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Hybrid gem

The hybrid gems i really think need to rework the infobox

Either remove the parameter for the secondary skill and migrate to skill namespace instead. Or rework the infobox to display the two skills (active and support) correctly

I think these gems are Hybrid (may miss a few):

  • Infernal CryInfernal CryWarcry, AoE, Duration, Fire, Attack, Trigger, Melee
    Level: (1-20)
    Cost: (15-19) Mana
    Cooldown Time: 8.00 sec
    Can Store 1 Use(s)
    Use Time: 0.80 sec
    AoE Radius: 60
    Requires Level 24Performs a warcry, taunting nearby enemies to attack the user and exerting subsequent attacks. Covers enemies in ash, causing them to move slower and take increased fire damage. Affected enemies explode when they die, dealing fire damage in an area.Base duration is (5.00-5.90) seconds
    (0-38)% increased Warcry Speed
    Damage cannot be Reflected
    Explosion deals Fire Damage equal to 8% of the Monster's maximum Life
    Counts total Power of Enemies in Range
    Covers Enemies in Ash, causing 3% increased Fire Damage taken per 5 Power, up to 20%
    Exerts the next 6 Melee Attacks you perform
    Exerted Attacks Trigger Combust the first time they deal a Melee Hit
    60% of Physical Damage Converted to Fire Damage
    This Skill is Triggered by Attacks Exerted by Infernal Cry

    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.
    (contains Combust)
  • General's CryGeneral's CryWarcry, AoE, Duration
    Level: (1-20)
    Cost: (15-19) Mana
    Cooldown Time: 3.00 sec
    Can Store 1 Use(s)
    Use Time: 0.80 sec
    AoE Radius: 60
    Requires Level 24Performs a warcry, taunting nearby enemies to attack the user, and summoning Mirage Warriors from nearby corpses. The Mirage Warriors each use a linked attack skill once before dissipating.Base duration is (4.00-4.90) seconds
    (0-38)% increased Warcry Speed
    Maximum 5 Summoned Mirage Warriors
    Counts total Power of Enemies and Corpses in Range
    Summons Mirage Warriors from 2 corpses per 5 Power, minimum 1 corpse
    Supported Strike Skills cannot target additional Enemies
    Attacks with Supported Skills count as Exerted
    Supported Skills deal (45-36)% less Damage
    Supported Skills are used by Mirage Warriors Summoned by General's Cry
    Supported Skills count as Triggered

    Additional Effects From 1-20% Quality:
    Maximum +(0.05-1) Summoned Mirage Warriors
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    (contains General's Cry Support)
  • SpellslingerSpellslingerTrigger, Spell
    Level: (1-20)
    Reservation: (30-25)% Mana
    Cooldown Time: 0.60 sec
    Can Store 1 Use(s)
    Cast Time: Instant
    Requires Level 24Reserves mana based on the supported spells to cause those spells to trigger when you fire projectiles from a wand attack.This Skill's Mana Reservation is the total of the Mana Reservations of Supported Skills, and cannot be further modified
    Trigger Supported Spells when you fire Projectiles from a Non-Triggered Wand Attack
    Supported Skills have (0-38)% increased Cooldown Recovery Rate
    Supported Skills have Added Spell Damage equal to (60-174)% of Damage of Equipped Wand
    If two Wands are Equipped, each contributes half as much Added Damage
    Supported Skills deal (37-31)% less Damage with Hits and Ailments

