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Path of Exile can be intimidating for new players due to the fact that a certain level of understanding of game mechanics is demanded of players who wish to survive. Thankfully, the developers pride themselves on succinct and consistent tooltips, which make it easier for players to plan ahead or predict the success of certain strategies. In order to help facilitate planning and execution, this page contains information on the most important mechanics to understand and links to pages which explain specific mechanics in greater detail. It is intended to serve both as a guide to new players and as a primary reference for existing ones.
{{cleanup}}
{{refimprove}}
{{see also|Keyword}}


Players that are most worried that they will miss hidden mechanics or important calculations should skip to the Virtue Gems section and read from there onwards.
Path of Exile can be intimidating for new players due to the fact that a certain level of understanding of '''game mechanics''' is demanded of players who wish to survive. In order to help facilitate planning and execution, this page contains information on the most important mechanics to understand and links to pages which explain specific mechanics in greater detail. It is intended to serve both as a guide to new players and as a primary reference for existing ones.


Please check items with footnotes for statements that may not be correct. If you are an experienced player, please research and verify any statements with footnotes.
==Leagues==
{{main|Leagues}}


Most of the information on this page is here thanks to Malice's [http://www.pathofexile.com/forum/view-thread/11707/page/1 Mechanics Thread]. Some information was adapted with permission from [http://www.pathofexile.com/forum/view-thread/549432 Noperative's General Guide to Path of Exile] (hereafter Noperative's guide) where listed.
Before beginning path of exile players are given options for different leagues to choose from. Players can only interact with other players in the same league as them. Most items owned by players are restricted to the league they are found in, with some exceptions below.


=Leagues=
'''Standard''' is the permanent, evergreen league with no modifiers. Path of Exile also releases temporary [[challenge league]]s of the parent leagues that include new features to the game. These are like ladder resets, in that everybody joins the league with no characters and an empty stash. When temporary leagues end all characters and inventories and the stash will all move to standard.
There are 2 parent leagues in Path of Exile: Standard (SC) and Hardcore (HC). If you die in hardcore, your character will be moved to standard (your storage is untouched). Everyone you see in Hardcore has never died. See [[Leagues]] for more information.


Aside from the parent leagues, Path of Exile releases 4-month child leagues of the parent leagues. These are like ladder resets. Note that if you die in the Hardcore child league, then you will be moved to standard, not the standard child league. Child leagues are also slightly different from parent leagues - they will always have brand new modifiers and certain items may drop exclusively in one of the child leagues until the league is over. After four months elapse, the child league is merged with the parent league. Higher level players consider the parent leagues "dumping" or "legacy" leagues for this reason - inflation and power creep are a turnoff to many players.
Leagues also have three additional optional flags:
*'''Hardcore''' - Character who die in Hardcore are moved to the Standard league. Items stored in the [[Stash]] are not move to Standard on death.
*'''Solo Self Found''' - Character is not allowed to form parties or trade with other players.
*'''[[Ruthless mode|Ruthless]]''' - An extra-hard difficulty that introduces gameplay changes to make the game more difficult, namely item scarcity.


Here is a simple simple summary of how death will affect your league: <br>
Characters with both Hardcore and Ruthless enabled are moved to the Void league on death, preventing them from being played at all.
Standard -> Standard <br>
Hardcore -> Standard <br>
4-Month standard -> 4-Month standard <br>
4-Month hardcore -> Standard <br>


For example, the first pair of child leagues was Anarchy and Onslaught for SC and HC, respectively. In Anarchy, rogue exiles could spawn in nearly any non-town area. In Onslaught, all monsters had Onslaught, which grants 20% increased cast speed, attack speed, and movement speed. There were some Anarchy-specific uniques, some Onslaught-specific uniques. Diamond and amethyst rings could drop, but prismatic rings couldn't, in both leagues. Gifts from Above diamond ring was only found in Anarchy League, and Death Rush amethyst ring was only found in Onslaught. After both leagues ended, diamond and amethyst rings, the uniques, and rogue exiles were added to all permanent and future four-month leagues.
Temporary leagues have the same options as standard. The temporary leagues with no modifiers tend to be the most popular leagues. Higher player population makes finding a party or rare items for trade easier.


The current child leagues are Domination and Nemesis.
==Classes and stats==
 
===Classes===
This section adapted from [http://www.pathofexile.com/forum/view-thread/549432 Noperative's guide].
{{Main|Character Classes}}
 
The main difference between the classes is their starting location on the passive skill tree and their [[Ascendancy class]]. Classes also start with different amounts of [[attributes]] and have different [[quest reward]]s.
=Chat Channels=
There are two types of chat channels: Trade and Global Chat. These channels are League-specific. If you enter global chat in Domination League, then you will only be talking with people from Domination League. There are a large number of channels and you will be automatically allocated to a channel when you first join. Typing /global ## or /trade ## will put you into that number channel, provided it is not full. Messages preceded by # are sent to the global chat channel you are in, messages preceded by $ are sent to the trade channel you are in, and messages preceded by & are sent to your guild chat if you are in a guild. You can leave global or trade chat by unchecking the "Join Global Chat" or "Join Trade Chat" options on the chat window.
 
See [[Chat Console]] for more information.


This section adapted from [http://www.pathofexile.com/forum/view-thread/549432 Noperative's guide].
===Ascendancy Classes===
{{Main|Ascendancy Class}}
Each base class can choose from one of three Ascendancy classes (except for the [[Scion]], who has only one) after completing the [[Lord's Labyrinth]]. Ascendancy classes offer powerful, specialized passive skills. You gain 2 Ascendancy skill points for each difficulty of the Labyrinth you complete, with 4 difficulties in all.


=Virtue Gems=
===Level Progression===
[[Skills|Virtue gems]] are the manner in which player characters are able to use and augment skills. Dragging a gem into the appropriate socket with place it in that socket, and right clicking will remove the gem. Gems are either skills or supports, and skills currently come in two main varieties: spells, and attack skills. You can tell what category a skill gem is in by reading the gem's tags - the tags are listed in grey text directly under a skill's name in the mouse-over description of the item.
All classes begin with the same base stats, and gain the same amount [[life]], [[mana]] and [[evasion]] per level. Classes start with different [[accuracy]] stats but gain the same amount per level. The values all classes gain per level are:
{{#cargo_query:
|tables = generic_stats
|fields = stat_text
|where = name="Character"
AND id LIKE "%per_level%"
AND value > 0
|format = ul
}}


==Skill Types==
==Private Stash==
Any skill that uses your weapon damage counts as an attack skill, and everything else counts as a spell. Read to Damage Scaling and Effects for important information how to build and use Skills more effectively.
{{Main|Stash}}
Your private stash allows you to store items and transfer them between characters. Stashes are shared between all your characters within a league - all of your Standard characters access one stash, while all of your Hardcore characters access a different stash. Items cannot be moved between leagues except by death to a character (From Hardcore or Challenge League Hardcore to Standard). Each account is initially limited to 4 stash tabs, but more can be bought through [[microtransaction]]s.


====Attack skills====
==Chat Channels==
Attack skills are dependent on your weapon, and so are affected by attack speed, accuracy, global and weapon critical strike modifiers and relevant damage mods. Any bonus damage that reads "Adds x-y damage" bonuses (integer damage bonuses) apply to attacks, but not spells. "Adds x-y damage" usually comes from rings and other gear. Note that Normal Attack is considered an attack, but not a skill.  
{{Main|Chat Console}}
There are two types of chat channels: Trade and Global Chat. These channels are League-specific. If you enter global chat in a [[Challenge league]], then you will only be talking with people in that league only. Typing /global ## or /trade ## will put you into that number channel, provided it is not full.  


=====Attack subtypes=====
Messages can be directed to different channels. Messages starting with
Attacks can be projectile attacks or melee attacks. By default, bow and wand attacks are projectile attacks, while all other weapons (dagger, claw, sword, axe, mace, staff) perform melee attacks. Currently, {{sl|Spectral Throw}} is the only skill gem that allows projectile attacks with melee weapons.
* # are sent to the global chat channel you are in.
* $ are sent to the trade channel you are in.  
* & are sent to your guild chat if you are in a guild.  
You can leave global or trade chat by unchecking the "Join Global Chat" or "Join Trade Chat" options on the chat window.


====Spells====
==Skills & Gems==
Spells do not draw their damage directly from your weapon. They are affected by %cast speed, %spell damage, spell gem and global critical strike modifiers, and relevant damage mods. ''Curses'' are spells that do not deal damage. A game entity may only have one curse applied at a time unless otherwise affected by a keystone passive, a unique item, or an end-game map modifier. Auras are spells that do not do damage, but instead reserve mana and bestow a specific buff on any affected entities (the player character and the player character's allies).  
{{Main|Skills}}
Skill gems are the manner in which player characters are able to use and augment skills. Gems are placed in sockets by left-clicking it in the inventory to pick it up and then left-clicking it over the intended socket. Right clicking will remove the gem. Gems are either skills or supports, and skills come in several types whereof the two most common are Attacks and Spells.


====Traps & Mines====
===Skill gems===
Traps are similar to spells, but are not affected by cast speed. They are affected by % trap laying speed, and relevant damage mods. See [[Traps]] for more detailed mechanics.
{{Main|Skill gem}}
Skill gems creates the skill. They can come in various forms, such as [[attack]]ing or casting a [[spell]], summoning a [[minion]] or [[totem]], throwing a [[trap]] or placing a [[mine]], activating an [[aura]] or [[buff]] effect, and so on.


==Support Gems==
===Support gems===
Support gems affect supportable skills in linked [[sockets]]. Reading the gem's tags is helpful in determining which support gems can support which skills. Common sense is also helpful - skills that don't do damage, such as {{sl|Temporal Chains}}, won't benefit from {{sl|Added Cold Damage}} A frequently asked question is whether added damage gems affect auras. They do not. Note that skill properties may change depending on weapon - {{sl|Elemental Hit}}, for example, is tagged with both Bow and Melee because it can be used with either, but {{sl|Lesser Multiple Projectiles}} won't work when Elemental Hit is used with a sword.
{{Main|Support gem}}


Here is an example adapted from [http://www.pathofexile.com/forum/view-thread/549432 Noperative's guide]:
Support gems augments the skills, for example by increasing its power or adding more projectiles. The support gem needs to be linked to the gem to be active and the support needs to be able to support it.
Reading the gem's tags is helpful in determining which support gems can support which skills. Common sense is also helpful - skills that don't do damage, such as {{il|Temporal Chains}}, won't benefit from {{il|Added Cold Damage}} nor would it add damage to an Aura. Note that skill properties may change depending on weapon - {{il|Elemental Hit}}, for example, is tagged with both Bow and Melee because it can be used with either, but {{il|Lesser Multiple Projectiles}} won't work when Elemental Hit is used with a sword.


[[File:Support_gem_example_for_mechanics_page.png]]
===Gem experience gain===
 
{{Main|Skills}}
Incinerate can be supported by Lesser Multiple Projectiles, but not Iron Grip.
 
See [[Game Mechanics#Sockets|Sockets on this page]] for further mechanical details.
 
==Gem experience gain==
* Gems get experience equal to 10% of the experience you earn.
* The number of gems you have equipped has no effect on the rate of XP gain. So having less gems equipped does not cause them to gain XP faster than if you had many gems equipped.
* Gems are not affected by the experience penalty when facing enemies below your level.
* Gems are not affected by the experience penalty when facing enemies below your level.
* Equipped gems get experience equal to 10% of the experience you earn.
* The number of gems you have equipped has no effect on the rate of XP gain. So having fewer gems equipped does not cause them to gain XP faster than if you had many gems equipped.
* Gems do not lose experience when you die.
* Gems do not lose experience when you die.
* Gems bought from [[Vendor]]s gain experience and increase in levels when the player levels up. Gems dropped from monsters and containers are level 1, higher level gems can also drop from other sources, such as a [[Strongbox]].


