Template talk:Item

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Item Template requirements

Following discussion of FaceLicker's talk page this template is in dire need of an update. What are the exact parameters we currently need? Iamacyborg (talk) 20:12, 13 August 2012 (UTC)

Do we aim for covering all item-related things (including uniques, maybe except gems) with this one template? Or isnt it easier to split up at least into weapons, armours and perhaps "the rest" (quivers, belts, jewelry)? Would be no problem to have more than one template (of the same structure), but I expect it to be less confusing at the usage with no off-type stats to skip.
For the needed stats, weapons and armours could have an inherent mod (like increased stun/accuracy, +spell damage/resists) --Mr.Cee (talk) 06:27, 14 August 2012 (UTC)
One of the problems with this template is that it always displays 'Stat Requirements' even if no values are given. Not all items have stat requirements, most do of course, but low level weapons/armor and amulets/belts/rings/quivers/flasks do not. I suppose this template is decent enough for simply displaying base weapons/armor but that's about all. Also, as Mr.Cee pointed out, there needs to be a line for implicit mods for weapons and accessories, I think too we should have a 'hidden implicit mod' line(which could easily be the same as the regular implicit mod) to point out the various effects armor has when equipped such as 8-12% Base Resist All Elements & -8% Movement Speed on the Astral Plate body armor.
Regarding exactly what parameters we need exactly.. well that depends on the item type and rarity. You've pretty much got it covered though, like I said the only things missing are 'Bonus Accuracy' for weapons(but that's only on Magic rarity and above) and also Implicit and Explicit mods. Obviously too, Unique items have an extra flavor text section. Items like maps, flasks, currency, and gems also have an added description line. The description is always the same for maps, flasks, skill gems or support gems, but the description differs for each currency item. We are completely missing options for flasks, though. Flasks have these paramters - 'Mana Recovery: ###', 'Life Recovery: ###', 'Recovery Time: # Seconds', 'Charges: ## of ##', and 'Each Drink Uses: ## Charges'. Then there's the special flasks like Granite and Sapphire which require - 'Duration: # Seconds' and also 1-2 mod lines directly below the 'Each Drink Uses' line, 1 line for Diamond and Granite, 2 lines for resist flasks.
It would probably easier to do a seperate template for each item type since there are so many. That would be weapons, armor, accessories(amulets, rings, belts, quivers), flasks, maps, gems(skill, support), and currency. Personally, I'd prefer just one template with a long list and I just pick and choose the parameters I need to fill out with the ones that I don't need hidden by default, but that might get confusing for other people.--FaceLicker (talk) 14:21, 14 August 2012 (UTC)
little addon: There are also some items which contain 2 inherent mods (example: Occultists Vestment with move penalty and spell damage); think there are similar shields too, unsure about hidden mods.
For the template itself, it would end up in a very huge code to cover all features, with a lot of "if"'s to sort empty stats out - including lots of coding/formating limitations (from my understanding) and with difficulties at copy and paste of a sheet to use the template. Best would be to have a general template that does the consistent formatting, and sub-templates that do the filtering, although I can only imagine the other direction (use different templates per item category which use the same 'main' subtemplate) by now. --Mr.Cee (talk) 15:06, 14 August 2012 (UTC)

about the new complete template

Dived a bit into what Facelicker had done, looks good beside some minor glitches: -if the item description block isnt used (the example with the magic ring) the template inserts two border lines from the table construct without content between them (empty row) -the requirements block for the items inserted some unneeded commas at the end of the block - my tries to change this a bit seemed not to work properly - but now my revertion somehow fixed it!? (Have to test whats happening if also the last stat is used) -I assume it as intended to have all requirements (from this block) listed in one line?

thats all so far. --Mr.Cee (talk) 07:56, 21 August 2012 (UTC)

Now I found the time to dive deeper, and made some research with a parallel test template (:Itemtest) until it worked for this issues:
  • removed the following "," on the last stat
  • removed the 2nd line after empty blocks (for this I use a new switching parameter called "Nostat" which is only needed to be set to "yes" if an item has such an empty block, and is not needed on any other item. (actually inserted for the Sapphire Ring and the Unique Map).
Was really hard sometimes, to find a reason why it shows strange, undesired results even with mainly identitcal scripts; had to adjust some minor parts within this template in the end, while the test one works without (only differences at this stage were the adjusted self-calls for the examples) Do you (Facelicker, Iamacyborg) think its ok now? (The Itemtest template still exists and can be deleted if not (longer) needed for reference) --Mr.Cee (talk) 09:24, 27 August 2012 (UTC)

