32) to (48-55) Cold Damage
Glaciated Req. Lv. 52 Adds (29-38) to (57-67) Cold Damage
Polar Req. Lv. 63 Adds (37-51) to (76-88) Cold Damage
Entombing Req. Lv. 75 Adds (53-72) to (107-124) Cold Damage
Crystalising Req. Lv. 82 Adds (77-101) to (152-174) Cold Damage

Sockets

  • the more the better ༼ つ ◕_◕ ༽つ
  • lines between then are even better (o゜▽゜)o☆

Quality

  • Armor, Hats, Shoes, Gloves (Armorer's Scraps) and Weapons (Blacksmith's Whetstone) can have their local defences or physical damage improved via quality (giving them the "Superior" name) increase is proportional to base rate, multiplitively (max 20% for the most part)
  • Gem Quality is it's own thing, look at a given gem to tell what using a Gemcutter's prisim

Skill Gem Management [Top]

how to manage the gems (two points, three points), and what colors can go in which sockets

Life Flask Management [Top]

how to manage life flasks & manna

Skill Tree [Top]

A strategy for the skill tree that keeps a balance with the rest of the group

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