=Classes and stats==
==Damage Scaling and Effects==
===Classes===
See also [[Damage Types]]. Understanding how damage scales is very important in Path of Exile. There are 5 main types of damage, which are Physical, Fire, Cold, Lightning, and Chaos. Fire, Cold, and Lightning are collectively known as Elemental Damage. Damage reduction from [[armour]] only affects physical damage.
The main difference between the classes is their stating location on the passive skill tree. Classes also start with different amounts of attributes at level 1:


Marauder: 32 STR, 14 DEX, 14 INT
===Dual wielding===
Ranger: 14 STR, 32 DEX, 14 INT
{{main|Dual wielding}}
Witch: 14 STR, 14 DEX, 32 INT
[[Dual wielding]]  bonus to attack speed and [[block]] chance. The attack speed bonus is applied multiplicatively with other attack speed modifiers.
Duelist: 23 STR, 23 DEX, 14 INT
Templar: 23 STR, 14 DEX, 23 INT
Shadow: 14 STR, 23 DEX, 23 INT
Scion: 20 STR, 20 DEX, 20 INT
 
 
===Life/mana per level===
All classes begin with the same base [[stat]]s, and gain the same amount per level:
 
50 [[life]], +8 per level
40 [[mana]], +4 per level
56 [[evasion]], +3 per level <ref>may be a bug, evasion page lists it as 53</ref>
 
===Attributes===
[[Attributes]] are required to equip gear and skills. The three attributes also grant some passive bonuses:<br>
[[Strength]] grants +0.5 life and +0.2% melee physical damage per point, rounded<br>
[[Dexterity]] grants +2 accuracy and +0.2% evasion per point, rounded<br>
[[Intelligence]] grants +0.5 mana and +0.2% energy shield per point, rounded<br>
 
Therefore the +10 attribute passive skills effectively grant:<br>
+10 Strength: +5 life, +2% melee physical damage<br>
+10 Dexterity: +20 accuracy, +2% evasion<br>
+10 Intelligence: +5 mana, +2% energy shield<br>
 
==Life and mana regeneration==
All classes have a base mana regeneration rate of 105% of their maximum mana per minute. For example, a character with 100 maximum mana will regenerate 105 mana per minute, or 1.75 mana per second. "Increased Mana regeneration rate" modifiers modify the base rate. For example, 20% Increased Mana regeneration rate would result in 105 * 1.2 = 126% per minute.
 
Characters do not begin with any life regeneration, but it is available from gear and passive skills.
 
The rate at which you gain life from life leech is 20% of maximum life per second. If you have 1000 maximum life, and leech 600 life with a single attack, it will take three seconds for that life to be applied to your current life. As long as you do not reach maximum life, you will always get the full amount of life leeched, although it may take time to be applied - if you leech a large amount of life during a battle, you may find that the life gain continues long after the battle is over. Similar to flasks, the life gain from leech will end if you reach maximum life.
 
The same is true for mana leech, although the rate is 12.5% of maximum mana per second.
 
=Damage Scaling and Effects=
See also [[Damage Types]]. Understanding how damage scales is very important in Path of Exile. There are currently 5 main types of damage, which are Physical, Fire, Cold, Lightning, and Chaos. Fire, Cold, and Lightning are collectively known as Elemental Damage. Damage reduction from [[armour]] only affects physical damage.
 
==Chaos Damage==
Chaos damage ignores energy shield, reducing life directly.
Chaos damage is not considered to be "elemental damage".
 
==Elemental Damage==
 
'''Fire damage'''<br>
If you land a critical strike with an attack or spell that deals fire damage, the enemy is [[Ignite]]d and begins [[Burning]]. Burning causes damage over time. [[Humanoid]]s, [[Monkey]]s and [[Sea Witch]]es will flee while burning <ref>Do they only flee while ignited, or does it apply to all burning damage? Experienced players please elaborate</ref>.
[[Ignite]] lasts 4 seconds, and the amount of damage over time is 1/3 of the fire damage dealt per second. So a total of 4/3 of the original damage, over 4 seconds.
Multiple instances of ignite can be applied at the same time, however the damage from them does not stack. Only the highest-damage burning effect from a single source that is on a creature at any one time will deal damage. However, burning damage from multiple sources can add on to each other. (See [[Burning]])
 
'''Cold damage'''<br>
Hitting an enemy with cold damage can cause the enemy to be Chilled. Critical hits with cold damage can also cause the target to be Frozen. Chilled enemies move, attack, and cast 30% slower, while frozen creatures cannot perform any action except drink flasks. Frozen creatures can still block, dodge and evade while frozen.
 
'''Lightning damage'''<br>
If you land a critical strike with an attack or spell that deals lightning damage, the enemy becomes Shocked. This can be stacked up to three times on one target. In this state, monsters or players take 40% additional damage per instance of Shock. Shock stacks additively with itself, for a maximum of 120% with a stack of three. The damage multiplier itself applies multiplicatively with your final damage, since it it increasing the damage the enemy takes, rather than the damage you deal.
 
===Status ailments===
[[Ignite]], [[Chill]], [[Frozen]], and [[Shocked]] are collectively known as [[Status Ailments]].
The duration of the chilled, frozen, and shocked statuses is related to the amount of cold/lightning damage dealt: <br>
Shocked: 276ms per 1% max life dealt as lightning<br>
Chilled: 138ms per 1% max life dealt as cold<br>
Frozen: 100ms per 1% max life dealt as cold
 
All three are capped at considering 1/3 of max life - if you deal more than 1/3 max life as that element, the status ailment occurs as though you did exactly 1/3.
 
The maximum unmodified durations are therefore:<br>
Shock: 9.2 seconds<br>
Chill: 4.6 seconds<br>
Freeze: 3.33 seconds
 
If the duration would be less that 300ms, it's ignored entirely (the effect is not applied).
For characters using Chaos Inoculation, these durations are calculated based on what the character's maximum life would be if they did not have Chaos Inoculation.
 
When playing in a party, a monster's max life is treated as being the same as it would be in a single player game for the purposes of calculating these durations.
 
In a practical sense, this means that the higher an enemy's maximum life is, the more duration needs to be applied. The simplest way to increase duration is to increase damage, which increases base duration.
 
==Dual wielding==
[[Dual wielding]] grants a +10% attack speed bonus, and a 15% chance to block. The attack speed bonus is applied multiplicatively with other attack speed modifiers.
The default attack and most other skills will alternate between each weapon, striking with each hand in turn.
The default attack and most other skills will alternate between each weapon, striking with each hand in turn.
Cleave and Dual Strike attack with both weapons at once, while some skills such as Leap Slam only use the main-hand weapon, which is the left weapon slot on the character screen.
{{il|Cleave}}, {{il|Dual Strike}}, {{il|Lacerate}}, and {{il|Riposte}} attack with both weapons at once, while most other skills will alternate between each weapon. For skills that are weapon-restricted, both weapons must be compatible in order to use the skill.
 
==Hit & damage calculation order of effects==
There are a number of steps involved in deciding whether an attack hits or not and how much damage is done:
 
1) Avoiding the hit:<br>
- At this stage there is a chance to evade attacks (accuracy vs evasion)<br>
- Any chance to dodge from acrobatics or phase acrobatics is also checked here
 
2) Avoiding the damage:<br>
- Blocking is checked
 
3) Mitigating the damage:<br>
- Physical damage reduction and resitances are applied
 
4) Taking the damage:<br>
- Non-chaos damage is removed from energy shield until it's depleted.<br>
- For [[Mind over Matter]] users, 30% of the remaining damage (including all chaos) is removed from mana.<br>
- Any remaining damage (including all chaos) is removed from life.
 
==Stuns==
Whenever a player or monster takes damage of any type, there is a chance they will be [[Stun|stun]]ned. A stun interrupts whatever that creature was doing while a brief animation is played. The default length of stuns is 350ms. The duration of stuns can be altered by increased block and stun recovery, increased stun duration, and similar modifiers.<br>
For increased block and stun recovery modifiers, the formula used for stun duration is:<br>
350 * (100 / ( 100 + increased recovery) )
 
The formula used for determining whether or not a stun occurs is:<br>
stun_chance = 200 * damage / defender_effective_max_life
 
Where defender_effective_max_life is the maximum life of the creature being hit. Increases to monster life from a party of more than one player do not affect defender_effective_max_life. For a player with Chaos Inoculation, their defender_effective_max_life is whatever their max life would be if they did not have Chaos Inoculation.
 
Reduced stun threshold modifiers reduce the value of defender_effective_max_life. For example, 25% stun threshold reduction means you treat their maximum life as only 75% as much as it actually is, meaning you stun them easier.
 
There are diminishing returns affecting stun threshold reduction of over 75%. When calculating Stun with Stun Threshold Reduction of over 75%, the Stun Threshold Reduction is treated as being:
 
75 + ( Stun Threshold Reduction - 75) * 25 / ( Stun Threshold Reduction -50 )
 
If the stun chance would be less than or equal to 25%, it's ignored, so you need to deal more than 12.5% of effective maximum life to have a chance to stun. <ref>Did this change with 1.0.0? I hear stun got harder, but I'm not sure if that has to do with monster life or actual mechanics changes</ref>
 
==Accuracy==
Accuracy is compared to enemy evasion when determining if an attack hits or misses. The complete formula is below:
 
chance to hit = attacker_accuracy / ( attacker_accuracy + ((defender_evasion/4)^0.8))
 
Chance to hit can never be lower than 5%, nor higher than 95%.


==Critical Strikes==
===Combining damage properties===
Whenever you use a skill or attack, you have a chance to deal a [[Critical Strike]]. Critical Strikes are rolled on a per-action basis, not per-monster.
Path of Exile uses wording that is as literal as possible according to the classifications listed on this page so that consistent damage calculations can take place. For example, take {{il|Spectral Throw}}. It is a projectile attack that uses a melee weapon. This means that, for example, a passive node that grants {{c|mod|10% increased physical damage with Two-Handed Weapons}} will boost [[Spectral Throw]]'s physical damage when used with a two-handed melee weapon such as a staff, but a node that grants {{c|mod|15% increased melee physical damage}} will '''not''' boost Spectral Throw's physical damage, because Spectral Throw is a projectile attack, not a melee attack. This approach to properties is true of all mechanics in the game, but is most often a source of confusion for damage stacking.
So each time you use a skill, the Critical Strike roll is made once and only once. If you roll a Critical Strike, you will deal Critical damage to all enemies hit by the skill.


Critical Strikes do more damage than normal, based on your Critical Strike Damage Multiplier.
===Damage conversion===
All characters have a base Critical Strike multiplier of 150%, meaning a critical strike does 150% of normal damage. This multiplier can be increased with various skills and modifiers on items.
{{Main|Damage conversion}}
Some skills and gear can [[Damage conversion|convert]] one type of damage to another, resulting in a complex damage calculation. Damage conversion stacks additively, and is scaled down to fit 100% if total conversion exceeds 100%. Bonuses from different damages types are applied to the final product as though they were the same type - for example, if you had <br>
100% cold to fire conversion <br>
100 base cold damage <br>
50% increased cold damage <br>
50% increased fire damage <br>
Then you would have 50%+50% increased fire damage (see the following section), or 100% increased fire damage. This means your final damage is <br>
200 fire damage.


For instance, with a multiplier of 250%, if you deal a Critical Strike with attack that normally does 100 damage, you will instead deal 250 damage.
==Modifier stacking==
 
{{Main|Stats}}
The chance to deal a critical strike is taken from the weapon used to perform an attack or attack skill, and in the case of spells, each spell has it's own critical strike chance, which is listed in the skill gem's description.
This value can be increased by increased critical strike chance modifiers from spells and gear. For example, if you are using a weapon with 5% chance to crit, and you have 50% increased critical strike chance, you will have a 7.5% chance to score a critical strike.
 
Critical chance can not be less than 5% nor more than 95%.
 
Critical Strike Chance and Critical Strike Damage Multiplier are calculated separately for each spell and weapon attack. All weapons and damage-dealing spells have a base Critical Strike chance listed on them. This only affects your chance to critical for attacks made with that weapon or spell. For instance the base critical strike chance on a wand does not affect your chance to critical with a spell.
 
However, ''global'' modifiers that appear on weapons (or anywhere else) can and will affect your chance to crit with any attack or skill. They will stack additively with other mods of the same type, such as those found in the passive skill tree.
 
''Local'' Critical Strike Chance modifiers (ones on the weapon itself) affect the base critical strike chance of the weapon - the weapon's modified crit chance will be shown in blue on the weapon's description. This makes Critical Strike Chance modifiers that appear on weapons more valuable than other sources on a point-for-point basis.
 
Non-spell critical strikes can be evaded. See the evasion section above for details.
 