WeaponType

I noticed WeaponType was still being used because it caused some of the thumbnail generation to break (testcases.) It seems all the staves haven't been converted to use subtype. I wasn't sure if any other pages had not been converted so felt it was safer to revert one page. -AnnanFay (talk) 06:08, 16 May 2013 (UTC)

Odd.. I used a tool to look through every page that transcludes Template:Item and didn't find the string "WeaponType" on any of them. Let's just change WeaponType to Subtype as need then. —Vinifera7 (talk) 06:26, 16 May 2013 (UTC)

Physical (and Elemental) Damage range formatting

The current formatting for these values confuses me greatly, and here's why:

Kaom's Primacy - Adds a minimum Fire Damage value of (16 to 21) and a maximum Fire Damage value of (32 to 38). This can be seen in game represented as 16-37 or 19-33 or 21-35 or any other combination that falls within the given values for the minimum and maximum damages.
The current formatting has these values represented as "(16–32 to 21–38)". This is entirely wrong. Formatted like this, the values can be interpreted in two ways:
1) There are two possible damage variations and only two for this weapon. Either you get 16-32 Fire Damage or you get 21-38 Fire Damage. This is absolutely false as I pointed out above.
2) The minimum Fire Damage is (16 to 32) and the maximum Fire Damage is (21 to 38). Again this is false.
Now, if we look at Implicit and/or Explicit Mod formatting, we see that value ranges for one particular value are represented as (# to #). Using Kaom's Primacy as an example, the explicit accuracy mod is listed as +(150 to 250). The value can be any number between 150 and 250. If we apply this same format and logic to Damage formatting, it's clearly evident that Kaom's Primacy's Fire Damage should be written as (16 to 21)-(32 to 38). This tells people that the minimum Fire Damage (that is the value listed to the left of the hyphen) can range anywhere from 16 to 21 independently of the maximum value which ranges from 32-38.
The current formatting works for Physical Damage and/or Elemental Damge ONLY if variable flat integer increases are not present. If you have an item that increases Physical Damage by (50 to 100)% and also adds (1 to 5)-(10 to 20) Physical Damage, then the current format would have to be abandoned as it would be false and/or misleading. - FaceLicker (talk) 01:04, 27 October 2013 (UTC)
I think I can alleviate your confusion. It's quite logical if you think about it. As mentioned in the documentation, there are two types of ranges:
  1. Damage ranges, such as 16–32, indicate a range of values that damage can roll for hit damage calculation. 16–32 means that it can hit for between 16 and 32 base damage. I'm sure you already know this, but just for the sake of clarity I want to be thorough.
  2. Mod randomization ranges, such as (10 to 30) or (16–32 to 21–38), are two values separated by the word "to" that indicate a range of values that a mod can roll for item creation. You can have a range of numbers or a range of damage ranges.
Let me now address your concerns directly:
  • I don't think anyone will be confused that (16–32 to 21–38) means "either 16–32 or 21–38", because the word "to" is used, not "or".
  • Regarding your second concern, (16–32 to 21–38) is read "rolls between 16–32 and 21–38". In other words, 16–32 is the minimum damage range possible, while 21–38 is the maximum.
A damage range such as 16–32 is all one thing. It is essentially a single value. This is why I do not recommend splitting up mod randomization ranges of damage ranges visually as you wanted to do. I believe that (16–32 to 21–38) is much clearer than (16 to 21)–(32 to 38) because it keeps the way damage ranges are displayed consistent with the rest of the wiki and in game. When you see (16–32 to 21–38), you immediately know how your in-game item compares because you can see the minimum and maximum mod rolls.
I hope that makes sense. Feel free to discuss more if you have additional concerns. —Vini (t|c) 01:28, 27 October 2013 (UTC)
Fair enough, I see your point. It's the overall minimum range to maximum range where as my method was minimum range to maximum range per value. I will follow this method now that I understand it. I actually hadn't realized at first that I was using different formatting until you pointed it out with a followup edit. - FaceLicker (talk) 01:38, 27 October 2013 (UTC)

Weapon range

I can extract weapons max range from the game file (120 for most bows - 5, 6 or 7 for melee weapons). Should I add it to the template? Chriskang (talk) 13:00, 11 February 2014 (UTC)

