Template:Item/doc

Item is a template that creates an infobox on the page, then sets categories and semantic properties to the page. This allows the items to be searched for and displayed in advanced item tables that stays up-to-date, which can be difficult in a game that is constantly evolving.

Overview
This template should be used for all items on the wiki and it will take of setting semantic properties, creating an infobox as well as setting categories.

It is meant for usage on permanent pages, do not use it on user pages.

Maintenance categories
Maintenance categories will be set when the template is incorrectly used or some parameters should be filled out.

Base item
Items with a rarity above normal (i.e. magic/rare/unique) can have a base item set.

When a base item is set, most of the attributes will be copied over to the item and only attributes that differ from the base item need to be set, due to that the base item **must** exist.

There should only be one of the following base item parameters be set; if possible consider using a base item that is guaranteed to be unique.

Note that regardless of which setting was used, all properties will be populated.

Purchase costs
Items of Normal rarity support setting purchase costs at NPC vendors for each of the rarities.

In the following table replace these parameters accordingly:
 * - replace with the current rarity, i.e.,  ,   or  , will be added to
 * - replace with the order of the mod starting at 1.

Please note that multiple entries will all be assumed to be necessary for the purchase.

For example, to set the purchase cost of an item to 5x and 1x  you'll need to specify the following in the parameters: purchase_cost_normal1_name = Scroll of Wisdom purchase_cost_normal1_amount = 5 purchase_cost_normal2_name = Orb of Alteration purchase_cost_normal2_amount = 1

Setting mods
Mods can be set on any item type.

Generally there are two ways of doing this:


 * 1) setting the mod id
 * 2) setting the mod text

The order of the mods does matter - it's how the mod's stats will appear on the item.

Mod id and mod text can mixed up.

Mod parameters
Replace the  with the order of the mod starting at 1. Replace the  according to whether the modifier is an implicit or explicit. Please note that unique items will receive their implicits from base items and do not require their implicits to be set. In the data base table, this value will correspond to.

When to use mod id and mod text
The mod id must correspond to an existing mod id. please note the mod id may be different from the page itself, look on the particular mod page for the id itself (also see Template:Mod)

The template will calculate adjustments to the base values of the item based on the mods. Make sure that any values on the item itself are set to the **base value** (before applying the stats) and not the final values.

If a base item is supplied for the item, any implicit mods will be copied over. Explicit mods will not be copied.

Finding the appropriate modifiers for unique items
Modifiers are exposed with several properties by, as a result modifiers can be searched through queries.

If you have an unique item where the minimum and maximum rolls are known, or even just the stat texts, you can search those properties through queries.

For example, has 5 different stat lines which rolls are known, finding the mod for can be done through a query like this:

This may yield multiple possible modifiers:

As you can see there is only 1 acceptable mod id in this case that has a matching stat text.

If several modifiers have the same stat text:
 * Avoid having multiple items with the same modifier.
 * If that's the case try to assign the highest numbered mod id to the newest released item. The result template helps with this.
 * Consider the internal id of the modifier.
 * UniqueOneHandMace1 does fit what we're searching for: a modifier for an unique one hand mace
 * In addition once you have found multiple modifiers for the different stat texts, they may be named in a similar fashion (they should refer to a UniqueOneHandMace1 in this case).
 * Use pathofexile.com/trade as a reference because it always uses the correct modifiers.
 * Some modifiers can be excluded because their stat value does not match the trade site. For example has the . If you filter for this stat it wont be possible to find all Rat Cages because:
 * Legacy items uses which has the stat.
 * Current versions uses which has the stat.

Let's say only is known, then the maximum and minimum values are not known but the fields can still be used by replacing that part with: AND mod_stats.min<=66 AND mod_stats.max>=66

Notes:
 * Cargo has similar syntax to SQL.
 * Stat text can include linked words. The  will be included and since the linked word sometimes differ to the linked page it's not to easy figure out the correct stat text.
 * Stat text may change between updates of the game, so searching for the values and not the text might be a good idea.
 * Using wildcards can make your life easier.
 * The page name and mod id aren't always the same. Use ] when adding to the item.

Notes about specific stats:

If you fail to find any mods
Generally using mod text should be avoided, since it doesn't handle any automated updating of the values.

However if there is no appropriate mod on the wiki yet (for example, for upcoming unique items!), you may want to use the  parameter.

To address the system not updating the values on the item properly, you can also manually set stats on an item:

Vendor recipes and upgrade paths
Vendor recipes and upgrade paths can be represented by using the upgraded_from parameters. Any item can have an arbitrary number of sets that produce the item with each set containing a number of groups that represent a single or multiple items of the same type with a specific condition.