==Combining damage properties==
Path of Exile uses wording that is as literal as possible according to the classifications listed on this page so that consistent damage calculations can take place. For example, take {{sl|Spectral Throw}}. It is a projectile attack that uses a melee weapon. This means that, for example, a passive node that grants 10% increased physical damage with Two-Handed Weapons will boost Spectral Throw's physical damage when used with a two-handed melee weapon such as a staff, but a node that grants 15% increased melee physical damage will '''not''' boost Spectral Throw's physical damage, because Spectral Throw is a projectile attack, not a melee attack. This approach to properties is true of all mechanics in the game, but is most often a source of confusion for damage stacking.
 
=Modifier stacking=
In general, integer modifiers are applied before percentages. Percentage modifiers using the words "% increased" or "% reduced" stack additively with one another, while "% more" and "% less" modifiers stack multiplicatively.
In general, integer modifiers are applied before percentages. Percentage modifiers using the words "% increased" or "% reduced" stack additively with one another, while "% more" and "% less" modifiers stack multiplicatively.


When dealing with weapons, some modifiers that are listed on the weapon itself are applied first, before mods from other pieces of equipment, skills, and so on. This includes anything affecting physical damage, such as increased physical damage, added physical damage, quality etc., and also attack speed, critical strike chance, and accuracy <ref>Can an experienced player comment here? I thought accuracy mods were global</ref>. It does not include elemental damage mods. These can be called ''local'' modifiers - any modifier marked as "global," such as %increased Global Critical Strike Modifier, is not applied to the weapon first.
When dealing with weapons, some modifiers that are listed on the weapon itself are applied first, before mods from other pieces of equipment, skills, and so on. This includes anything affecting physical damage, such as increased physical damage, added physical damage, quality etc., and also attack speed, critical strike chance, and accuracy. It does not include elemental damage mods. These can be called ''local'' modifiers - any modifier marked as "global," such as %increased Global Critical Strike Modifier, is not applied to the weapon first.


Similarly, when dealing with armour, evasion, and energy shield on armour, any modifiers affecting those stats that are listed on the piece of armour are applied first. This includes quality and any other mods directly affecting armour, evasion, or energy shield amount. It does not include mods affecting the energy shield recharge delay or regeneration rate, only the amount of energy shield.
Similarly, when dealing with armour, evasion, and energy shield on armour, any modifiers affecting those stats that are listed on the piece of armour are applied first. This includes quality and any other mods directly affecting armour, evasion, or energy shield amount. It does not include mods affecting the energy shield recharge delay or regeneration rate, only the amount of energy shield.
Line 230: Line 110:
Now imagine I am wearing boots that give +40 life, and have a passive skill that grants +20 life. The integer bonuses are applied first, giving me 160 life, then the percentage bonuses are applied to that subtotal, for a final total of 208 life.
Now imagine I am wearing boots that give +40 life, and have a passive skill that grants +20 life. The integer bonuses are applied first, giving me 160 life, then the percentage bonuses are applied to that subtotal, for a final total of 208 life.


Quality behaves differently on armour and flasks than on weapons. On armour and flasks, it stacks multiplicatively with other modifiers on that piece of equipment.
For example, let's look at a Samite Helmet with +69 armour, 92% increased armour, and 20% quality.<br>
Quality on weapons stacks additively with other % modifiers on the weapon. <ref>Again, can an experienced player confirm? I don't see why it would be inconsistent; I thought they stacked additively on armour and flasks too. Is this a closed beta thing?</ref>
This Horned Casque has a base armour rating of 240. Then the +69 is added to get 309 armour. Then the 92% bonus from the item and the 20% bonus from quality are added together to give a 112% armour increase, for a total of 655 armour.
 
For example, let's look at a Horned Casque with +69 armour, 9% increased armour, and 20% quality.<br>
This Horned Casque has a base armour rating of 428. Then the +69 is added to get 497 armour. Then the 9% bonus raises it to 541, and finally +20% quality results in 650 armour.


'''Another example calculation'''<br>
'''Another example calculation'''<br>
Line 245: Line 122:
a skill that does 40% increased damage and 30% less damage;
a skill that does 40% increased damage and 30% less damage;


the calculation would would look like this:
the calculation would look like this:


Base damage: 10-20 <br>
Base damage: 10-20 <br>
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Stage 2, all other modifiers: (25.5-51) x (1 + 0.3 + 0.4) x 0.7 = 30-61
Stage 2, all other modifiers: (25.5-51) x (1 + 0.3 + 0.4) x 0.7 = 30-61


=Defensive mechanics=
==Defensive mechanics==
 
==Movement Speed==
Base [[movement speed]] bonus of your character is 0%, or normal speed. If your movement speed bonus is at 0%, then it will not be shown on the "Defense" tab of the character screen. However, if it is anything else, such as -2%, it will be shown in the "Defense" tab.
 
[[Shield]]s and [[body armour]]s have hidden intrinsic movement speed penalties. Body armour based on [[armour]] or [[armour]] and [[energy shield]] cause 8% reduced movement speed. All other body armours cause 4% reduced movement speed. All armour-based shields cause 6% reduced movement speed. All other shields cause 3% reduced movement speed. These are the nonmagical components; unique body armours such as [[Foxshade]] can modify movement speed further.
 
==Armour==
Damage Reduction reduces physical damage taken. Elemental damage and damage-over-time are not affected. The base amount of damage reduction depends on the defender's armour total, and the attacker's attack damage:
 
reduction = armour / (armour + 12*damage)


The amount of reduction is capped; it cannot be more than 90%.
===Movement Speed===
The base [[movement speed]] bonus of your character is 0%, or normal speed. If your movement speed bonus is at 0%, then it will not be shown on the "Defense" tab of the [[character screen]]. However, if it is anything else, such as -2%, it will be shown in the "Defense" tab.


The fact that damage reduction scales with the amount of damage means it is difficult to know exactly how much damage is being reduced.
[[Shield]]s and [[body armour]]s have hidden intrinsic movement speed penalties. Body armour based on [[armour]] or [[armour]] and [[energy shield]] cause 5% reduced movement speed. All other body armours cause 3% reduced movement speed. Shields cause 3% reduced movement speed. These are the nonmagical components; unique body armours such as {{il|Queen of the Forest}} can modify movement speed further.
An easy to remember rule of thumb is that to achieve 50% damage reduction, you will need an armour rating equal to twelve times that of the damage being dealt. For example, to achieve 50% damage reduction against a 100 damage hit, you'll need 1200 armour.


In a practical sense, this means that the higher the damage of a single hit, the more armour penetration it has. This also means that higher armour is much more effective against multiple smaller hits rather than one big hit.
==Adventuring==
===Currency===
{{Main|Currency}}
Instead of gold or other forms of money, Path of Exile uses what are known as "currency items". Currency items are displayed with light tan text colour in their item name. In addition to their use as units of trade, each type of currency item can alternatively be consumed for a specific gameplay effect, such as in crafting or gambling a piece of equipment.


Here are two graphical representations of the armour formula:<br>
When you buy items from NPC vendors, those items will cost some amount of currency (usually low-tier currency). When you trade with players, be prepared to barter or haggle unless a player has listed a "buyout", a set price for the item. Exchange rates between currency items are generally set by the players, as currency items can only be traded up to the next level of currency at a vendor and not traded down.
[http://i.imgur.com/HWND8.png| Effect of X Armour on Damage]<br>
[http://i.imgur.com/B0nmM.png| Effect of Armour on X Damage]


==Evasion==
If an item has reached the max number of sockets, it is impossible to use a Jeweller's Orb on it. If a 5-socketed item has reached 5 links or a 6-socketed item has reached 6 links, it is impossible to use an Orb of Fusing on the item.<ref name="1.0.0bPatchNotes"/>
[[Evasion]] rating increases chance to evade an attack. Evading an attack prevents all damage and other harmful effects from the attack. Only attacks and attack skills can be evaded. Spells cannot be evaded.


Evasion also gives a chance to avoid [[critical strike]]s. If an incoming critical strike succeeds its hit roll, a second hit roll is performed to determine if the critical is evaded or not. This second roll is the same as the regular hit roll above (accuracy vs evasion). If this roll succeeds, a critical strike is scored. If it fails, the attack still hits, but only for regular damage. Critical strikes from spells cannot be evaded.
Here is some basic information on currency tiers which has been adapted from [http://www.pathofexile.com/forum/view-thread/549432 Noperative's guide]. The tiers are player-defined and some players may not agree on them.


The way evasion is calculated prevents streaky results. Path of Exile uses an "entropy" system to ensure that hit results are evenly spaced out - for example, if an enemy has 33% chance to hit you, then after you are hit, you are guaranteed to evade the next two attacks from that enemy, and guaranteed to be hit on the next (third) hit. Detailed explanations can be found on the [[evasion]] page.
{{il|Mirror of Kalandra}}<br>
'''God-Tier:''' The rarest and highest value currency item in the game. It eclipses the networth of most of the playerbase.


==Energy Shield==
{{il|Divine Orb}}, {{il|Exalted Orb}}, {{il|Chaos Orb}}, {{il|Vaal Orb}}, {{il|Orb of Annulment}}, {{il|Sacred Orb}}<br>
As long as you have greater than 0 Energy Shield, you have a 50% chance to avoid stun.
'''High-Tier:''' Very high value in the end-game. Used extremely often for trading high- and mid-end items. Recommended to save and use for trading.


Energy Shield acts as an additional hit point pool on top of life. If you have any Energy Shield remaining when you take damage, the damage is subtracted from the Energy Shield first. Damage is only applied to life once all Energy Shield is depleted. The exception to this is Chaos Damage, which ignores Energy Shield.
{{il|Orb of Alteration}}, {{il|Orb of Alchemy}}, {{il|Regal Orb}}, {{il|Orb of Scouring}}, {{il|Orb of Regret}}, {{il|Chromatic Orb}}, {{il|Jeweller's Orb}}, {{il|Orb of Fusing}}, {{il|Gemcutter's Prism}}, {{il|Cartographer's Chisel}}, {{il|Awakened Sextant}} <br>
'''Mid-Tier:'''  Moderate value in large amounts. Used often for low- and mid-end items. It is recommended to save them in large amounts to trade in bulk. Using small amounts for personal crafting is not bad.


Energy Shield will recharge if you do not take any damage for a certain period of time. The default delay is 6 seconds. This time can be reduced with increased energy shield cooldown recovery modifiers from passive skills. The formula for the recharge delay is:<br>
{{il|Scroll of Wisdom}}, {{il|Portal Scroll}}, {{il|Orb of Transmutation}}, {{il|Orb of Augmentation}}, {{il|Orb of Chance}}, {{il|Blacksmith's Whetstone}}, {{il|Armourer's Scrap}}, {{il|Glassblower's Bauble}}, {{il|Blessed Orb}} <br>
6 * (100 / (100 + increased recovery) )<br>
'''Low-Tier:'''  Currency that is rarely used for trading, usually people will try to buy these by the hundreds rather than accepting one or two due to how easy they are to get. A lot of people will just keep a few stacks of these currencies to use on their own items rather than going through the effort of selling them.
so 100% increased recovery is halving the delay, not removing it entirely.  


==Blocking==
There is a general copper-silver-gold-like progression that can be memorized to help buy out or evaluate items from other players. The following orbs can be stored and used as currency in order to circumnavigate the process of bartering. <br>
[[Block]]ing an attack prevents all damage and other harmful effects from the attack. Usually, only attacks and attack skills can be blocked, but there are some passive skills and unique items that allow you to block spells.
 
Chance to block is capped at 75%.
 
When an attack is blocked, the game first calculates if the attack would have caused a stun were it not blocked. If it would have caused a stun, the blocking animation is played, stunning you briefly. If it would not have caused a stun, then you get a "free" block with no animation. Faster Block and Stun Recovery and Increased Block Recovery modifiers reduce the length of the blocking animation.
 
==Resistances==
Fire, Cold, Lightning, and Chaos damage each has its own resistance value (eg "Fire resistance") which is viewable in the character sheet. Resistances reduce damage taken (or increase damage if they are negative), and are capped at a maximum of 75% by default. This maximum can be modified by certain skills. There are penalties to resistances in higher difficulty levels. In Cruel difficulty, there is a -20% penalty to player resistances, and this increases to -60% in Merciless.
 