    Additional Effects From 1-20% Quality:
    Supported Skills have Added Spell Damage equal to +(1-20)% of Damage of Equipped Wand
    If two Wands are Equipped, each contributes half as much Added Damage
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    (contains Spellslinger Support)
  • Arcanist BrandArcanist BrandTrigger, Spell, Duration, Brand
    Level: (1-20)
    Cost: (18-32) Mana
    Cast Time: 0.80 sec
    Requires Level 38Creates a magical brand which can attach to a nearby enemy. It periodically activates while attached, triggering linked spells. The brand will detach if the enemy dies.Activates every second while Attached
    Increases and Reductions to Cast Speed also apply to this Skill's Activation frequency
    Can be Detached for a total Duration of 5.00 seconds
    Can be Attached for a total Duration of 3.00 seconds
    Supported Skills have 40% reduced Chaining range
    Projectiles from Supported Skills have 4.8 metres maximum range
    Supported Skills have 40% less Area of Effect
    Supported Skills deal (69-63)% less Damage
    Supported Skills Deal (40-59)% more Damage with Hits against Branded Enemy
    Supported Skills are Triggered by Arcanist Brand, from the Brand's location

    Additional Effects From 1-20% Quality:
    (0.5-10)% increased Activation frequency
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    (contains Arcanist Brand Support)
  • Predator SupportPredator SupportSupport, Minion, Spell, Duration
    Icon: h
    Level: (1-20)
    Cost & Reservation Multiplier: 130%
    Cooldown Time: 0.80 sec
    Can Store 1 Use(s)
    Cast Time: Instant
    Requires Level 18Supports skills which create Minions.Minions from Supported Skills deal (6-12)% more Damage
    Minions from Supported Skills deal (15-24)% more Damage to the Prey with Hits and Ailments
    Minions from Supported Skills always target the Prey if possible
    Base duration is 8.00 seconds

    Additional Effects From 1-20% Quality:
    Minions from Supported Skills deal (0.5-10)% increased 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.
    (contains Signal Prey)
  • Shockwave SupportShockwave SupportSupport, Melee, Attack, AoE
    Icon: s
    Level: (1-20)
    Cost & Reservation Multiplier: 140%
    Cooldown Time: 1.00 sec
    Can Store (1-4) Use(s)
    Requires Level 18Supports melee attack skills. Cannot support triggered attacks, attacks used by things other than you, or skills which create minions.Supported Skills will Trigger Shockwave on Melee Hit
    Supported Skills can only be used with Maces, Sceptres or Staves
    +(0-0.3) metres to radius
    (0-38)% increased Cooldown Recovery Rate

    Additional Effects From 1-20% Quality:
    Supported Skills deal (0.5-10)% increased Melee Damage
    (0.5-10)% increased Melee 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.
    (contains Shockwave}}
  • ...
  • Vaal Skill currently has no problem as there are two articles and vaal skill does not interact with base version of the skill.

-- Neokowloon (talk) 04:28, 9 June 2021 (UTC)

I'm thinking part of the solution is migrating all skills to the Skill namespace. That way each gem can simply specify its primary and secondary skills, which are then queried from the skill namespace. —Vini (t|c) 04:49, 9 June 2021 (UTC)
Done the easy gem Predator SupportPredator SupportSupport, Minion, Spell, Duration
Icon: h
Level: (1-20)
Cost & Reservation Multiplier: 130%
Cooldown Time: 0.80 sec
Can Store 1 Use(s)
Cast Time: Instant
Requires Level 18Supports skills which create Minions.Minions from Supported Skills deal (6-12)% more Damage
Minions from Supported Skills deal (15-24)% more Damage to the Prey with Hits and Ailments
Minions from Supported Skills always target the Prey if possible
Base duration is 8.00 seconds

Additional Effects From 1-20% Quality:
Minions from Supported Skills deal (0.5-10)% increased 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.
, despite i guess the original infobox already missing the stat id behind the mod Base duration is 8 seconds. Neokowloon (talk) 12:26, 2 July 2021 (UTC)
General's CryGeneral's CryWarcry, AoE, Duration
Level: (1-20)
Cost: (15-19) Mana
Cooldown Time: 3.00 sec
Can Store 1 Use(s)
Use Time: 0.80 sec
AoE Radius: 60
Requires Level 24Performs a warcry, taunting nearby enemies to attack the user, and summoning Mirage Warriors from nearby corpses. The Mirage Warriors each use a linked attack skill once before dissipating.Base duration is (4.00-4.90) seconds
(0-38)% increased Warcry Speed
Maximum 5 Summoned Mirage Warriors
Counts total Power of Enemies and Corpses in Range
Summons Mirage Warriors from 2 corpses per 5 Power, minimum 1 corpse
Supported Strike Skills cannot target additional Enemies
Attacks with Supported Skills count as Exerted
Supported Skills deal (45-36)% less Damage
Supported Skills are used by Mirage Warriors Summoned by General's Cry
Supported Skills count as Triggered