Yeah I think it could be useful. Iamacyborg (talk) 13:02, 11 February 2014 (UTC)
Why do we need to add this information to the template? Is it not enough to simply state on the weapons page what the range of each weapon type is? —Vini (t|c) 15:11, 11 February 2014 (UTC)
Oh well. My bot already updated most of the pages. I was actually unsure if the range was consistent within one weapon type. Maybe I could just let it finish then we'll check if the range is consistent and, if it is, I'll remove the data? Agreed? Chriskang (talk) 16:42, 11 February 2014 (UTC)
Is there any way to find this out without updating hundreds of pages twice over? —Vini (t|c) 17:15, 11 February 2014 (UTC)
Here. It seems you're correct, Vini. Should I remove the MaxRange parameter from the template now? Chriskang (talk) 22:59, 12 February 2014 (UTC)
Thanks for confirming that. Yes you can remove MaxRange now. —Vini (t|c) 23:25, 12 February 2014 (UTC)
I'm done with the template parameter removal but for some reason I can't edit the Weapon page. Even a null edit ends up in a timeout. Chriskang (talk) 00:53, 16 February 2014 (UTC)
Send me the edit you want to do and I'll try. If it still doesn't work I'll talk to the Curse guys to see what's up. Iamacyborg (talk) 11:53, 18 February 2014 (UTC)
Just try a "null edit": open the page, click Edit, change nothing, save. I get an "http 500" error every time I try this with both Chrome and IE. Chriskang (talk) 23:09, 18 February 2014 (UTC)

──────────────────────────────────────────────────────────────────────────────────────────────────── Null edit works for me. —Vini (t|c) 04:14, 19 February 2014 (UTC)

That's weird. You did it on the Weapon page, right? I tried with IE and Chrome on my laptop, with Chrome on my desktop PC and with Safari mobile on my iPhone. Every single time, I get an error 500. Maybe you're using a different browser? Or it might be a server check that is overridden by your admin profile? If you're willing to perform one more test, Vini, can you please try another null edit on the Weapon page with your bot account? Chriskang (talk) 09:00, 19 February 2014 (UTC)
Yeah, the weapon page. I've tried making a null edit twice already. It ~always completes without timing out. —Vini (t|c) 09:07, 19 February 2014 (UTC)

Vaal Fragments

Could somebody add the type for the new Vaal Fragments and the matching format to this template, please? --Grijnskat (talk) 22:21, 6 March 2014 (UTC)

The Vaal Fragments should use Type=map, but I need to edit the template so that "Map Level" isn't shown. —Vini (t|c) 22:32, 6 March 2014 (UTC)

{{Item | View={{{View|}}} | Format={{{Format|}}} | Name = Sacrifice at Dusk | Rarity = Normal | Type = Map | FlavourText = The Vaal shall never fear the setting of our sun. | HelpText = Can be used in the Map Device in the Eternal Laboratory }}

Ok, then I change the type in the articles. Btw: As far I could see, ingame the flavour text and the help text are switched. --Grijnskat (talk) 22:35, 6 March 2014 (UTC)
According to these screenshots, the flavour text and help text are in the same order as all other items. —Vini (t|c) 22:44, 6 March 2014 (UTC)

Unique Strongboxes

Unique strongboxes such as Perandus Bank are given an invalid type by this template. They are listed as type Accessory and subtype Chest, so I assume it is chest which is the problem. The subtype should probably be Strongbox, since they are different from chests, however that also gives invalid type. I have no idea how to add subtypes to this, so can anyone fix this up? --Qetuth-(talk) 23:48, 29 October 2014 (UTC)

Strongboxes are also not really items anyway, so I'm not sure how we actually want to handle this. Rather than "overloading" the item template, perhaps we should just create another template. I would be interested to know what others think about this. —Vini (t|c) 00:18, 30 October 2014 (UTC)

Adding League to Unique item lists

I think it would be good to add to the lists of unique items if something is league-specific or not. It would allow people to quickly understand if the unique is available or not (in the temporary leagues), or if it can be found or only bought (in the permanent leagues). Looks like the most consistent way of doing so would be by adding a "league" parameter to this template, then manually adding what league each unique belongs to, then calling that parameter in the lists of unique items.
This is the kind of thing I wouldn't do lightly, though, since I don't really want to make changes in a template this big without a solid consensus behind it. Opinions? Testante (talk) 14:00, 13 September 2015 (UTC)

Prophecy League and Item Headers

Following the announcement of the new Prophecy league, there's a new new header type for Prophecies. Plus, it seems the item headers on the wiki are outdated.