=Adventuring=
==Currency==
Instead of gold or other forms of money, Path of Exile uses "currency items," which is a term usually interchangeable with "orbs," because most currency items are orbs. All currencies are displayed with light tan text color in their item name. All currencies have some effect, which has a use in gameplay or crafting/gambling. When you buy items from NPC vendors, they will cost some amount of currency (usually low-tier currency). When you trade with players, be prepared to barter or haggle unless a player has listed a "buyout" for an item, which is a set price for a good. Exchange rates between currencies are generally set by the players, as you can only "vendor up" currencies and not vendor down. See [[Currency]] for more information.
 
Here is some basic information on currencies, adapted from [http://www.pathofexile.com/forum/view-thread/549432 Noperative's guide]. The tiers are player-defined and some players may not agree on them.
 
[[Mirror of Kalandra]]<br>
'''God-Tier:''' The rarest and most expensive item in the game. Having just one means you're richer than some people who have been playing this game since it was released.
 
[[Eternal Orb]], [[Exalted Orb]], [[Divine Orb]] <br>
'''High-Tier:''' These are usually items that have a lot of use in the end-game and are very rare. These are high-value currencies and are best saved up rather than used, for most players. They can be traded for big-ticket items, or used on the highest level end-game maps.
 
[[Gemcutter's Prism]], [[Regal Orb]], [[Chaos Orb]], [[Orb of Regret]], [[Orb of Alchemy]], [[Orb of Fusing]] <br>
'''Trade-Tier:''' These are items that have high utility and moderate rarity. These are the first items that you can reasonably trade items for. These are best saved for the endgame. Some orbs are on the border between trade-tier and low-tier, such as the Chromatic Orb and Orb of Chance. Whether they fit into one or the other depends on player opinion, patch results, and league.
 
[[Scroll of Wisdom]], [[Portal Scroll]], [[Orb of Transmutation]], [[Orb of Augmentation]], [[Orb of Alteration]], [[Jeweller's Orb]], [[Orb of Scouring]], [[Blacksmith's Whetstone]], [[Armourer's Scrap]], [[Glassblower's Bauble]], [[Orb of Chance]], [[Chromatic Orb]], [[Glassblower's Bauble]], [[Blessed Orb]] <br>
'''Low-Tier:''' Currency that is rarely used for trading. Most are bought by the hundreds or thousands because of higher abundance than utility. Many people will just keep a few stacks of these currencies to use on their own items rather than go through the effort of selling them. Note that some items are much rarer than other orbs, but are not used in bulk, which means they are not easily accepted as currency, such as the Glassblower's Bauble and Blessed Orb.
 
If you do not enjoy bartering, there is a simple copper-silver-gold-like progression that you can memorize which will help you buy out or evaluate items from other players. <br>
4 [[Orb of Transmutation|Orbs of Transmutation]] -> 1 [[Orb of Augmentation]] (NPC) <br>
4 [[Orb of Transmutation|Orbs of Transmutation]] -> 1 [[Orb of Augmentation]] (NPC) <br>
4 [[Orb of Augmentation|Orbs of Augmentation]] -> 1 [[Orb of Alteration]] (NPC)<br>
4 [[Orb of Augmentation|Orbs of Augmentation]] -> 1 [[Orb of Alteration]] (NPC)<br>
8 [[Orb of Alteration|Orbs of Alteration]] <-> 1 [[Orb of Fusing]] or 1 [[Orb of Alchemy]] (between players; Alteration -> Fusing is NPC and players widely consider Fusing and Alteration to be 1:1) <br>
8 [[Orb of Alteration|Orbs of Alteration]] <-> 1 [[Orb of Fusing]] or 1 [[Orb of Alchemy]] (between players; Alteration -> Fusing is NPC and players widely consider Fusing and Alchemy to be 1:1) <br>
2 [[Orb of Fusing|Orbs of Fusing]] or [[Orb of Alchemy|Orbs of Alchemy]] <-> 1 [[Chaos Orb]] (Players) <br>
2 [[Orb of Fusing|Orbs of Fusing]] or [[Orb of Alchemy|Orbs of Alchemy]] <-> 1 [[Chaos Orb]] (Players) <br>
Items on websites like [http://poe.xyz.is poe.xyz.is] are widely listed with buyouts in terms of chaos orbs, orbs of fusing, and exalted orbs. <br>
Items on websites like [http://poe.ninja poe.ninja] are widely listed with buyouts in terms of chaos orbs, orbs of fusing, and divine orbs. <br>
Other exchange rates vary over time and differ from player to player. These orbs are best saved up and used as emergency currency if one does not wish to engage in the intricacies of bartering. Do not take the progression above as law when trading with players.


Other exchange rates vary over time and differ from player to player. The progression above is not considered a law when trading with players.


==Items==
==Items==
===Attribute requirements===
===Attribute requirements===
Most gear has [[attribute]] requirements that must be met in order to equip the gear. These requirements come from the base item type and are unaffected by magical modifiers, quality, or number of sockets. However, if a gem has requirements you do not meet and is socketed in an item, then you are unable to use that item. A complete list of gear and attribute requirements can be found [http://www.pathofexile.com/item-data/|here].
Most gear has [[attribute]] requirements that must be met in order to equip it. These requirements come from the base item type and are unaffected by magical modifiers, quality, or number of sockets. If a gem has attribute requirements a character does not meet and the gem is socketed in an item then that character will be unable to use that item.


===Level requirements===
===Level requirements===
Some items have a level requirement that must be met in order to equip the item.
Most items have a level requirement that must be met in order to equip them.
There are two factors that affect level requirements:
There are two factors that affect level requirements:
* The level of the base item type. This is the level that the item starts appearing (and is separate from the itemlevel that affects which magical modifiers can spawn on it). See the item data link above for a list with all item levels. Some of the very low-level base items do not come with a level requirement.
* The level of the base item type. This is the level that the item starts appearing (and is separate from the itemlevel that affects which magical modifiers can spawn on it). See the item data link above for a list with all item levels. Some of the very low-level base items do not come with a level requirement.
* The level of the magical modifiers. The level requirement for magical modifiers is equal to 80% of the level of the highest-level magical modifier on the item.
* The level of the magical modifiers. The level requirement for magical modifiers is equal to 80% of the level of the highest-level magical modifier on the item.
* The highest level requirement of the two listed above is the one that appears on the item.
* The highest level requirement of the two listed above is the one that appears on the item.


==Drop rates==
==Drop rates==
Drop tables are uniform across monsters. In other words, drop rates are not determined by loot tables specific to each monster, i.e. every single level 36 rare monster has the same drop table. See also: [[Drop Rate|Drop Rates]]
{{Main|Drop Rate}}
Drop tables are uniform across monsters of the same [[monster level]]. In other words, the pool of items that can potentially drop and the chance for a particular item to drop are not determined by the type of monster.


===Level difference currency penalty===
===Level difference currency penalty===
There is a penalty to the chance of [[currency]] items (scrolls, orbs, etc.) dropping in areas with a monster level more than two levels lower than your character level. For each additional level that you have compared to the area's monster level+2, the chance of a currency item drop is reduced by 2.5%. So if you are level 30 in a level 20 area, you will see 20% less currency item drops on average: <br>
There is a penalty to the chance of [[currency]] items (scrolls, orbs, etc.) dropping in areas with a monster level more than two levels lower than a character's level. Currency item Drops are not increased or decreased in this way when fighting in areas above your level.
2.5*(30-(20+2))=20<br>
For the purposes of this penalty, your level is never considered to be higher than 68. Therefore, a level 75 character receives no penalty in a level 66 area.  
A level 30 character in a level 28 area will see no penalty. Currency item Drops are not increased or decreased in this way when fighting in areas above your level.
For the purposes of this penalty, your level is never considered to be higher than 68. Therefore a level 75 character receives no penalty in a level 66 area. <ref>Did this change in 1.0.0? I don't think so, but would like confirmation</ref>


There are two modifiers that affect drop rates in the game, [[Rarity#Increased_Item_Rarity.2FQuantity|increased item rarity, and increased item quantity]].
There are two modifiers that affect drop rates in the game, [[Rarity#Increased Item Rarity.2FQuantity|increased item rarity, and increased item quantity]].
There are three potential sources of these modifiers: <br>
There are three potential sources of these modifiers: <br>
- the player (skills, passives, gear etc.) <br>
- the player (skills, passives, gear etc.) <br>
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===Item Rarity===
===Item Rarity===
Increased Item [[Rarity]] % modifiers (or IIR) increase the chances of an item being magic, rare, or unique. For example with a total of +100% increased item rarity, you'd get twice as many magic items, twice as many rares and twice as many uniques from normal enemies.
{{Main|Rarity}}
This modifier has no effect on the number or type of currency items, scrolls, or gems that drop.
Increased Item [[Rarity]] % modifiers (or IIR) increase the chances of an item being magic, rare, or unique. IIR increases with diminishing returns but they are only significant at very high IIR values. IIR has no effect on the number or type of currency items, scrolls, or gems that drop. When in a party, only the modifier from the character who lands the killing blow on an enemy is counted. If one of a character's minions lands the killing blow then the minion's IIR is added to the character's IIR and that sum is used.
When in a party, only the modifier from the player who lands the killing blow on an enemy is counted.
If one of your minions gets a kill, the minion's IIR is added to yours and the total is used.


Magic, rare, and unique monsters have an Increased item rarity modifier for drops.
Magic, rare, and unique monsters have an IIR modifier for drops.


===Item Quantity===
===Item Quantity===
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==Quality==
==Quality==
All weapons, armour, flasks, gems, and maps can randomly receive between +1% and +20% quality.
{{Main|Quality}}
All weapons, armour, flasks, gems, and maps can randomly receive between +1% and +20% quality when dropped from a monster or container.
This value can be increased by Blacksmith's Whetstones, Armourer's Scraps, Glassblower's Baubles, Gemcutter's Prisms, and Cartographer's Chisels, but is capped at 20%.
This value can be increased by Blacksmith's Whetstones, Armourer's Scraps, Glassblower's Baubles, Gemcutter's Prisms, and Cartographer's Chisels, but is capped at 20%.


The effect of quality depends on the item:<br>
The effect of quality depends on the item:<br>
On [[weapon]]s, increased physical damage (note that this is useless for caster wands!)<br>
On [[weapon]]s, increased physical damage<br>
On [[Equipment#Armour|armour]], increased Armour rating, Evasion, and Energy Shield<br>
On [[Equipment#Armour|armour]], increased Armour rating, Evasion, and Energy Shield<br>
On life and mana [[flask]]s, increased life and mana recovery<br>
On life and mana [[flask]]s, increased life and mana recovery<br>
On utility flasks, increased duration<br>
On utility [[flask]]s, increased duration<br>
On [[gem]]s, the bonus is specific to each gem. For instance, {{sl|Frenzy}} gets increased attack speed, while {{sl|Leap Slam}} gets increased stun duration. Check gem pages for specifics.<br>
On [[Skill|gem]]s, the bonus is specific to each gem. Check the individual gem page for specifics<br>
On [[map]]s, increases the item quantity bonus from monsters in the map area.
On [[map]]s, increases the item quantity bonus from monsters in the map area
 
There are a limited number of ways to increase quality beyond +20%, such as using a {{il|Perfect Fossil}} on an item or with Hillock's crafting bench in an [[Immortal Syndicate]] safehouse.


==Modifiers on items==
==Modifiers on items==
{{Main|Item Affix}}
[[Modifier]]s are split up in to two main groups, prefixes and suffixes. A magic item can have only one prefix and one suffix, never two prefixes or two suffixes.
[[Modifier]]s are split up in to two main groups, prefixes and suffixes. A magic item can have only one prefix and one suffix, never two prefixes or two suffixes.
Rare items can have up to six modifiers, it is unknown if there is a limit on how many of these can be prefixes/suffixes.
Rare items can have up to six modifiers, it is unknown if there is a limit on how many of these can be prefixes/suffixes.
A randomly generated rare item (from a drop or Orb of Alchemy) receives between four and six modifiers randomly, with the following odds:<br>
A randomly generated rare item (from a drop or Orb of Alchemy) receives between four and six modifiers randomly, with the following odds:<ref name="MaliceThread"/><br>
1/12 chance of 6 mods<br>
1/12 chance of 6 mods<br>
4/12 chance of 5 mods<br>
4/12 chance of 5 mods<br>
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All modifiers have a level associated with them, and will only appear on items whose [[item level]] is greater than or equal to the modifier's level.
All modifiers have a level associated with them, and will only appear on items whose [[item level]] is greater than or equal to the modifier's level.