Additional Effects From 1-20% Quality:
Maximum +(0.05-1) Summoned Mirage Warriors
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
also done. Neokowloon (talk) 20:20, 2 July 2021 (UTC)

Cat, again

I wonder is there a need of Category:Bosses and Category:Boss monsters (the latter is auto populated by template)?

As well as should Category:Boss monsters also a subcat of Category:Unique monsters? I know act boss of an area are skippable and technically a bid different with Category:Map bosses (which has Monsters grant 100% increased Experience (Hidden), 15000% increased Rarity of Items Dropped (Hidden)MonsterMapBoss
Intrinsic
Monsters grant 100% increased Experience (Hidden)
15000% increased Rarity of Items Dropped (Hidden)
) and probably rogue exile should be called unique monster only as well as Beyond boss has different monster mods IsBeyondBossIsBeyondBoss
Intrinsic
, 300% increased Quantity of Items Dropped (Hidden), 800% increased Rarity of Items Dropped (Hidden)MonsterInvasionBoss
Intrinsic
300% increased Quantity of Items Dropped (Hidden)
800% increased Rarity of Items Dropped (Hidden)
.

Another duplicated cat tree is Category:Corrupted areas and Category:Vaal areas.

Neokowloon (talk) 02:57, 11 June 2021 (UTC)

Let's start with addressing Category:Corrupted areas and Category:Vaal areas, since it should be fairly straightforward. I propose to remove Category:Corrupted areas using a bot, since this category was added to pages manually. Category:Vaal areas is populated automatically through the template, but I think it should be renamed to Category:Vaal side areas. —Vini (t|c) 03:07, 11 June 2021 (UTC)
Yeah, Vaal side area is the current common name and the name used in patch note. Neokowloon (talk) 03:09, 11 June 2021 (UTC)
I have depopulated Category:Corrupted areas as all the article in that cat is also belongs to Category:Vaal areas. I think the Category:Vaal areas cat is associated with Module:Area thus need to edit the module first. Neokowloon (talk) 05:50, 12 June 2021 (UTC)
And i have done migrated all boss from Category:Corrupted area bosses to Category:Vaal side area bosses. Neokowloon (talk) 06:26, 12 June 2021 (UTC)

Version history – Unknown introduction to game

There are articles that state the subject's introduction to the game came in an unknown version. Examples of such articles include Crude Bow, Chill and Buff. Many of these articles describe game mechanics that were introduced to the game in very early versions, before GGG even publicly released patch notes. The problem that this poses is that it clutters up the tracking category Category:Pages with version history for unknown versions. That category is meant to indicate problems that need to be corrected, but there is no way to know exactly which version buffs were introduced to PoE, for instance. What can we do to resolve this? —Vini (t|c) 03:50, 11 June 2021 (UTC)

Can we set at 0.10.0 and add footnote it probably exist before that? There is lots of basetype are without release_version for the same reason. Neokowloon (talk) 03:54, 11 June 2021 (UTC)
There are two other possibilities that I have in mind:
1. When it is impossible to know when something was added to the game, leave it out entirely. It's not that useful to state that something was added to the game in an unknown version if it was added before the earliest patch notes that we have.
2. Modify the template so that it accepts another special value. Let's say the value is "old". When the template sees this value, it displays "Before 0.10.0".
Vini (t|c) 04:03, 11 June 2021 (UTC)
Yeah that will do "Before 0.10.0", or before open beta. Neokowloon (talk) 04:06, 11 June 2021 (UTC)
Demo: Template:Version_history_table_row#UsageVini (t|c) 06:35, 11 June 2021 (UTC)