I think I'll just link to the official assets and let you guys sort out what to do with them.

Normal:

Magic:

Rare:

Unique:

Quest:

Currency/Cosmetic:

Gem:

Prophecy:

(The text color is #b54bff btw)

--Connor (Talk | contribs) 01:39, 20 May 2016 (UTC)

Template broke Quest items

The new template doesn't appear to support quest items. They've all be changed to 'Normal'.

--Connor (Talk | contribs) 01:30, 25 August 2016 (UTC)

Seems I mistyped the item class name. Fixed now. Also fixed the quest pages --OmegaK2 (t|c) 09:44, 25 August 2016 (UTC)
Thanks! --Connor (Talk | contribs) 09:46, 25 August 2016 (UTC)

Attribute Requirement modifiers not applying

Increases and reductions to specific attribute requirements aren't being applied to the following items:

  • Agnerod NorthAgnerod North
    Imperial Staff
    Staff
    Physical Damage: 57-171
    Critical Strike Chance: 7.00%
    Attacks per Second: 1.15
    Weapon Range: 1.3 metres
    Requires Level 66, 158 Str, 113 Int+18% Chance to Block Attack Damage while wielding a Staff40% increased Strength Requirement
    +(80-120) to Intelligence
    (30-50)% increased Lightning Damage
    +2 to Level of all Lightning Spell Skill Gems
    15% chance to Shock
    Damage Penetrates 20% Lightning Resistance
    One for each corner of the great Vinktar Square.
  • Agnerod SouthAgnerod South
    Imperial Staff
    Staff
    Physical Damage: 57-171
    Critical Strike Chance: 7.00%
    Attacks per Second: 1.15
    Weapon Range: 1.3 metres
    Requires Level 66, 158 Str, 113 Int+18% Chance to Block Attack Damage while wielding a Staff40% increased Strength Requirement
    +(80-120) to Intelligence
    (30-50)% increased Lightning Damage
    +2 to Level of all Lightning Spell Skill Gems
    +5% to maximum Lightning Resistance
    Damage Penetrates 20% Lightning Resistance
    One for each corner of the great Vinktar Square.
  • Agnerod EastAgnerod East
    Imperial Staff
    Staff
    Physical Damage: 57-171
    Critical Strike Chance: 7.00%
    Attacks per Second: 1.15
    Weapon Range: 1.3 metres
    Requires Level 66, 158 Str, 113 Int+18% Chance to Block Attack Damage while wielding a Staff40% increased Strength Requirement
    +(80-120) to Intelligence
    (30-50)% increased Lightning Damage
    +2 to Level of all Lightning Spell Skill Gems
    Damage Penetrates 20% Lightning Resistance
    100% increased Duration of Lightning Ailments
    One for each corner of the great Vinktar Square.
  • Agnerod WestAgnerod West
    Imperial Staff
    Staff
    Physical Damage: 57-171
    Critical Strike Chance: 7.00%
    Attacks per Second: 1.15
    Weapon Range: 1.3 metres
    Requires Level 66, 158 Str, 113 Int+18% Chance to Block Attack Damage while wielding a Staff40% increased Strength Requirement
    +(80-120) to Intelligence
    (30-50)% increased Lightning Damage
    Adds (5-15) to (100-140) Lightning Damage to Spells
    +2 to Level of all Lightning Spell Skill Gems
    Damage Penetrates 20% Lightning Resistance
    One for each corner of the great Vinktar Square.
  • Chober ChaberChober Chaber
    Great Mallet
    Two Hand Mace
    Physical Damage: (129-137.6) to (264-281.6)
    Critical Strike Chance: 5.00%
    Attacks per Second: 1.25
    Weapon Range: 1.3 metres
    Requires Level 40, 104 Str30% increased Stun Duration on Enemies+1 to Level of Socketed Melee Gems
    +1 to Level of Socketed Minion Gems
    20% reduced Strength Requirement
    (200-220)% increased Physical Damage
    25% increased maximum Mana
    Minions have (20-40)% increased maximum Life
    15% increased Skill Effect Duration
    The faithful may continue to serve, even after death.
  • Greed's EmbraceGreed's Embrace
    Golden Plate
    Armour: (559-643)
    Movement Speed: -5%
    Requires Level 56, 106 Str(10-15)% increased Quantity of Items found
    (30-50)% increased Rarity of Items found
    -10% to Fire Resistance
    +(20-30)% to Cold Resistance
    -20% to Lightning Resistance
    20% reduced Movement Speed
    30% reduced Strength Requirement
    Some would question if the risk was worth it.
    The rest were already dead.
  • Queen's DecreeQueen's Decree
    Ornate Sword
    Two Hand Sword
    Physical Damage: 30-50
    Critical Strike Chance: 5.00%
    Attacks per Second: 1.40
    Weapon Range: 1.3 metres
    Requires Level 27, 56 Str, 54 Dex+185 to Accuracy Rating25% increased Strength Requirement
    Minions have (30-40)% increased maximum Life
    (150-200)% increased Skeleton Duration
    Minions deal (30-40)% increased Damage
    +1 to maximum number of Raised Zombies
    +1 to maximum number of Skeletons
    +1 to maximum number of Spectres
    The nobles wanted to take her throne.
    She let the peasants take their wealth.
    The peasants wanted to take her wealth.
    She let the soldiers take their heads.
    The soldiers wanted to take her head.
    She sat on her throne and wept.
  • Queen's EscapeQueen's Escape
    Ornate Sword
    Two Hand Sword
    Physical Damage: 30-50
    Critical Strike Chance: 5.00%
    Attacks per Second: 1.40
    Weapon Range: 1.3 metres
    Requires Level 38, 56 Str, 54 Dex+185 to Accuracy Rating25% increased Strength Requirement
    Minions have (30-40)% increased maximum Life
    Minions have (80-100)% increased Movement Speed
    (150-200)% increased Skeleton Duration
    Minions deal (30-40)% increased Damage
    +1 to maximum number of Raised Zombies
    +1 to maximum number of Skeletons
    +1 to maximum number of Spectres
    The soldiers stormed her throne room.
    The guards held them at bay.
    The peasants overwhelmed the guards.
    The nobles paid for their lives.
    The nobles took her throne,
    and so she fled to the woods.
  • The Supreme TruthThe Supreme Truth
    Crystal Sceptre
    Sceptre
    Physical Damage: (63-70) to (93.6-104)
    Critical Strike Chance: 6.50%
    Attacks per Second: (1.38-1.50)
    Weapon Range: 1.1 metres
    Requires Level 41, 59 Str, 136 Int30% increased Elemental Damage+1 to Level of Socketed Gems
    60% increased Intelligence Requirement
    (80-100)% increased Physical Damage
    (10-20)% increased Attack Speed
    3% increased Experience gain
    20% increased Elemental Damage
    Knowledge brings power, and with power you can
    grab truth by the throat and shape it as you wish.