Automatic system
The item module has an automatic system that enters upgraded_from data for certain item types.

The system covers the following cases currently:
 * (random) 3:1 map upgrade paths
 * divination cards that affect more then a single item type

Those entries do not need to be duplicated in the sections and the module will provide an error in the lua log if erroneously provided. Such pages will also be added to Category:Items with duplicate sets in upgraded from parameters‎ in order to find them.

The system is automatically disabled for certain types of items
 * Any items that considered disabled (i.e. )
 * Any items with  set
 * Most items that have  set
 * this will only apply to entries that don't award specific items, generally this will exclude things that can only drop under specific circumstances (see the parameter for more details)
 * certain cards can override this behaviour

Any sets automatically entered to the database will also have the  field set in the database to differentiate them from manual entries.

Additions or changes to the system should be proposed and discussed on Module:Item2's talk page.

Set parameters
Replace the  with the order of the set starting at 1.

Group parameters
Replace the  with the order of the set starting at 1. Replace the  with the order of the group starting at 1.

The  parameters used to look up the item in the wiki database, if no item is found, the set will be considered invalid. An exact error message is output to the log which can be shown under Lua logs when hitting the preview button upon saving the page and the page will be added to Category:Items with broken item references in upgraded from parameters.

Quest rewards
Replace the  with the ordinal of the quest reward set starting at 1.

Item sell price overrides
In general these parameters should not be set since the item sell price is derived from the modifiers on the item or special vendor recipes. If the sell price is only sightly different from the ingame price (e.x. 2 alchemy shards less then ingame) this indicates that modifiers are missing or wrongfully chosen and should NOT be fixed with sell prices overrides.

Items that have this set will be added to the maintenance category Category:Item with sell prices overrides.

Sell price parameters
Replace the  with the order of the set starting at 1.

Parameters available to groups of item classes
Parameters that apply to various groups of item classes.

Flasks
Eligible item classes:

Life Flasks, Mana Flasks, Hybrid Flasks, Utility Flasks, Critical Utility Flasks

Utility Flasks
Eligible item classes:

Utility Flasks, Critical Utility Flasks

Weapons
Eligible item classes:

'Claws', 'Daggers', 'Wands', 'One Hand Swords', 'Thrusting One Hand Swords', 'One Hand Axes', 'One Hand Maces', 'Bows', 'Staves', 'Two Hand Swords', 'Two Hand Axes', 'Two Hand Maces', 'Sceptres'

Additionally, the following values are set in the data base as long other parameters are specified:

Armour
Eligible item classes:

'Gloves', 'Boots', 'Body Armours', 'Helmets', 'Shields'

Gems
Eligible item classes:

'Active Skill Gems', 'Support Skill Gems'

They also inherit all parameters from the Skill template.

With all arguments supplied, these properties will also be set:

Stackables
Eligible item classes:

'Currency', 'Stackable Currency', 'Hideout Doodads', 'Microtransactions', 'Divination Card'

Parameters specific to a single item class
Parameters specific to item classes

Current map series / atlas maps
This set of parameter is intended only for the current map series featured on the atlas and only contains parameters relevant to the atlas.

The placeholder  is used in some places for the upgrade tier of the relevant region. Valid tiers are between 0 and 4.

Connections
Connections are placed here starting at the index  1 incrementing by one for each connection. Any amount of connections can be specified, however no integers can be skipped. The order of the connections does not matter.

Prophecies
Prophecies are a special case which require the  to be set to "Prophecy" with   "normal" and   "StackableCurrency":

In addition, the following parameters are exclusive to prophecies:

Finding areas
For the  parameter you'll need to specify the area ids; the id is required instead of the name of the area, because multiple areas can share the same name. There are a couple of ways to find area ids: Yields:
 * 1) In the main area page there is a infobox that shows the id.
 * 2) You can also use #cargo_query to find ids using a simple query such as:

So if you meant the act 1 area you'd use, if you meant the act 6 area, you'd use   or if you actually want both you can just use them both.

Finding monsters
For the  parameter you'll need to specify the monster ids; the id is required instead of the name of the monster, because multiple monsters can share the same name. There are a couple of ways to find monsters' ids: Yields:
 * 1) In the main monster page there is a infobox that shows the id.
 * 2) You can also use #cargo_query to find ids using a simple query such as:

So if you meant the normal boss you'd use, if you meant Uber Atziri, you'd use   or if you actually want both you can just use them both. But as we see here there are a few other as well, but by the name we can tell that those seem to be related to the different phases. So study the differences and try to choose the most straightforward one, being consistent by using the same metadata_id makes it easier to show on all the relevant pages.