Level requirements for low level gear

I never noticed this before, but it seems that the game doesn't enforce the level requirements of low-level gear. According to poedb, Fishscale GauntletsFishscale GauntletsArmour: (9-12)
Evasion: (9-12)
require level 4, yet they display no level requirement in game and can be equipped by a level 2 character right after entering Lioneye's Watch. Even the official trade site considers them to have no level requirement – You can see this by setting the max level requirement to 1 in the filters. It's as if the game ignores the level requirement of any piece of gear that requires level 4 or below, even though the data (poedb and pypoe) clearly shows that these items have level requirements. —Vini (t|c) 09:02, 12 June 2021 (UTC)

After further investigation, it appears that an item's base level requirement is waived completely if it is below a threshold value of 5. However, modifiers can still add a level requirement. For example, a HummingHumming
Prefix
Adds 1 to (5-6) Lightning Damage
Nailed FistNailed FistClaw
Physical Damage: 4-11
Critical Strike Chance: 6.20%
Attacks per Second: 1.60
Weapon Range: 1.1 metres
Grants 3 Life per Enemy Hit
requires level 2 to equip. I have updated Module:Item2 to account for this. —Vini (t|c) 00:44, 13 June 2021 (UTC)

Obsolete monster articles

There are some articles that describe monsters from older versions of the game – in particular, monsters that were present in Tora and Elreon missions. Is there any reason to preserve these articles? In most cases they contain very little information. —Vini (t|c) 20:41, 12 June 2021 (UTC)

I think some of the monster articles are untouched like over 3~4 years . For those legacy monster i am not sure it can be improved or not. Sometimes datamined infocard contain all info or may be more than the article counterpart. Neokowloon (talk) 07:05, 13 June 2021 (UTC)
And currently Module:Area has a parameter to switch from jpg to png , which Module:Monster does not . Except outsider may have no idea on monster skill id means (sometimes it is very different from its actual skill effect) Monster:Metadata/Monsters/GemMonster/DexMissionIguanaBoss seems contain the same info as Twisted Chimeral. Neokowloon (talk) 07:48, 13 June 2021 (UTC)

Monster in Item acquisition template

Currently drop_monsters in {{Item acquisition}} is linked to the infocard in monster namespace. Is it due to Special:CargoTables/monsters does not have main_page parameter? Neokowloon (talk) 07:02, 13 June 2021 (UTC)

We are checking Special:CargoTables/main_pages according to:
        local results = m_cargo.query(
            {'monsters', 'main_pages'},
            {
                'monsters._pageName',
                'monsters.metadata_id',
                'monsters.name',
                -- 'monsters.main_page',
                'main_pages._pageName',
            },
            {
                join='monsters.metadata_id=main_pages.id',
                where=string.format('monsters.metadata_id IN ("%s")', table.concat(monster_metadata_ids, '","')),
                orderBy='monsters.name',
                groupBy='monsters.metadata_id',
            }
        )
But right now we don't store any monster ids there. For this to work we need to update {{MonsterBox}} (and maybe {{Monster infobox}}?) to store the metadata_id to main_pages.id if metadata_id has been defined. The passives uses this method, see Ghost Reaver for an example. --Illviljan (talk) 08:25, 13 June 2021 (UTC)
We maybe should start considering replacing {{MonsterBox}} with {{Monster infobox}}, but right now I don't think {{Monster infobox}} doesn't look as good as the old one still so it could use some styling touch ups before we go all in on it. --Illviljan (talk) 08:34, 13 June 2021 (UTC)
I've added the parameter to {{MonsterBox}} now. It only supports one id per template however since it's just a simple template where you can't split and loop the string that easily. That's a bit of a problem since many bosses have several versions of themselves, probably why I didn't add it before. --Illviljan (talk) 10:46, 13 June 2021 (UTC)
There is not much boss drop left BTW. I knew the metadata id with "Standalone" suffix apparently for The Maven's Crucible and apart from Elder (which have 2 articles) i think only Breachlord have more than one id (one id probably for wild , one for in the Breach domain) . And also the prophecy bosses have two id. I think we can just use the id for the main encounter. The thin and fat Doedre of Act 9 encounter (and the map version), we can just choose one for {{Item acquisition}} . {{Monster item drops}} also only support one id. Neokowloon (talk) 11:59, 13 June 2021 (UTC)
(And it seem i forget Atziri, Queen of the Vaal have 3 ids for 3 fights ) Neokowloon (talk) 12:38, 13 June 2021 (UTC)