Lists of available magical modifiers are available in the [http://www.pathofexile.com/item-data/ item data] section.
Lists of available magical modifiers are available in the [[list of item modifiers]] section.


The "Culling Strike" modifier (found on some unique items) causes monsters to die if you strike them down to 10% or less life.
The [[Culling Strike]] modifier (found on some unique items and {{il|Culling Strike}}) causes monsters to die if you strike them down to 10% or less life.


==Sockets==
==Sockets==
There are three types of [[socket]]s: <br>
There are four types of [[socket]]s:
1. [[Strength skills|Strength (red)]] <br>
*[[Strength Skills|Strength (red)]]
2. [[Dexterity skills|Dexterity (green)]] <br>
*[[Dexterity Skills|Dexterity (green)]]
3. [[Intelligence skills|Intelligence (blue)]]
*[[Intelligence Skills|Intelligence (blue)]]
*Neutral (white), appearing on {{il|Tabula Rasa}} or [[Vaal Orb|corrupted]] items. The [[Locus of Corruption]] has a chance to turn all sockets white.  {{il|Encrusted Fossil}}s can create rare items with up to 3 white sockets. The rare items can then be scoured and keep their white sockets. Missions from The [[Immortal Syndicate]] can make up to 3 random colours white on an item.


Sockets appear randomly on most equipable items. [[Item level|Higher level item]]s can appear with more sockets than lower level items of the same type.
Sockets appear randomly on most equipment. [[Item level|Higher level item]]s can appear with more sockets than lower level items of the same type.
The maximum amount of sockets that can appear on an item also varies by the type of item:
The maximum amount of sockets that can appear on an item also varies by the type of item:
* Two handed weapons and body armour can have up to 6 sockets
* Two handed weapons and body armour can have up to 6 sockets
* Wands, shields, and one handed weapons can have a maximum of 3 sockets
* Wands, shields, and one handed weapons can have a maximum of 3 sockets
* [[Unset Ring]]s and [[Black Maw Talisman]]s can have a maximum of 1 socket. {{il|The hungry loop}} is an exception to the normal socket limit on rings.
* Everything else can have a maximum of 4 sockets
* Everything else can have a maximum of 4 sockets
One exception to this is the starting weapon that appears on the beach at the start of the game. Its item level is 1 but it always has one socket of each colour.


Items are more likely to receive sockets that match their attribute requirements. So an item requiring only dexterity is more likely to have green sockets than red or blue sockets.
Items are more likely to receive sockets that match their attribute requirements. So an item requiring only dexterity is more likely to have green sockets than red or blue sockets.
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[[File:swordconnections.png]] <br>
[[File:swordconnections.png]] <br>
This sword has 1 strength socket, 1 intelligence socket, and 2 dexterity sockets. Every socket is linked to every other socket. In this sword you could put:  
This sword has 1 strength socket, 1 intelligence socket, and 2 dexterity sockets. Every socket is linked to every other socket. In this sword you could put:  
* 4 skill gems. You would get access to 4 active skills.
* 4 skill gems. You would get access to 4 skills.
* 3 skill gems and one support gem. You would get access to 3 active skills, and all three would be improved by the support gem.
* 3 skill gems and one support gem. You would get access to 3 skills, and all three would be improved by the support gem.
* 2 skill gems, 2 support gems. You get 2 active skills, both are improved by both support gems
* 2 skill gems, 2 support gems. You get 2 skills, both are improved by both support gems
* 1 skill gem, 3 support gems. You get 1 active skill that is boosted by all 3 support gems.
* 1 skill gem, 3 support gems. You get 1 skill that is boosted by all 3 support gems.


So lets say you put in:
So let's say you put in:
*{{sl|Cleave}} skill gem,
*{{il|Cleave}} skill gem,
*{{sl|Raise Zombie}} skill gem, and
*{{il|Raise Zombie}} skill gem, and
*{{sl|Added Cold Damage}} support gem.
*{{il|Added Cold Damage}} support gem.
You would get a cleave skill that does extra cold damage, and raise zombie skill with zombies that do extra cold damage.
You would get a cleave skill that does extra cold damage, and raise zombie skill with zombies that do extra cold damage.
You would not get zombies that have cleave, or raise a zombie every time you use cleave.
You would not get zombies that have cleave, or raise a zombie every time you use cleave.
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==Item level==
==Item level==
Each item has a level associated with it that is equal to the monster level of the area it dropped in. The monster level is shown on the map overlay (TAB key). Magic monsters (blue name) have +1 to their level, and will yield items with an itemlevel one level higher than other monsters in the same area.
{{Main|Item Level}}
Each item has a level associated with it that is equal to the monster level of the area it dropped in. The monster level is shown on the map overlay (TAB key). Magic monsters (blue name) have +1 to their level, and will yield items with an item level one level higher than other monsters in the same area.
Rare (yellow name) and unique (brown name) monsters have +2 to their level, and will yield items with an itemlevel two levels higher than other monsters in the same area.
Rare (yellow name) and unique (brown name) monsters have +2 to their level, and will yield items with an itemlevel two levels higher than other monsters in the same area.
You can check an item's level by picking it up on the cursor and typing /itemlevel in the chat box. This item level determines which modifiers it can receive, and how many sockets it can receive.
You can check an item's level by picking it up on the cursor and typing /itemlevel in the chat box. This item level determines which modifiers it can receive, and how many sockets it can receive.
==Charges==
Some skills grant [[Endurance Charges|Endurance]] (strength), [[Frenzy Charges|Frenzy]] (dexterity), or [[Power Charges|Power]] (intelligence) [[charges]].
Each charge lasts a short duration before it disappears. The base duration is 10 seconds. Gaining a charge resets the duration of all accumulated charges.
Endurance charges are related to the strength attribute and grant +4% physical damage reduction, and +4% to elemental [[resistances]] (fire, cold, and lightning) per charge.
The physical damage reduction stacks with the damage reduction from [[armour]], so that they are both applied at the same time. For example, if a monster deals 100 damage, and you have 8% DR from two endurance charges, and enough armour to prevent 32 of the 100 damage, the incoming damage would be reduced by 40.
Frenzy charges are related to the dexterity attribute and grant +5% attack speed and +5% cast speed per charge.
Power charges are related to the intelligence attribute and grant +50% critical strike chance per charge.
By default characters can have a maximum number of 3 active charges of each type at one time. This maximum can be increased by certain passive skills.
==Parties==
==Parties==
{{Main|Party}}
The maximum party size is 6 players.


The maximum [[party]] size is 6 players.
===Effect on monsters===
Monsters have increased life for each member inside a party.


===Effect on monsters===
Monsters gain 50% extra life <ref>I could have SWORN this got increased, but I can't find anything about it in 1.0.0 nor in the 3 content patch notes before that</ref> for each additional party member after the first. For example, against a party of 3 players, monsters have double life.
The original life amount is used for the purposes of determining the length of stuns and status ailments from elemental damage - this means monsters will not be harder to stun/ignite/etc. when fighting in a party.
The original life amount is used for the purposes of determining the length of stuns and status ailments from elemental damage - this means monsters will not be harder to stun/ignite/etc. when fighting in a party.


===Effect on loot===
===Effect on loot===
Each player in a party after the first gives a +10% item quantity modifier and a +40% item rarity modifier on drops.  
Each player in a party after the first gives an increased item quantity modifier and increased item rarity modifier on drops.  
[[Rarity#Increased_Item_Rarity.2FQuantity|Increased Item Rarity & Quantity]] modifiers are only counted from the player who lands the killing blow.
[[Rarity#Increased Item Rarity.2FQuantity|Increased Item Rarity & Quantity]] modifiers are only counted from the player who lands the killing blow.


===Effect on experience===
===Effect on experience===
Only party members that are nearby (roughly one screen <ref>The original mechanics thread said roughly 2 screens, but I believe this changed in between 0.11.0 and 1.0.0. Can anyone verify?</ref>) receive experience from a slain monster. If one member is in town or too far from the monster they get no XP. Monsters are still made harder by players elsewhere on the level but outside of XP range.
Only party members that are nearby (roughly two screens) receive experience from a slain monster. If one member is in town or too far from the monster they get no XP. Monsters are still made harder by players elsewhere on the level but outside of XP range.


===Effect on flasks and killing blow modifiers===
===Effect on flasks and killing blow modifiers===
Only the character landing the killing blow on an enemy will gain flask charges. The same is true for all +life and +mana gained "when you deal a killing blow" modifiers.
Only the character landing the killing blow gets bonuses from "(...) when you deal a killing blow" type of modifiers. [[Flask]]s does not apply to this. 


==Instances==
==Instances==
All areas in Path of Exile are [[instance]]d. When you enter an area, a new instance is created. Once you leave the area, the instance will remain in its current state for 15 minutes - if 15 minutes passes with no players entering the instance, it will be closed. This closes any portals you may have had to the area. Entering the same area again will create a new instance with a new randomly generated map.
All areas in Path of Exile are '''instanced'''. When you enter an area, a new instance is created. Once you leave the area, the instance will remain in its current state for 15 minutes - if 15 minutes passes with no players entering the instance, it will be closed. This closes any portals you may have had to the area. Entering the same area again will create a new instance with a new randomly generated map.
Areas without side areas attached (any area with two or less exits) has a shorter timer, and will only last 8 minutes while empty.
Areas without side areas attached (any area with two or less exits) has a shorter timer, and will only last 8 minutes while empty.


Line 482: Line 309:
The exception to this is towns, which are always public, and cut-throat leagues, where all instances are public - meaning anyone can enter your instances at any time.
The exception to this is towns, which are always public, and cut-throat leagues, where all instances are public - meaning anyone can enter your instances at any time.


Some areas have waypoints. Once activated (by clicking on the waypoint), waypoints allow you to travel instantly to any other waypoint you have activated.
Some areas have [[waypoint]]s. Once activated (by clicking on the waypoint), waypoints allow you to travel instantly to any other waypoint you have activated.


Ctrl-clicking on a waypoint destination in the waypoint menu, or an area transition such as a doorway, will bring up the instance management screen. This screen lists all available instances of the area you ctrl-clicked on, the players inside the instance, and the time remaining until they are closed. It also allows you to create new instances, and enter existing ones. Using the instance management screen you can have more than once instance of the same area open at one time, and choose which available instance you want to enter. This may be useful if one wants to respawn bosses, but note that instances are arranged so that bosses cannot be farmed without traveling a significant distance.
Ctrl-clicking on a waypoint destination in the waypoint menu, or an area transition such as a doorway, will bring up the instance management screen. This screen lists all available instances of the area you ctrl-clicked on, the players inside the instance, and the time remaining until they are closed. It also allows you to create new instances, and enter existing ones. Using the instance management screen you can have more than one instance of the same area open at a time, and choose which available instance you want to enter. This may be useful if one wants to respawn bosses, but note that instances are arranged so that bosses cannot be farmed without traveling a significant distance.


==Level difference experience penalty==
==Level difference experience penalty==
{{Main|Experience}}
Level affects the amount of [[experience]] you gain from killing enemies, based on the relative level of the player and monsters. A penalty is applied if you are too far above or below the monster level.
Level affects the amount of [[experience]] you gain from killing enemies, based on the relative level of the player and monsters. A penalty is applied if you are too far above or below the monster level.


There is a safe level range where no penalty is applied, which is equal to three, plus one for every sixteen complete player levels. Any additional level difference in excess of this safe range is called the Effective Difference.
==Microtransactions==
 
{{Main|microtransactions}}
The formula then applied is:
Microtransactions are in game digital goods purchased with real world money. Most effects are cosmetic.  
Experience multiplier = ((PlayerLevel +5)^1.5) / ((PlayerLevel+5+(EffectiveDifference^2.5))^1.5)
 
This experience multiplier can never go below 0.02, or 2% experience gain.