(Also noticed the level requirement modifier of the Seven-League StepSeven-League Step
Rawhide Boots
Evasion: (13-18)50% increased Movement Speed
Level Requirement reduced by 100 (Hidden)
"Death can be outrun with these, but beware!
In running from death, you may forget to live."
- Icius Perandus, Antiquities Collection, Item 202
isn't being applied either.)

--Connor (Talk | contribs) 21:06, 27 September 2016 (UTC)

Incorrect implicit values on Descent: Champions unqiues

Splinter of the MoonSplinter of the Moon
Driftwood Wand
Wand
Physical Damage: 5-9
Critical Strike Chance: 7.00%
Attacks per Second: 1.40
(8-12)% increased Spell Damage20% increased Spell Damage
12% increased Cast Speed
Regenerate 2 Mana per second
4% chance to Freeze, Shock and Ignite
Into darkness, horror, madness...
So goes the descent.
and Chains of TimeChains of Time
Rustic Sash
(12-24)% increased Global Physical Damage10% increased Elemental Damage
30% increased Life Recovery from Flasks
30% increased Mana Recovery from Flasks
30% reduced Flask Effect Duration
Into darkness, horror, madness...
So goes the descent.
have fixed implicit values of 10% and 20% respectively.

--Connor (Talk | contribs) 00:21, 29 September 2016 (UTC)

Are you sure this is the case? --OmegaK2 (t|c) 06:00, 29 September 2016 (UTC)
In all the screenshots and videos I could find, they always have the same values. So it would appear so yes. Besides, it would kinda defeat the point if their implicit values could vary.--Connor (Talk | contribs) 06:09, 29 September 2016 (UTC)