Charan

The POE account Foreverhappychan claims the account is the new account (or account name) of Charan (aka CharanJaydemyr, 鬼殺し), the signature also indicated that the account also own the reddit account "The_Scourge", which is confirmed to be Charan's reddit username. However, the new account does not have the custom designed avatar anymore. So, is it safe to add this new account name to the unique and mtx designed by Charan? Neokowloon (talk) 13:32, 2 July 2021 (UTC)

It seems believable that this is Charan's new account, but I don't see the need to continue playing musical chairs with linking to his latest account all the time. In a way it almost feels like stalking. The supporter attribution can simply state that the item was created by Charan without providing a link to the account. Only mention his alternate account names if it's absolutely necessary to provide context to a citation to the forums or reddit. Do you see what I mean? —Vini (t|c) 13:49, 2 July 2021 (UTC)
Yeah, "Charan" is probably sufficient as we never know he would change his username once again. And only the sword article need to mention his previous name as a context for the citation's author. Neokowloon (talk) 20:47, 4 July 2021 (UTC)

Is it possible to activate the wide version by default on this wiki ?

This wiki was designed for a display on all the page, but since it has been transfer from Gamepedia to Fandom, the display is not anymore wide.
There is an option in the personal parameter to make it wide : https://i.imgur.com/oUCNOvI.png but it is only for me, most user don't know this option, and will have a bad display. So it would be good if you activate it by default for everyone.
--GKPlight (talk) 19:06, 30 July 2021 (UTC)

I have requested this, but so far Fandom hasn't given us the option. —Vini (t|c) 20:37, 30 July 2021 (UTC)

This wiki would be better if the comment section was not deactivate.

It allow people to ask question when something is not clear in an article, so we can then improve the article.
"The talk page existe" is not a good argument : near nobody use it. and if it exist, why a comment section could not exist ?
It is also much better for a community aspect. Even if most discussion will not be use to improve the page, it is a way to discus of the game, the builds, ...
Some exemples of comment section from other wikis : https://warframe.fandom.com/wiki/Oberon#articleComments https://genshin-impact.fandom.com/wiki/Kaeya#articleComments
--GKPlight (talk) 19:37, 30 July 2021 (UTC)

broken russian(?) links?

a lot of pages have broken russian links at the bottom of them. Do they serve some purpose? Can they be deleted? —Preceding unsigned comment added by Bloonpauper (talkcontribs) 03:47, 23 September 2021‎ (UTC)

Just leave them in the wiki. Ru-poe wiki is still in fandom. Neokowloon (talk) 14:05, 23 September 2021 (UTC)
Good day everyone, and who should I contact with the question of transferring the Russian-language project, to you?Kordloperdlo (talk) 05:44, 15 April 2024 (UTC)
Last time i heard User:Ruba159753 is not that interested to transfer to new wiki. For tech support i guess you better ask the question again in discord Neokowloon (talk) 14:11, 16 April 2024 (UTC)
If i have time i probably interested to write Traditional Chinese POE wiki. The realm has some interesting thing such as WTF with that translation. e.g. The Coast (Act 1) somehow swapped name with The Twilight Strand (Act 1). But i don't have time. Neokowloon (talk) 14:13, 16 April 2024 (UTC)