So a level 24 character has a safe band of 3+1=4 levels. So from Monster level 20 to 28, there is an effective level difference of 0. At Monster Levels 19 and 29, the Effective level difference is 1. The Effective Difference matters in either direction.
Commons options (Does not include everything)
Here are graphs of the experience multiplier by monster level and by effective level.
*Each account is initially limited to 24 character slots, but more can be bought through [[microtransaction]]s.  
*[[Skin Transfer]]s can make players appear like they are wearing their favorite looking items, while the actual item they equipped is not shown.
*Stash tabs can range from basic extra storage, to specific kinds that make storing items easier. For options see [https://www.pathofexile.com/shop/category/stash-tabs#microtransaction-StashTab stash tab shop]


==Difficulty Levels==
==References==
There are three difficulty levels: Normal, Cruel, and Merciless. You must complete Normal difficulty before you can move to Cruel, and you must complete Cruel before you can move to Merciless. The higher difficulties have death penalties, causing you to lose experience when you die. This is sometimes referred to as an "experience penalty," although that term usually refers to the level difference experience penalty. They are 0% for Normal (no penalty), 5% for Cruel and 10% for Merciless difficulty. This is a percentage of the experience needed to gain the next level, not your total experience. Losing experience in this way cannot cause you to drop down a level. For instance, if you have 9% progress to your next level and die in merciless difficulty, your progress will be reset to 0%.
{{reflist|refs=
There are also penalties to resistances in higher difficulty levels. In Cruel difficulty, there is a -20% penalty to player resistances, and this increases to -60% in Merciless.
<ref name="MaliceThread">{{cite web|author=Malice|date=November 14, 2011|title=Mechanics thread|url=https://www.pathofexile.com/forum/view-thread/11707|publisher=Official Path of Exile Forums|accessdate=November 24, 2015}}</ref>
<ref name="1.0.0bPatchNotes">{{cite web|author=Chris|date=October 23, 2013|title=1.0.0b Patch Notes|url=http://www.pathofexile.com/forum/view-thread/546607|publisher=Official Path of Exile Forums|accessdate=November 24, 2015}}</ref>


[[Category:Game mechanics]]
}}


=Footnotes=
[[Category:Game mechanics| ]]
<references />

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See also: Keyword

Path of Exile can be intimidating for new players due to the fact that a certain level of understanding of game mechanics is demanded of players who wish to survive. In order to help facilitate planning and execution, this page contains information on the most important mechanics to understand and links to pages which explain specific mechanics in greater detail. It is intended to serve both as a guide to new players and as a primary reference for existing ones.

Leagues

Main page: Leagues

Before beginning path of exile players are given options for different leagues to choose from. Players can only interact with other players in the same league as them. Most items owned by players are restricted to the league they are found in, with some exceptions below.

Standard is the permanent, evergreen league with no modifiers. Path of Exile also releases temporary challenge leagues of the parent leagues that include new features to the game. These are like ladder resets, in that everybody joins the league with no characters and an empty stash. When temporary leagues end all characters and inventories and the stash will all move to standard.

Leagues also have three additional optional flags:

  • Hardcore - Character who die in Hardcore are moved to the Standard league. Items stored in the Stash are not move to Standard on death.
  • Solo Self Found - Character is not allowed to form parties or trade with other players.
  • Ruthless - An extra-hard difficulty that introduces gameplay changes to make the game more difficult, namely item scarcity.

Characters with both Hardcore and Ruthless enabled are moved to the Void league on death, preventing them from being played at all.

Temporary leagues have the same options as standard. The temporary leagues with no modifiers tend to be the most popular leagues. Higher player population makes finding a party or rare items for trade easier.

Classes and stats

Classes

The main difference between the classes is their starting location on the passive skill tree and their Ascendancy class. Classes also start with different amounts of attributes and have different quest rewards.

Ascendancy Classes

Main page: Ascendancy Class

Each base class can choose from one of three Ascendancy classes (except for the Scion, who has only one) after completing the Lord's Labyrinth. Ascendancy classes offer powerful, specialized passive skills. You gain 2 Ascendancy skill points for each difficulty of the Labyrinth you complete, with 4 difficulties in all.

Level Progression

All classes begin with the same base stats, and gain the same amount life, mana and evasion per level. Classes start with different accuracy stats but gain the same amount per level. The values all classes gain per level are:

Private Stash

Main page: Stash

Your private stash allows you to store items and transfer them between characters. Stashes are shared between all your characters within a league - all of your Standard characters access one stash, while all of your Hardcore characters access a different stash. Items cannot be moved between leagues except by death to a character (From Hardcore or Challenge League Hardcore to Standard). Each account is initially limited to 4 stash tabs, but more can be bought through microtransactions.

Chat Channels

Main page: Chat Console

There are two types of chat channels: Trade and Global Chat. These channels are League-specific. If you enter global chat in a Challenge league, then you will only be talking with people in that league only. Typing /global ## or /trade ## will put you into that number channel, provided it is not full.

Messages can be directed to different channels. Messages starting with

  • # are sent to the global chat channel you are in.
  • $ are sent to the trade channel you are in.
  • & are sent to your guild chat if you are in a guild.

You can leave global or trade chat by unchecking the "Join Global Chat" or "Join Trade Chat" options on the chat window.

Skills & Gems

Main page: Skills

Skill gems are the manner in which player characters are able to use and augment skills. Gems are placed in sockets by left-clicking it in the inventory to pick it up and then left-clicking it over the intended socket. Right clicking will remove the gem. Gems are either skills or supports, and skills come in several types whereof the two most common are Attacks and Spells.

Skill gems

Main page: Skill gem

Skill gems creates the skill. They can come in various forms, such as attacking or casting a spell, summoning a minion or totem, throwing a trap or placing a mine, activating an aura or buff effect, and so on.

Support gems

Main page: Support gem

Support gems augments the skills, for example by increasing its power or adding more projectiles. The support gem needs to be linked to the gem to be active and the support needs to be able to support it. Reading the gem's tags is helpful in determining which support gems can support which skills. Common sense is also helpful - skills that don't do damage, such as Temporal ChainsTemporal ChainsSpell, AoE, Duration, Curse, Hex
Level: (1-20)
Cost: (16-33) Mana
Cast Time: 0.50 sec
Requires Level 24Curses all enemies in an area, lowering their action speed and making other effects on them expire more slowly.Base duration is (5.00-8.80) seconds
+(0-1) metre to radius
50% less Effect of Curse against Players
Cursed Normal and Magic Enemies have (15-29)% less Action Speed
Other effects on Cursed enemies expire 25% slower
Cursed Rare and Unique Enemies have (9-18)% less Action Speed

Additional Effects From 1-20% Quality:
(1-20)% increased Curse Duration
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
, won't benefit from Added Cold Damage SupportAdded Cold Damage SupportCold, Support
Icon: C
Level: (1-20)
Cost & Reservation Multiplier: 120%
Requires Level 8Supports any skill that hits enemies.Supported Skills have (4-152) to (6-228) added Cold Damage

Additional Effects From 1-20% Quality:
Supported Skills deal (0.5-10)% increased Cold Damage
This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Skill Gem you wish to augment. Right click to remove from a socket.
nor would it add damage to an Aura. Note that skill properties may change depending on weapon - Elemental HitElemental HitAttack, Projectile, Melee, Strike, Fire, Cold, Lightning, AoE, Prismatic, Bow
Level: (1-20)
Cost: (7-11) Mana
AoE Radius: 10
Requires Level 12Each attack with this skill will choose an element at random, and will only be able to deal damage of that element. If the attack hits an enemy, it will deal damage in an area around them, with the radius being larger if that enemy is suffering from an ailment of the chosen element. It will avoid choosing the same element twice in a row.(18-391) to (33-726) Added Cold Damage
(22-480) to (40-891) Added Fire Damage
(3-75) to (67-1467) Added Lightning Damage
Only Deals Damage of the chosen Element
Deals no Damage of other Damage Types
(30-49)% chance to Freeze, Shock and Ignite
Base radius is 1 metre
80% more Area Radius against Enemies affected by an Ailment of the chosen Element
10% more Damage per Elemental Ailment on the Enemy

Additional Effects From 1-20% Quality:
+(0.25-5)% more Damage per Elemental Ailment on the Enemy
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
, for example, is tagged with both Bow and Melee because it can be used with either, but Lesser Multiple Projectiles SupportLesser Multiple Projectiles SupportSupport, Projectile
Icon: l
Level: (1-20)
Cost & Reservation Multiplier: 130%
Requires Level 8Supports projectile skills.Supported Skills deal (15-6)% less Projectile Damage
Supported Skills fire 2 additional Projectiles

Additional Effects From 1-20% Quality:
Supported Skills deal (0.5-10)% increased Projectile Damage
This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Skill Gem you wish to augment. Right click to remove from a socket.
won't work when Elemental Hit is used with a sword.

Gem experience gain

Main page: Skills
  • Gems are not affected by the experience penalty when facing enemies below your level.
  • Equipped gems get experience equal to 10% of the experience you earn.
  • The number of gems you have equipped has no effect on the rate of XP gain. So having fewer gems equipped does not cause them to gain XP faster than if you had many gems equipped.
  • Gems do not lose experience when you die.
  • Gems bought from Vendors gain experience and increase in levels when the player levels up. Gems dropped from monsters and containers are level 1, higher level gems can also drop from other sources, such as a Strongbox.

Damage Scaling and Effects

See also Damage Types. Understanding how damage scales is very important in Path of Exile. There are 5 main types of damage, which are Physical, Fire, Cold, Lightning, and Chaos. Fire, Cold, and Lightning are collectively known as Elemental Damage. Damage reduction from armour only affects physical damage.

Dual wielding

Main page: Dual wielding

Dual wielding bonus to attack speed and block chance. The attack speed bonus is applied multiplicatively with other attack speed modifiers. The default attack and most other skills will alternate between each weapon, striking with each hand in turn. CleaveCleaveAttack, AoE, Physical, Melee
Level: (1-20)
Cost: 6 Mana
Attack Speed: 80% of base
Attack Damage: (125-237)% of base
Effectiveness of Added Damage: (125-237)%
AoE Radius: 20
The character swings their weapon (or both weapons if dual wielding) in an arc, damaging monsters in an area in front of them. Only works with Axes and Swords.When Dual Wielding, Deals 60% Damage from each Weapon combined
(2-75) to (3-113) Added Attack Physical Damage
+(0-1) metre to radius

Additional Effects From 1-20% Quality:
+0.1 metres to radius per Nearby Enemy, up to a maximum of +1 metre
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
, Dual StrikeDual StrikeCritical, Attack, Melee, Strike
Level: (1-20)
Cost: 5 Mana
Attack Speed: 70% of base
Attack Damage: (125-244)% of base
Effectiveness of Added Damage: (125-244)%
Attacks with both weapons, dealing the damage of both in one strike. Dual wield only. Does not work with wands.100% more Critical Strike Chance against Enemies that are on Full Life
60% more Damage with Hits and Ailments against Enemies that are on Full Life

Additional Effects From 1-20% Quality:
+(1.5-30)% more Damage with Hits and Ailments against Enemies that are on Full Life
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
, LacerateLacerateAttack, AoE, Physical, Melee
Level: (1-20)
Cost: 8 Mana
Attack Speed: 60% of base
Attack Damage: (100-154)% of base
Effectiveness of Added Damage: (100-154)%
AoE Radius: 38
Requires Level 12Slashes twice, releasing waves of force that damage enemies they hit. Enemies in the middle of the slashes can be hit by both. The slashes will have a chance to inflict bleeding in Blood Stance, or have a wider angle in Sand Stance. Can be used with Axes and Swords. You are in Blood Stance by default.(5-75) to (8-113) Added Attack Physical Damage
+(0-0.9) metres to radius
(50-88)% more Damage with Bleeding while in Blood Stance
25% chance to cause Bleeding while in Blood Stance
50% increased angle while in Sand Stance

Additional Effects From 1-20% Quality:
(1-20)% increased Attack Speed if you've changed Stance Recently
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
, and RiposteRiposteTrigger, Attack, Melee, Strike, Physical
Level: (1-20)
Cooldown Time: 0.80 sec
Can Store 1 Use(s)
Attack Damage: (160-230)% of base
Effectiveness of Added Damage: (160-230)%
Requires Level 4Perform a deadly counter-attack when you block. Uses both weapons while you're dual wielding.(2-56) to (3-85) Added Attack Physical Damage
Trigger this Skill when you Block

Additional Effects From 1-20% Quality:
(2-40)% increased Cooldown Recovery Rate
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
attack with both weapons at once, while most other skills will alternate between each weapon. For skills that are weapon-restricted, both weapons must be compatible in order to use the skill.