Incorrect Trypanon stats

The TrypanonTrypanon
Great Mallet
Two Hand Mace
Physical Damage: 43-88
Critical Strike Chance: 100.00%
Attacks per Second: 0.62
Weapon Range: 1.3 metres
Requires Level 40, 131 Str30% increased Stun Duration on Enemies50% reduced Attack Speed
This Weapon's Critical Strike Chance is 100%
"Though ingenius instruments have been found,
it seems surgery before thaumaturgy
was not so delicate."
- Icius Perandus, Antiquities Collection, Item 3546
displays 100.00% crit chance and 0.63 attack speed in-game. --Connor (Talk | contribs) 13:39, 9 October 2016 (UTC)

Fixed --OmegaK2 (t|c) 23:36, 9 October 2016 (UTC)

Better support for Essence modifiers

Manually adding all the Essence mods just makes it a hassle to update and organize them later. I think Essences should be treated more like uniques, with fields for individual explicit mods. Like so:

|essence_weapon                   = 
|essence_one_handed_weapon        = 
|essence_two_handed_weapon        = 
|essence_one_handed_melee_weapon  = 
|essence_two_handed_melee_weapon  = 
|essence_wand                     = 
|essence_bow                      = 
|essence_melee_weapon             = 
|essence_ranged_weapon            = 
|essence_other_weapon             = 
|essence_armour                   = 
|essence_gloves                   = 
|essence_boots                    = 
|essence_body_armour              = 
|essence_helmet                   = 
|essence_shield                   = 
|essence_other_armour             = 
|essence_quiver                   = 
|essence_jewellery                = 
|essence_amulet                   = 
|essence_ring                     = 
|essence_belt                     = 
|essence_other_jewellery          = 
|essence_other_item               = 

So for Essence of HorrorEssence of HorrorStack Size: 9
Essence Tier: 8
Upgrades a normal item to rare or reforges a rare item, guaranteeing one property
Weapon: 16% chance to gain a Power, Frenzy or Endurance Charge on Kill
Gloves: Socketed Gems have +3.5% Critical Strike Chance
Boots: 5% reduced Elemental Damage Taken while stationary
Body Armour: 15% of Physical Damage from Hits taken as Cold Damage
Helmet: Socketed Gems deal 30% more Elemental Damage
Shield: Chill Nearby Enemies when you Block
Quiver: 8 to 12 Added Cold Damage per Frenzy Charge
Amulet: (15-25)% chance to Crush on Hit
Ring: 4 to 7 Added Cold Damage per Frenzy Charge
Belt: Gain Alchemist's Genius when you use a Flask
Right click this item then left click a normal or rare item to apply it.
, it'd just look like this:

<onlyinclude></onlyinclude>{{Item
|rarity                           = Normal
|name                             = Essence of Horror
|class                            = Stackable Currency
|size_x                           = 1
|size_y                           = 1
|drop_level                       = 68
|tags                             = default, currency
|metadata_id                      = Metadata/Items/Currency/CurrencyEssenceHorror1
|stack_size                       = 9
|description                      = Upgrades a normal item to rare or reforges a rare item, guaranteeing one property
|essence_weapon                   = PowerFrenzyOrEnduranceChargeOnKillEssence1
|essence_gloves                   = SocketedSkillsCriticalChanceEssence1
|essence_boots                    = SocketedSkillsCriticalChanceEssence1
|essence_body_armour              = PhysicalDamageTakenAsColdEssence1
|essence_helmet                   = SocketedGemsDealMoreElementalDamageEssence1
|essence_shield                   = NearbyEnemiesChilledOnBlockEssence1
|essence_quiver                   = AddedColdDamagePerFrenzyChargeEssence1
|essence_amulet                   = FortifyEffectEssence1
|essence_ring                     = AddedColdDamagePerFrenzyChargeEssence1
|essence_belt                     = AdditionalPhysicalDamageReductionDuringFlaskEffectEssence1
|help_text                        = Right click this item then left click a normal or rare item to apply it.<br/>Shift click to unstack.
|stack_size_currency_tab          = 5000
|essence_tier                     = 8
|essence_monster_modifier_ids     = EssenceDaemonModLifeAndDamageCorrupt, EssenceHorrorCharges1
|is_essence                       = True
|release_version                  = 2.4.0
}}

--Connor (Talk | contribs) 05:32, 22 November 2016 (UTC)

Well yes, I've originally intended something like this, but I think it might make more sense to not have this on the wiki and on the bot. The way essences are setup seems to only list fields for each item class (and for prefix/suffix as well) and then the strings are build from that. That you have to specify a list of 10 mods or so to get the effect of "Body: xxx" and "other: xxx" and that the actual mods used are a mix of essence specific and existing mods for example seems very counter-intuitive for the wiki for instance and I would also need to copy part of the translation stuff to the wiki (i.e. clientstrings). It's doable of course but right now I am not sure if there is really a benefit over just supporting this during the export. --OmegaK2 (t|c) 09:00, 22 November 2016 (UTC)

support_gem_letter ignores capitalization?