Skill lists category

Category:Skill lists should really be renamed to "Lists of skill gems", or at least "Skill gem lists". The name is misleading, and there's already Category:Lists of skills that does what Category:Skill lists sounds like it does. KickahaOta (talk) 21:08, 12 November 2021 (UTC)

I'm fine with renaming Category:Skill lists to Category:Lists of skill gems. —Vini (t|c) 15:30, 1 February 2022 (UTC)

Location information for keystone passive skills

Most articles in Category:Keystone passive skills have location information:

  • A description of where the keystone skill is in the passive skill tree.
  • Often, a table of how many nodes the skill is away from the starting area of each class.

All of this is handcrafted. As of 3.16, basically all of it is wrong. We need to decide whether to update this information for 3.16, or delete it. I would tentatively suggest "delete".

  • Description of where the skill is in the tree: There's already Ctrl+F in the PoE passive tree screen. Yes, it kind of sucks, because you've got to zoom out and scroll around and try to spot the slowly-pulsing thing. But that still seems like it's not likely to be slower than a text-based description.
  • Table of how many nodes away each class starting area is: This is potentially useful information. But even if it were correct, it's not expressed in the form that would make it most useful. Someone isn't likely to say "What's the class that's closest to this skill?" (And if they did say that, they could just look at the tree.) They're more likely to say "I'm planning out a Marauder; what keystone skills are within, say, 15 nodes?"

In theory, someone could use the connection information in the Cargo tables to write a really impressive data-driven module to show tables like "What other nodes of a given type are within X connections of this node?" That would be much more useful and would eliminate the need to handcraft this stuff. But given all the other to-dos on the pile, I don't see it happening. And in the absence of that, the handcrafted information seems like more trouble than it's worth. KickahaOta (talk) 23:10, 14 December 2021 (UTC)

How do you edit the infobox of a unique item?

When editing an item's page, there are data keys representing values, something like |explicit1 = SomeKeyName1. How or where do I edit this value?

Also, the Signature help page should be created. —Preceding unsigned comment added by Wicke (talkcontribs) 09:20, 29 December 2021‎ (UTC)

use adv search, untick main and tick modifier only , search using mod text as keyword, see are there any matching mod with "unique" as an affix in its id / page name. Alternatively , use cargo query in your user page sandbox. Also in case there is more than one result, usually new mod is for new unique so that new unique not likely using old mod id. Neokowloon (talk) 10:34, 29 December 2021 (UTC)
Also, except unique atlas region watchstone or the unique cluster jewel with random notables, the unique mod of the unique are in mod domain "3" despite the domain also contains implicit Neokowloon (talk) 05:02, 31 December 2021 (UTC)

Legacy variants section for fated unique items

On some of the articles about fated items, the legacy variants section is currently overloaded with other pseudo-variants that could theoretically exist if a legacy variant of the base unique item was upgraded to its fated counterpart during a later time period. I propose removing these pseudo-variants and providing an explanation about their existence instead. An example of this treatment can be seen on the Doomfletch's Prism article (diff). This does mean removing information from an article, but sometimes that can be a good thing if it makes the article read better. In this case, I don't think it's necessary or good at all to list every possible pseudo-variant that might exist in Standard. If someone is really interested in, for example, a Doomfletch's Prism that has the current explicit modifiers but no implicit, they can go search for it on trade. It doesn't need to be listed if it means sacrificing the article's readability. —Vini (t|c) 01:03, 1 February 2022 (UTC)

