Synthesised item

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Revision as of 12:35, 14 March 2019 by >Molldust (Synthesizing mechanic)
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Synthesized items can be created at the Memory Nexus from Synthesis.

Synthesizing process

Only Fractured Items can be used in the synthesizer. Three items of the same item class have to used.

  • The inventory tile size does matter (e.g. shields) albeit, sceptres do not synthesize with physical one handed maces.
  • The item level is depeding on the highest item level provided.
  • The item base outcome needs clarification [citation needed].
  • Synthesized implicits can be targeted:
    • Every mod on every item does contribute to the new implicit. Every Synthesis implicit has a threshold that certain mods contribute towards to. If only one threshold is met, that one is garantueed to be generated.
      • If more than one implicit threshold is met, one can assume equal weighting for the implicit selection based on the maximum available (see below).
    • Synthesized items can have up to three implicits. It seems that it will take the average of the fractured mod counts and roll the implicit count between the next ceiling and flooring iteger [citation needed]. Another possibility would be that it rolls between the lowest and highest fracture count [citation needed].
      • Average example [1+1+3]: (1+1+3)/3 = 1.66 | This means the final item will have between 1 and 2 implicits.
      • Low-High example [1+1+3]: Lowest fracture mod count is 1. Highest fracture mod count is 3. This means the final item can have between 1 to 3 implicits.
    • Implicit mod contribution needs clarification [citation needed].
    • Multiple tiers of thresholds result in different implicit outcomes.
      • "+# to all Attributes" results in an "+# to all Attributes" implicit between a fractured item mod value sum of 1 and 45. Starting from 46 to 100 (and presumably beyond), it results in "#% increased Strength/Dexterity/Intelligence" as well as "+1 to Maximum Endurance/Power/Frenzy Charges".
      • A fractured item mod value sum is greater than 0 in most cases, because at 0 the mod would not appear in the first place. Nontheless there seems to be synthesized items with zero implicits or 0 rolls, which hides without advanced mods descriptions. "increased/reduced attribute requirements" might be one of those cases where the total synthesized value can turn 0 despite a mod being present on multiple fractured items.

References