On Physical Projectile Attack Damage Support I noticed that the support icon is wrong (it shows as "D" when it is actually "d" in-game). I went to edit it but it was already set to:

|support_gem_letter = d

I tried a null edit as well and that didn't fix it. So I guess something is messed up with the item template?

--Aggixx (talk) 02:30, 13 February 2017 (UTC)

It is, in fact, displaying a lowercase "d", but the item box uses a smallcaps typeface, which makes it difficult to distinguish lowercase from uppercase for single letters. I will fix this tomorrow. —Vini (t|c) 03:14, 13 February 2017 (UTC)
This is fixed. —Vini (t|c) 03:22, 14 February 2017 (UTC)

Legacy League Foil Headers

Text color is #82ad6a.

--Connor (Talk | contribs) 03:53, 17 February 2017 (UTC)

The stylesheet has been updated. You can show an item box in relic style by appending the -relic class to the existing unique item box element. The markup should look something like this: <div class="item-box -unique -relic">...</div>. —Vini (t|c) 07:21, 17 February 2017 (UTC)

Purchase costs

This option displays only the currency number 1. If another currency is specified, it will not be displayed.--Ruba159753 (talk) 13:59, 2 July 2019 (UTC)

Fixed --OmegaK2 (t|c) 15:51, 6 July 2019 (UTC)

Rename supertype parameter

The supertype parameter describes what influence an item has. The influenced term was probably introduced long afterwards we started using that parameter. But to be consistent with the current game I think we should rename it to "influence", "influenced_by" or "influence_type". --Illviljan (talk) 09:03, 15 February 2020 (UTC)

It's been a long time coming, but this is now done. The old supertype parameter has been split into several different parameters: influences, is_fractured, is_synthesised, is_veiled, and is_replica. —Vini (t|c) 06:33, 15 October 2020 (UTC)

Vessel of Vinktar

Vessel of Vinktar is a boss drop. So, it should use "drop_monsters" para only, or use also "drop_areas " ? Since User:Ruba159753 reverted my edit but the doc of this template seem say otherwise. Neokowloon (talk) 11:22, 15 March 2020 (UTC)

To be honest, I didn't even know about this clarification about drop_areas. It seemed logical to me that the item would be displayed on the area page even if it was dropped from a certain monster.--Ruba159753 (talk) 12:48, 15 March 2020 (UTC)
It can add a footnote to indicate the reader to read the boss article for the boss drop, but may confuse reader that the item is a world drop of specific area. Neokowloon (talk) 12:53, 15 March 2020 (UTC)
We could improve {{Area item drops}} to also show monsters. Granted the monster id has been specified to be in the area, for example like Monster:Metadata/Monsters/Viking/VikingBossVinktarsSquare is defined in Area:MapWorldsCourtyardUnique. --Illviljan (talk) 13:10, 15 March 2020 (UTC)
There are items that drop from certain monsters and in a certain area. However, these particular monsters may not only occur in this particular area. For example:
Inya's EpiphanyInya's Epiphany
Arcanist Slippers
Energy Shield: (47-55)Requires Level 61, 119 Int+(50-70) to maximum Life
25% increased Movement Speed
(5-8)% increased Intelligence
5% increased Damage per Power Charge
25% chance that if you would gain Power Charges, you instead gain up to
your maximum number of Power Charges
Though the path we walk is the same,
each journey is different.
can only drop from Inya, the Unbearable Whispers in the the Pale Council area. But, Inya, the Unbearable Whispers also occurs in the prophecy Unbearable Whispers VUnbearable Whispers VThe trapped emperor unknowingly protects foul knowledge. Dark pages amongst bright treasures.You will discover a dangerous tome in the final chamber of the Labyrinth.Right-click to add this prophecy to your character. and from this version of the monster can't drop Inya's Epiphany (there are other items besides this). This is why I think it is necessary to specify both drop_monsters and drop_areas.--Ruba159753 (talk) 10:44, 14 June 2020 (UTC)
The tricky part about Inya is that she has three monster variants:
_pageName name
Monster:Metadata/Monsters/ProphecyBoss/PaleQueenLightning Inya, the Unbearable Whispers
Monster:Metadata/Monsters/ProphecyBoss/PaleQueenLightningGhost Inya, the Unbearable Whispers
Monster:Metadata/Monsters/ProphecyBoss/PaleQueenLightningMap Inya, the Unbearable Whispers
Monster:Metadata/Monsters/ProphecyBoss/PaleQueenLightningStandalone Inya, the Unbearable Whispers
Maybe it's Monster:Metadata/Monsters/ProphecyBoss/PaleQueenLightning that is triggered from the Unbearable Whispers VUnbearable Whispers VThe trapped emperor unknowingly protects foul knowledge. Dark pages amongst bright treasures.You will discover a dangerous tome in the final chamber of the Labyrinth.Right-click to add this prophecy to your character. and Monster:Metadata/Monsters/ProphecyBoss/PaleQueenLightningMap spawns in the Pale Council? So we would be technically correct if we would just use PaleQueenLightningMap, but if a normal user would understand or care about this distinction is another question... It might be easier in this case to just add the area id. --Illviljan (talk) 12:22, 14 June 2020 (UTC)
I'm pretty sure that is how it works. For complicated cases like this I'd say specifying drop_text is a good idea. Generally though drop_areas should not be used to specify monster drops, since specifying a drop area means it can drop from any monster in the specified area. --OmegaK2 (t|c) 14:02, 14 June 2020 (UTC)
For Inya. I guess the one with "Map" suffix is the one in the prophecy (fetched data against it however). While in Pale Council, it is the one with Ghost suffix and without. Pretty common for GGG coded the monster "form" in different metadata id, and a bit hard to guess the exact id for the monster (just like Sirus and new boss that have quite a lot of form, in influence map that taunt player but don't do damage, in boss arena that summon the projection). In this case para "drop_text" is better, rather than tagging "Reach of the Council" is drop from Mud Geyser Map (from Yriel, the Feral Lord). Neokowloon (talk) 02:59, 16 June 2020 (UTC)