It is worse as some how some legacy mod are retained and sometimes it does not after 3.14~ish patch (aka ninja nerf). +6 FrostfernoFrostferno
Leather Hood
Evasion: (555-762)Requires Level 60, 46 Dex+2 to Level of Socketed Fire Gems
+2 to Level of Socketed Cold Gems
Socketed Gems are Supported by Level 30 Cold to Fire
(450-500)% increased Evasion Rating
60% increased Mana Regeneration Rate
+(20-30)% to Fire and Cold Resistances
Embrace your burning ambition.
Embrace your frozen heart.
You will be transformed.
must be created in perma league as the base item going to legacy before the release of fated item and there is only one entry so that this quasi-legacy fated item does not clutter the page. While Shavronne's GambitShavronne's Gambit
Scholar Boots
Energy Shield: (46-60)Requires Level 32, 59 Int+10 to Dexterity
+(20-30) to Intelligence
(100-140)% increased Energy Shield
(150-200)% increased Stun and Block Recovery
15% increased Movement Speed
20% increased Movement Speed when on Full Life
Regenerate 1% of Energy Shield per second
The Karui boats were closing the gap,
but Shavronne had laid for them one final trap.
, due to the ninja 3.14~ish change, i was told in the official forum, there are more than 4 variants. So that may be case by case? Neokowloon (talk) 01:12, 1 February 2022 (UTC)
That's interesting. I never knew about that change. Does that mean it became impossible to craft a +6 Frostferno in Standard after version 3.14.X? —Vini (t|c) 15:35, 1 February 2022 (UTC)
Too expensive to tell, as least i just break my legacy Kaom's WayKaom's Way
Coral Ring
Requires Level 32+(20-30) to maximum Life+(10-20) to Strength
Regenerate 0.2% of Life per second per Endurance Charge
Gain (2-4) Life per Enemy Hit with Attacks
+1 to Maximum Endurance Charges
2% increased Area of Effect per Endurance Charge
Kaom guided his Karui across the sea
and spilled their blood on foreign soil
only. So that probably GGG treated it as ninja bug fix. Yes the list is way too long if adding those legacy and double legacy fated mix and match, but i don't have a good solution in my mind, as some item like Kaom's WayKaom's Way
Coral Ring
Requires Level 32+(20-30) to maximum Life+(10-20) to Strength
Regenerate 0.2% of Life per second per Endurance Charge
Gain (2-4) Life per Enemy Hit with Attacks
+1 to Maximum Endurance Charges
2% increased Area of Effect per Endurance Charge
Kaom guided his Karui across the sea
and spilled their blood on foreign soil
and FrostfernoFrostferno
Leather Hood
Evasion: (555-762)Requires Level 60, 46 Dex+2 to Level of Socketed Fire Gems
+2 to Level of Socketed Cold Gems
Socketed Gems are Supported by Level 30 Cold to Fire
(450-500)% increased Evasion Rating
60% increased Mana Regeneration Rate
+(20-30)% to Fire and Cold Resistances
Embrace your burning ambition.
Embrace your frozen heart.
You will be transformed.
have only one more entry for these quasi-legacy / double legacy mix and match , but Shavronne's GambitShavronne's Gambit
Scholar Boots
Energy Shield: (46-60)Requires Level 32, 59 Int+10 to Dexterity
+(20-30) to Intelligence
(100-140)% increased Energy Shield
(150-200)% increased Stun and Block Recovery
15% increased Movement Speed
20% increased Movement Speed when on Full Life
Regenerate 1% of Energy Shield per second
The Karui boats were closing the gap,
but Shavronne had laid for them one final trap.
or Doomfetch potentially more than 4 entries if we insist to doc all. Neokowloon (talk) 02:53, 2 February 2022 (UTC)

Captured Soul page names

The captured soul items change names with the Atlas shuffle every league, but they retain the same flavor text and metadata ids. In order to reduce some of the workload for each league, I suggest using a more generic naming scheme for these items' pages:

Captured Soul of ArachnoxiaCaptured Soul (Arakaali upgrade 1 of 3)

Captured Soul of The Forgotten SoldierCaptured Soul (Ryslatha upgrade)