Combining damage properties

Path of Exile uses wording that is as literal as possible according to the classifications listed on this page so that consistent damage calculations can take place. For example, take Spectral ThrowSpectral ThrowAttack, Projectile
Level: (1-20)
Cost: (5-8) Mana
Attack Speed: 110% of base
Attack Damage: (80-125)% of base
Effectiveness of Added Damage: (80-125)%
Projectile Speed: 1000
Throws a spectral copy of your melee weapon. It flies out and then returns to you, in a spinning attack that damages enemies in its path.
Additional Effects From 1-20% Quality:
Projectiles that have Pierced deal (0.5-10)% more Damage
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
. It is a projectile attack that uses a melee weapon. This means that, for example, a passive node that grants 10% increased physical damage with Two-Handed Weapons will boost Spectral Throw's physical damage when used with a two-handed melee weapon such as a staff, but a node that grants 15% increased melee physical damage will not boost Spectral Throw's physical damage, because Spectral Throw is a projectile attack, not a melee attack. This approach to properties is true of all mechanics in the game, but is most often a source of confusion for damage stacking.

Damage conversion

Some skills and gear can convert one type of damage to another, resulting in a complex damage calculation. Damage conversion stacks additively, and is scaled down to fit 100% if total conversion exceeds 100%. Bonuses from different damages types are applied to the final product as though they were the same type - for example, if you had
100% cold to fire conversion
100 base cold damage
50% increased cold damage
50% increased fire damage
Then you would have 50%+50% increased fire damage (see the following section), or 100% increased fire damage. This means your final damage is
200 fire damage.

Modifier stacking

Main page: Stats

In general, integer modifiers are applied before percentages. Percentage modifiers using the words "% increased" or "% reduced" stack additively with one another, while "% more" and "% less" modifiers stack multiplicatively.

When dealing with weapons, some modifiers that are listed on the weapon itself are applied first, before mods from other pieces of equipment, skills, and so on. This includes anything affecting physical damage, such as increased physical damage, added physical damage, quality etc., and also attack speed, critical strike chance, and accuracy. It does not include elemental damage mods. These can be called local modifiers - any modifier marked as "global," such as %increased Global Critical Strike Modifier, is not applied to the weapon first.

Similarly, when dealing with armour, evasion, and energy shield on armour, any modifiers affecting those stats that are listed on the piece of armour are applied first. This includes quality and any other mods directly affecting armour, evasion, or energy shield amount. It does not include mods affecting the energy shield recharge delay or regeneration rate, only the amount of energy shield.

Imagine I have 100 life, and two passive skills that each increase total life by 15%. The total bonus will be 30%, resulting in 130 life. Now imagine I am wearing boots that give +40 life, and have a passive skill that grants +20 life. The integer bonuses are applied first, giving me 160 life, then the percentage bonuses are applied to that subtotal, for a final total of 208 life.

For example, let's look at a Samite Helmet with +69 armour, 92% increased armour, and 20% quality.
This Horned Casque has a base armour rating of 240. Then the +69 is added to get 309 armour. Then the 92% bonus from the item and the 20% bonus from quality are added together to give a 112% armour increase, for a total of 655 armour.

Another example calculation
If you had a sword whose unmodified damage is 10-20, with the following modifiers:

50% increased physical damage on the weapon;
20% quality on the weapon;
5-10 added physical damage on the weapon;
passive skills granting 30% increased sword damage;
a skill that does 40% increased damage and 30% less damage;

the calculation would look like this:

Base damage: 10-20
Stage 1, on-weapon modifiers: (10-20 + 5-10) x (1 + 0.5 + 0.2) = 25.5-51
Stage 2, all other modifiers: (25.5-51) x (1 + 0.3 + 0.4) x 0.7 = 30-61

Defensive mechanics

Movement Speed

The base movement speed bonus of your character is 0%, or normal speed. If your movement speed bonus is at 0%, then it will not be shown on the "Defense" tab of the character screen. However, if it is anything else, such as -2%, it will be shown in the "Defense" tab.

Shields and body armours have hidden intrinsic movement speed penalties. Body armour based on armour or armour and energy shield cause 5% reduced movement speed. All other body armours cause 3% reduced movement speed. Shields cause 3% reduced movement speed. These are the nonmagical components; unique body armours such as Queen of the ForestQueen of the Forest
Destiny Leather
Evasion: (1803-2451)
Movement Speed: -3%
Requires Level 59, 160 Dex(200-240)% increased Evasion Rating
+(60-70) to maximum Life
+(6-10)% to Fire Resistance
+(26-40)% to Cold Resistance
+(11-25)% to Lightning Resistance
25% reduced Movement Speed
1% increased Movement Speed per 600 Evasion Rating, up to 75%
-(50-40) Physical Damage taken from Hits by Animals
Shedding away her regal past,
she forged a new destiny.
Sacrificing the ephemeral joys of man,
she embraced the eternal grasp of nature.
Seizing her one true wish,
she found peace at last.
can modify movement speed further.

Adventuring

Currency

Main page: Currency

Instead of gold or other forms of money, Path of Exile uses what are known as "currency items". Currency items are displayed with light tan text colour in their item name. In addition to their use as units of trade, each type of currency item can alternatively be consumed for a specific gameplay effect, such as in crafting or gambling a piece of equipment.

When you buy items from NPC vendors, those items will cost some amount of currency (usually low-tier currency). When you trade with players, be prepared to barter or haggle unless a player has listed a "buyout", a set price for the item. Exchange rates between currency items are generally set by the players, as currency items can only be traded up to the next level of currency at a vendor and not traded down.

If an item has reached the max number of sockets, it is impossible to use a Jeweller's Orb on it. If a 5-socketed item has reached 5 links or a 6-socketed item has reached 6 links, it is impossible to use an Orb of Fusing on the item.[1]

Here is some basic information on currency tiers which has been adapted from Noperative's guide. The tiers are player-defined and some players may not agree on them.

Mirror of KalandraMirror of KalandraStack Size: 10Creates a mirrored copy of an itemRight click this item then left click an equipable non-unique item to apply it. Mirrored copies cannot be modified.
God-Tier: The rarest and highest value currency item in the game. It eclipses the networth of most of the playerbase.

Divine OrbDivine OrbStack Size: 20Randomises the values of the random modifiers on an itemRight click this item then left click a magic, rare or unique item to apply it., Exalted OrbExalted OrbStack Size: 20Augments a rare item with a new random modifierRight click this item then left click a rare item to apply it. Rare items can have up to six random modifiers., Chaos OrbChaos OrbStack Size: 20Reforges a rare item with new random modifiersRight click this item then left click a rare item to apply it., Vaal OrbVaal OrbStack Size: 20Corrupts an item, modifying it unpredictablyRight click this item then left click an item to corrupt it. Corrupted items cannot be modified again., Orb of AnnulmentOrb of AnnulmentStack Size: 20Removes a random modifier from an itemRight click this item then left click on a magic or rare item to apply it., Sacred OrbSacred OrbStack Size: 10Randomises the numeric values of base defences on an armourRight click this item then left click an armour to apply it.
High-Tier: Very high value in the end-game. Used extremely often for trading high- and mid-end items. Recommended to save and use for trading.

Orb of AlterationOrb of AlterationStack Size: 20Reforges a magic item with new random modifiersRight click this item then left click a magic item to apply it., Orb of AlchemyOrb of AlchemyStack Size: 20Upgrades a normal item to a rare itemRight click this item then left click a normal item to apply it., Regal OrbRegal OrbStack Size: 20Upgrades a magic item to a rare itemRight click this item then left click a magic item to apply it. Current modifiers are retained and a new one is added., Orb of ScouringOrb of ScouringStack Size: 30Removes all modifiers from an itemRight click this item then left click on a magic or rare item to apply it., Orb of RegretOrb of RegretStack Size: 40Grants a passive skill refund pointRight click on this item to use it., Chromatic OrbChromatic OrbStack Size: 20Reforges the colour of sockets on an itemRight click this item then left click a socketed item to apply it., Jeweller's OrbJeweller's OrbStack Size: 20Reforges the number of sockets on an itemRight click this item then left click a socketed item to apply it. The item's quality increases the chances of obtaining more sockets., Orb of FusingOrb of FusingStack Size: 20Reforges the links between sockets on an itemRight click this item then left click a socketed item to apply it. The item's quality increases the chances of obtaining more links., Gemcutter's PrismGemcutter's PrismStack Size: 20Improves the quality of a gemRight click this item then left click a gem to apply it. The maximum quality is 20%., Cartographer's ChiselCartographer's ChiselStack Size: 20Improves the quality of a mapRight click this item then left click a map to apply it. Has greater effect on lower-rarity maps. The maximum quality is 20%., Awakened SextantAwakened SextantStack Size: 10Adds or rerolls a modifier on a VoidstoneRight click this item then left click a Voidstone to apply it.
Mid-Tier: Moderate value in large amounts. Used often for low- and mid-end items. It is recommended to save them in large amounts to trade in bulk. Using small amounts for personal crafting is not bad.

Scroll of WisdomScroll of WisdomStack Size: 40Identifies an itemRight click this item then left click an unidentified item to apply it., Portal ScrollPortal ScrollStack Size: 40Creates a portal to townRight click on this item to use it., Orb of TransmutationOrb of TransmutationStack Size: 40Upgrades a normal item to a magic itemRight click this item then left click a normal item to apply it., Orb of AugmentationOrb of AugmentationStack Size: 30Augments a magic item with a new random modifierRight click this item then left click a magic item to apply it. Magic items can have up to two random modifiers., Orb of ChanceOrb of ChanceStack Size: 20Upgrades a normal item to a random rarityRight click this item then left click a normal item to apply it., Blacksmith's WhetstoneBlacksmith's WhetstoneStack Size: 20Improves the quality of a weaponRight click this item then left click a weapon to apply it. Has greater effect on lower-rarity weapons. The maximum quality is 20%., Armourer's ScrapArmourer's ScrapStack Size: 40Improves the quality of an armourRight click this item then left click an armour to apply it. Has greater effect on lower-rarity armours. The maximum quality is 20%., Glassblower's BaubleGlassblower's BaubleStack Size: 20Improves the quality of a flaskRight click this item then left click a flask to apply it. Has greater effect on lower-rarity flasks. The maximum quality is 20%., Blessed OrbBlessed OrbStack Size: 20Randomises the values of the implicit modifiers of an itemRight click this item then left click another item to apply it.
Low-Tier: Currency that is rarely used for trading, usually people will try to buy these by the hundreds rather than accepting one or two due to how easy they are to get. A lot of people will just keep a few stacks of these currencies to use on their own items rather than going through the effort of selling them.

There is a general copper-silver-gold-like progression that can be memorized to help buy out or evaluate items from other players. The following orbs can be stored and used as currency in order to circumnavigate the process of bartering.
4 Orbs of Transmutation -> 1 Orb of Augmentation (NPC)
4 Orbs of Augmentation -> 1 Orb of Alteration (NPC)
8 Orbs of Alteration <-> 1 Orb of Fusing or 1 Orb of Alchemy (between players; Alteration -> Fusing is NPC and players widely consider Fusing and Alchemy to be 1:1)
2 Orbs of Fusing or Orbs of Alchemy <-> 1 Chaos Orb (Players)
Items on websites like poe.ninja are widely listed with buyouts in terms of chaos orbs, orbs of fusing, and divine orbs.

Other exchange rates vary over time and differ from player to player. The progression above is not considered a law when trading with players.

Items

Attribute requirements

Most gear has attribute requirements that must be met in order to equip it. These requirements come from the base item type and are unaffected by magical modifiers, quality, or number of sockets. If a gem has attribute requirements a character does not meet and the gem is socketed in an item then that character will be unable to use that item.

Level requirements

Most items have a level requirement that must be met in order to equip them. There are two factors that affect level requirements:

  • The level of the base item type. This is the level that the item starts appearing (and is separate from the itemlevel that affects which magical modifiers can spawn on it). See the item data link above for a list with all item levels. Some of the very low-level base items do not come with a level requirement.
  • The level of the magical modifiers. The level requirement for magical modifiers is equal to 80% of the level of the highest-level magical modifier on the item.
  • The highest level requirement of the two listed above is the one that appears on the item.

Drop rates

Main page: Drop Rate

Drop tables are uniform across monsters of the same monster level. In other words, the pool of items that can potentially drop and the chance for a particular item to drop are not determined by the type of monster.