need parameter " drop_mechanic"

I think the infobox need a new drop_mechanic parameter. Modern league such as prophecy, breach, legion, heist , etc are core so that it does not need league flag from Zana mod, but they are tied to specific mechanics. Neokowloon (talk) 23:45, 5 February 2021 (UTC)

For example, Nemesis League item, strongbox league item, rogue exile league item did need drop_leagues parameter as the item does not tied to core mechanic of Nemesis map mod, strongbox and rogue exile. However, the item from modern league is in reverse. It does not need league flag but simply tied to the former league mechanic . Neokowloon (talk) 03:03, 6 February 2021 (UTC)

So what would be the difference between drop_mechanic and drop_text? Vinifera7 (talk) 22:12, 7 February 2021 (UTC)
OK, at least need to clarify Breach / Legion unique still need drop_leagues parameter or not, as it is not need Zana league flag and cannot be chance, but dropped from Breach / Legion monster (ver 3.8 patch note also state additional drop source for Legion unique, but also not tied to league flag). Neokowloon (talk) 12:44, 8 February 2021 (UTC)

Drop_leagues parameter, again

I think the wording of "drop_leagues" need to change, as Breach item are drop from Breach monster and does not need this flag, so did most Heist league, Blight league Delirium league "non-world drop" that tied to the mechanic but not the area's league flag.

It seems tricky that the "drop_leagues" may still need to be kept for item likes HH, as i saw a doubled influenced FeastbindFeastbind
Rustic Sash
Requires Level 11(12-24)% increased Global Physical DamageAdds 5 to 10 Physical Damage to Attacks
+(20-40) to maximum Life
0.2% of Physical Attack Damage Leeched as Life
50% increased Flask Charges gained during any Flask Effect
50% increased Mana Regeneration Rate during any Flask Effect
Our forefathers danced and drank and ate their fill
and did not honour the First Ones for their gifts.
So the First Ones filled the sky with fire.
is selling in Ultimatum league (which indicated it "should" came from Fateful MeetingFateful Meeting9League-Specific Item
Double-Influenced Item
Item Level: 97
Two-Implicit
Corrupted
Some people act as beacons, illuminating the path for others. I was lucky to meet one such person.

- Anton to Zhenya
instead of woke orb + dobule vaal it by player themselves), but at the same time it "seems" now in core drop pool. Neokowloon (talk) 13:01, 8 May 2021 (UTC)

This might require some clarification from devs. I don't know enough about how they changed drops in 3.14.0. —Vini (t|c) 17:35, 8 May 2021 (UTC)