Vini (t|c) 17:21, 23 March 2022 (UTC)

Yeah i agree to have a static name. Neokowloon (talk) 00:18, 24 March 2022 (UTC)
GGG made a merry-go-round in 3.17 for Arakaali 's upgrades. So that probably redirect (the Captured Soul of "map boss name") to Captured Soul or Pantheon soul or The Pantheon may be better.
Sometimes the map boss is for this god in this league, but a few leagues before it is for another. So that redirect is tricky to handle
(copy my comment from discord) Neokowloon (talk) 10:52, 24 March 2022 (UTC)
Yeah, static name makes sense to me too Iamacyborg (talk) 10:46, 24 March 2022 (UTC)

Adding the various Archnemesis mod 'rarity' colours to the system

Its boring work and I would do it myself if I knew how, but considering we support the Bloodline and Nemesis 'rarities', could we add them for each of the new Archnemesis mods as it would probably help users identifying the mod that gave them trouble by it's colour, or in the situation where they were killed too fast to read the modifier's text. — RubyAxe 07:49 5 August 2022 (UTC)

It does not really help to identify the mod , as GGG did not announced in their website which color of the each mods. You either read the actual mod text or just one shot. For visualization it may be good to copy the in-game mod text color to wiki , but not really help on mod identification. (Unless people did not use Shadowplay, and just remembered killed one shot by color X mod , and try to narrow down the possible mods by color. ) Neokowloon (talk) 10:03, 5 August 2022 (UTC)

Updating passive skill info

I noticed that the skill description for Shadow Shaping was incorrect, and hunted down how to edit the info box. I found my way to Passive Skill:Atlas~keystone~disfavoured~maps and edited that, however it seems the update didn't propagate to any of the pages referencing it (Shadow Shaping, Atlas keystone, List of atlas keystone passive skills etc). How would I do that? -- CandyCorvid (talk) 01:39, 13 August 2022 (UTC)

Looks like it's been updated now. Not sure if I just needed to wait for it to propagate, or if someone pressed a button somewhere, but I'm happy now. -- CandyCorvid (talk) 01:43, 20 August 2022 (UTC)

Signature Help Page

I came here to make the above question about passive skills, but quickly realised that the Help:Signatures link was just a broken redirect to Gphelp:Signatures. Best I could do to fix it was just revert to a previous version before the redirect. Hopefully that's good enough for now; at least it has enough info that I was able to learn how to use signatures from it, but it might need some more work to fix the other broken links. -- CandyCorvid (talk) 01:55, 13 August 2022 (UTC)

Skill level missing data

How does one go about of adding/updating missing data from skill gem levels? At the moment Intensify Support is missing the stat_text for "Supported Skills deal x% more Area Damage with Hits per Intensity" at each level (and Vile Toxins Support is also missing a levelling stat_text). I am hesistant to update it manually in the info box, since it looks like the info boxes are automatically generated and a new export will probably undo the changes. Dreddie (talk) 08:05, 16 August 2023 (UTC)

It is something pypoe issue. Post it in discord or github. Neokowloon (talk) 10:49, 16 August 2023 (UTC)

Suggestion: Remove Template:Stub from the wiki

I would like to propose the removal of {{Stub}} from the wiki. The intended purpose of this template is to flag articles that are created as placeholders so that editors can find them more easily. However, I don't know that any editors actually use it this way. Category:Stubs ought to be empty or nearly empty most of the time, yet there are hundreds of articles flagged as stubs. Most of these aren't even flagged correctly. What tends to happen is that someone will create an article and flag it as a stub, and then no one will ever remove the stub template, even after the article is expanded. That makes this template not very useful in my opinion, so I would rather not have it at all. What do others think? Do you frequently view the stubs category to find pages that need to be expanded? Once you expand a page flagged as a stub, do you remove the stub template? —Vini (t|c) 19:54, 16 April 2024 (UTC)