Level difference currency penalty

There is a penalty to the chance of currency items (scrolls, orbs, etc.) dropping in areas with a monster level more than two levels lower than a character's level. Currency item Drops are not increased or decreased in this way when fighting in areas above your level. For the purposes of this penalty, your level is never considered to be higher than 68. Therefore, a level 75 character receives no penalty in a level 66 area.

There are two modifiers that affect drop rates in the game, increased item rarity, and increased item quantity. There are three potential sources of these modifiers:
- the player (skills, passives, gear etc.)
- monsters (such as bosses and champions)
- Party bonuses
Modifiers from the player stack additively with each other, and are subject to diminishing returns. Modifiers 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.

Item Rarity

Main page: Rarity

Increased Item Rarity % modifiers (or IIR) increase the chances of an item being magic, rare, or unique. IIR increases with diminishing returns but they are only significant at very high IIR values. IIR has no effect on the number or type of currency items, scrolls, or gems that drop. When in a party, only the modifier from the character who lands the killing blow on an enemy is counted. If one of a character's minions lands the killing blow then the minion's IIR is added to the character's IIR and that sum is used.

Magic, rare, and unique monsters have an IIR modifier for drops.

Item Quantity

Increased Item Quantity (or IIQ) increases the average number of items that drop from monsters and chests. It does not affect the type, quality, or rarity of item dropped, only the chance that something will drop. There is no cap on the usefulness of this modifier, as monsters can drop more than one item at a time. The base chance for an item to drop from a normal monster is 16%. This varies between monster types, and special monsters have higher drop chances.

When in a party, each player in the party after the first gives a +10% item quantity and +40% item rarity modifier on drops.

IIQ & IIR modifiers from support gems currently do not work with kills made by damage over time effects, such as the poison from poison arrow. Modifiers from your gear will affect those kills however.

Quality

Main page: Quality

All weapons, armour, flasks, gems, and maps can randomly receive between +1% and +20% quality when dropped from a monster or container. This value can be increased by Blacksmith's Whetstones, Armourer's Scraps, Glassblower's Baubles, Gemcutter's Prisms, and Cartographer's Chisels, but is capped at 20%.

The effect of quality depends on the item:
On weapons, increased physical damage
On armour, increased Armour rating, Evasion, and Energy Shield
On life and mana flasks, increased life and mana recovery
On utility flasks, increased duration
On gems, the bonus is specific to each gem. Check the individual gem page for specifics
On maps, increases the item quantity bonus from monsters in the map area

There are a limited number of ways to increase quality beyond +20%, such as using a Perfect FossilPerfect FossilStack Size: 20Improved QualityPlace in a Resonator to influence item crafting. on an item or with Hillock's crafting bench in an Immortal Syndicate safehouse.

Modifiers on items

Main page: Item Affix

Modifiers are split up in to two main groups, prefixes and suffixes. A magic item can have only one prefix and one suffix, never two prefixes or two suffixes. Rare items can have up to six modifiers, it is unknown if there is a limit on how many of these can be prefixes/suffixes. A randomly generated rare item (from a drop or Orb of Alchemy) receives between four and six modifiers randomly, with the following odds:[2]
1/12 chance of 6 mods
4/12 chance of 5 mods
7/12 chance of 4 mods

All modifiers have a level associated with them, and will only appear on items whose item level is greater than or equal to the modifier's level.

Lists of available magical modifiers are available in the list of item modifiers section.

The Culling Strike modifier (found on some unique items and Culling Strike SupportCulling Strike SupportSupport
Icon: X
Level: (1-20)
Cost & Reservation Multiplier: 110%
Requires Level 18Supports any skill that hits enemies. If enemies are left below 10% of maximum life after being hit by these skills, they will be killed.Kill Enemies that have 10% Life or lower when Hit by Supported Skills
Supported Skills deal (0-38)% increased Damage

Additional Effects From 1-20% Quality:
Recover (0.1-2)% of Life when Supported Skills Cull an Enemy
This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Skill Gem you wish to augment. Right click to remove from a socket.
) causes monsters to die if you strike them down to 10% or less life.

Sockets

There are four types of sockets:

  • Strength (red)
  • Dexterity (green)
  • Intelligence (blue)
  • Neutral (white), appearing on Tabula RasaTabula Rasa
    Simple Robe
    Movement Speed: -3%Item has no level requirement and Energy Shield (Hidden)
    Item has 6 White Sockets and is fully linked (Hidden)
    or corrupted items. The Locus of Corruption has a chance to turn all sockets white. Fundamental FossilFundamental FossilStack Size: 20More Attribute modifiers
    No Critical modifiers
    Place in a Resonator to influence item crafting.
    s can create rare items with up to 3 white sockets. The rare items can then be scoured and keep their white sockets. Missions from The Immortal Syndicate can make up to 3 random colours white on an item.

Sockets appear randomly on most equipment. Higher level items can appear with more sockets than lower level items of the same type. The maximum amount of sockets that can appear on an item also varies by the type of item:

  • Two handed weapons and body armour can have up to 6 sockets
  • Wands, shields, and one handed weapons can have a maximum of 3 sockets
  • Unset Rings and Black Maw Talismans can have a maximum of 1 socket. The Hungry LoopThe Hungry Loop
    Unset Ring
    Requires Level 70Has 1 SocketConsumes Socketed Uncorrupted Support Gems when they reach Maximum Level
    Can Consume 4 Uncorrupted Support Gems
    Has not Consumed any Gems
    <Consumed support gem modifier>
    Be careful where you put your finger.
    is an exception to the normal socket limit on rings.
  • Everything else can have a maximum of 4 sockets

Items are more likely to receive sockets that match their attribute requirements. So an item requiring only dexterity is more likely to have green sockets than red or blue sockets. You can only put a blue (intelligence) gem in a blue socket, red gem in a red socket, etc. Sockets can be linked. The links are shown as gold bars between the sockets. Support gems affect any skill gems in sockets that they are linked to.

For example:

This sword has 1 strength socket, 1 intelligence socket, and 2 dexterity sockets. Every socket is linked to every other socket. In this sword you could put:

  • 4 skill gems. You would get access to 4 skills.
  • 3 skill gems and one support gem. You would get access to 3 skills, and all three would be improved by the support gem.
  • 2 skill gems, 2 support gems. You get 2 skills, both are improved by both support gems
  • 1 skill gem, 3 support gems. You get 1 skill that is boosted by all 3 support gems.

So let's say you put in:

  • CleaveCleaveAttack, AoE, Physical, Melee
    Level: (1-20)
    Cost: 6 Mana
    Attack Speed: 80% of base
    Attack Damage: (125-237)% of base
    Effectiveness of Added Damage: (125-237)%
    AoE Radius: 20
    The character swings their weapon (or both weapons if dual wielding) in an arc, damaging monsters in an area in front of them. Only works with Axes and Swords.When Dual Wielding, Deals 60% Damage from each Weapon combined
    (2-75) to (3-113) Added Attack Physical Damage
    +(0-1) metre to radius

    Additional Effects From 1-20% Quality:
    +0.1 metres to radius per Nearby Enemy, up to a maximum of +1 metre
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    skill gem,
  • Raise ZombieRaise ZombieSpell, Minion
    Level: (1-20)
    Cost: (9-28) Mana
    Cast Time: 0.85 sec
    Raises a zombie minion from a corpse, which will follow you and attack enemies with a melee strike.Maximum (3-6) Raised Zombies
    Minions have (0-38)% more Maximum Life

    Additional Effects From 1-20% Quality:
    +(0.05-1) to Maximum Raised Zombies
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    skill gem, and
  • Added Cold Damage SupportAdded Cold Damage SupportCold, Support
    Icon: C
    Level: (1-20)
    Cost & Reservation Multiplier: 120%
    Requires Level 8Supports any skill that hits enemies.Supported Skills have (4-152) to (6-228) added Cold Damage

    Additional Effects From 1-20% Quality:
    Supported Skills deal (0.5-10)% increased Cold Damage
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Skill Gem you wish to augment. Right click to remove from a socket.
    support gem.

You would get a cleave skill that does extra cold damage, and raise zombie skill with zombies that do extra cold damage. You would not get zombies that have cleave, or raise a zombie every time you use cleave.

If two of the same support gem are linked to the same skill within the same socket group, they do not stack. Only the highest-level gem gives a bonus.

Additionally, two skill gems of the same type can be used in separate socket groups, resulting in more than one usable version of that skill. Skill Gems are only affected by support gems in the same socket group. For example, imagine a piece of armour with 5 sockets. The first two sockets are linked in one group, and the remaining three sockets are linked in a separate group. If you put Cleave and Faster Attacks in the first group, and Cleave, Added Fire Damage, and Added Cold Damage in the second group, you would have two different versions of cleave available - one cleave skill that attacks faster, and another cleave that does bonus fire and cold damage. Small letters appear over the skill icons for each support gem you have attached to that skill. This allows you to differentiate between the different versions if you have more than one of the same skill gem equipped.

Item level

Main page: Item Level

Each item has a level associated with it that is equal to the monster level of the area it dropped in. The monster level is shown on the map overlay (TAB key). Magic monsters (blue name) have +1 to their level, and will yield items with an item level one level higher than other monsters in the same area. Rare (yellow name) and unique (brown name) monsters have +2 to their level, and will yield items with an itemlevel two levels higher than other monsters in the same area. You can check an item's level by picking it up on the cursor and typing /itemlevel in the chat box. This item level determines which modifiers it can receive, and how many sockets it can receive.

Parties

Main page: Party

The maximum party size is 6 players.

Effect on monsters

Monsters have increased life for each member inside a party.

The original life amount is used for the purposes of determining the length of stuns and status ailments from elemental damage - this means monsters will not be harder to stun/ignite/etc. when fighting in a party.

Effect on loot

Each player in a party after the first gives an increased item quantity modifier and increased item rarity modifier on drops. Increased Item Rarity & Quantity modifiers are only counted from the player who lands the killing blow.

Effect on experience

Only party members that are nearby (roughly two screens) receive experience from a slain monster. If one member is in town or too far from the monster they get no XP. Monsters are still made harder by players elsewhere on the level but outside of XP range.

Effect on flasks and killing blow modifiers

Only the character landing the killing blow gets bonuses from "(...) when you deal a killing blow" type of modifiers. Flasks does not apply to this.

Instances

All areas in Path of Exile are instanced. When you enter an area, a new instance is created. Once you leave the area, the instance will remain in its current state for 15 minutes - if 15 minutes passes with no players entering the instance, it will be closed. This closes any portals you may have had to the area. Entering the same area again will create a new instance with a new randomly generated map. Areas without side areas attached (any area with two or less exits) has a shorter timer, and will only last 8 minutes while empty.

Instances you create are private, and cannot be entered by other players unless they join your party. However, once a player has entered an instance, that instance remains associated with the player even if they leave the party. So it is possible to share an instance with non-party members in some circumstances. The exception to this is towns, which are always public, and cut-throat leagues, where all instances are public - meaning anyone can enter your instances at any time.

Some areas have waypoints. Once activated (by clicking on the waypoint), waypoints allow you to travel instantly to any other waypoint you have activated.

Ctrl-clicking on a waypoint destination in the waypoint menu, or an area transition such as a doorway, will bring up the instance management screen. This screen lists all available instances of the area you ctrl-clicked on, the players inside the instance, and the time remaining until they are closed. It also allows you to create new instances, and enter existing ones. Using the instance management screen you can have more than one instance of the same area open at a time, and choose which available instance you want to enter. This may be useful if one wants to respawn bosses, but note that instances are arranged so that bosses cannot be farmed without traveling a significant distance.

Level difference experience penalty

Main page: Experience

Level affects the amount of experience you gain from killing enemies, based on the relative level of the player and monsters. A penalty is applied if you are too far above or below the monster level.

Microtransactions

Microtransactions are in game digital goods purchased with real world money. Most effects are cosmetic.

Commons options (Does not include everything)

  • Each account is initially limited to 24 character slots, but more can be bought through microtransactions.
  • Skin Transfers can make players appear like they are wearing their favorite looking items, while the actual item they equipped is not shown.
  • Stash tabs can range from basic extra storage, to specific kinds that make storing items easier. For options see stash tab shop

References

  1. Chris (October 23, 2013). "1.0.0b Patch Notes". Official Path of Exile Forums. Retrieved November 24, 2015.
  2. Malice (November 14, 2011). "Mechanics thread". Official Path of Exile Forums. Retrieved November 24, 2015.