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패스 오브 엑자일은 살아남기 위해서 게임 메커니즘에 대한 어느정도의 이해가 필요하다는 사실로 인해 새로운 플레이어들에게 위협적일 수 있습니다. 다행히도, 플레이어들이 쉽게 성공적인 전략을 계획할 수 있도록 개발자들은 간결하고 일관적인 툴팁을 제공하고 있습니다. 계획과 실행을 돕기 위해, 이 페이지는 가장 중요한 메커니즘들에 대한 정보와 더 자세한 정보를 설명하는 페이지로의 링크를 담고 있습니다. 새로운 플레이어를 위한 가이드와 기존 유저를 위한 주요한 참조가 되고자 합니다.

리그

Main page: Leagues

패스 오브 엑자일에는 두 가지 상위 리그가 존재합니다: 스탠다드(Standard, SC)와 하드코어(Hardcore, HC). 만약 당신이 하드코어에서 사망한다면, 당신의 캐릭터는 스탠다드로 옮겨질 것입니다(당신의 보관함은 유지됩니다). 당신이 하드코어에서 만나는 모든 사람들은 사망한 적이 없습니다.

상위 리그 이외에, 패스 오브 엑자일은 새로운 내용을 포함하는 기간제 도전 리그를 출시합니다. 이것은 모든 사람들이 캐릭터 없이 빈 보관함으로 리그에 참여한다는 점에서 래더 초기화와 같습니다.

개인 보관함

Main page: Stash

당신의 개인 보관함은 아이템을 보관하고 캐릭터 사이에 아이템을 옮길 수 있도록 합니다. 보관함은 같은 리그의 캐릭터들끼리 공유됩니다 - 당신의 모든 스탠다드 캐릭터는 하나의 보관함에 접근할 수 있고, 모든 하드코어 캐릭터들은 또다른 보관함에 접근할 수 있습니다. 캐릭터가 사망하는 경우(하드코어 혹은 도전 리그 하드코어에서 스탠다드로)를 제외하면 아이템은 리그 사이에 옮겨질 수 없습니다. 각각의 계정은 초기에 4개의 보관함만을 갖고 있지만,과금을 통해 더 구매 가능합니다.

캐릭터 수 제한

각각의 계정은 초기에 24개의 캐릭터 슬롯만을 갖고 있지만, 과금을 통해 더 구매 가능합니다.

채팅 채널

Main page: Chat Console

패스 오브 엑자일에는 두 가지 채팅 채널(거래 채팅, 전체 채팅)이 존재합니다. 이 채널들은 리그마다 구분되어있습니다. 만약 당신이 지배 리그에서 전체 채팅에 들어가면, 당신은 그 리그의 사람들과만 대화할 수 있습니다. /global ## 혹은 /trade ##를 입력하면 당신은 그 번호의 채널(꽉 차지 않았다면)에 들어갈 수 있습니다.

당신은 여러 채널로 메시지를 보낼 수 있습니다.

  • #로 시작하는 메시지는 당신이 위치한 전체 채팅 채널로 보내집니다.
  • $로 시작하는 메시지는 당신이 위치한 거래 채팅 채널로 보내집니다.
  • &로 시작하는 메시지는 당신이 길드에 속해있다면 당신의 길드 채널로 보내집니다.

스킬 젬

Main page: Skills

스킬 젬은 플레이어의 캐릭터가 스킬을 사용하거나 강화시킬 수 있도록 해줍니다. 젬은 소지품창에서 좌클릭으로 들어 올린 후 원하는 소켓 위에 좌클릭하여 장착 할 수 있습니다. 우클릭하면 젬을 제거할 수 있습니다. 젬은 액티브 스킬 젬 혹은 보조 젬으로 구성되고, 스킬은 흔히 공격과 주문 등 여러 종류로 구성되어있습니다.

액티브 스킬 젬

Main page: Active skill gem

액티브 스킬 젬을 장착하면 스킬을 사용할 수 있습니다. 스킬은 적을 공격하거나 주문을 시전하거나, 소환수를 소환하거나 토템을 설치하거나, 이나 지뢰를 투척하거나, 오라버프 효과를 주는 등, 여러가지 형태로 나타납니다.

보조 젬

보조 젬은 예를 들어 피해를 증가시키거나 투사체 개수를 늘리는 식으로 액티브 스킬을 강화시킵니다. 보조 젬은 액티브 젬을 보조하도록 하기 위해 액티브 젬과 연결되어야합니다. 젬의 태그를 읽는 것은 보조 젬이 어떤 스킬을 보조할 수 있는지 판단하는 데 도움이 됩니다. 상식적으로 생각하세요 - Temporal Chains inventory icon시간의 사슬Temporal ChainsSpell, AoE, Duration, Curse, Hex
Level: (1-20)
Cost: (16-33) Mana
Cast Time: 0.50 sec
Radius: 22
Requires Level 24Curses all enemies in an area, lowering their action speed and making other effects on them expire more slowly.Per 1% Quality:1Superior2Anomalous3Divergent0.5% increased Effect of CurseCurse has 2% increased Doom gain rate1% increased Curse DurationBase duration is (5-5.95) seconds
Cursed Normal and Magic Enemies have (20-29)% less Action Speed
Other effects on Cursed enemies expire 40% slower
50% less Effect of Curse against Players
Cursed Rare and Unique Enemies have (10-14)% less Action Speed
Curse gains 10 Doom per second if you Cast this Spell yourself
+(0-10) to radius
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Temporal Chains skill icon
Temporal Chains inventory icon
과 같은 피해를 주지 않는 스킬은 Added Cold Damage Support inventory icon냉기 피해 추가Added Cold Damage SupportCold, Support
Icon: C
Level: (1-20)
Cost & Reservation Multiplier: 120%
Requires Level 8Supports any skill that hits enemies.Per 1% Quality:1Superior2Anomalous3DivergentSupported Skills deal 0.5% increased Cold DamageSupported Skills have 0.5% increased Attack and Cast SpeedSupported Skills have 1% of Physical Damage Converted to Cold DamageSupported Skills have (4-169) to (6-254) added Cold DamageThis 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 Active Skill Gem you wish to augment. Right click to remove from a socket.
Added Cold Damage Support inventory icon
로 이득을 볼 수 없고 오라에 피해를 추가하지도 않습니다. 스킬의 특성은 무기에 따라서 바뀔 수 있다는 점을 주목하세요 - 예를 들어 Elemental Hit inventory icon원소의 일격Elemental HitAttack, Projectile, Melee, Strike, Fire, Cold, Lightning, AoE, Prismatic, Bow
Level: (1-20)
Cost: (7-11) Mana
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 also 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.Per 1% Quality:1Superior2Anomalous3Divergent1% increased Elemental Damage0.5% increased Area of Effect1% increased Effect of non-Damaging Ailments on Enemies(22-480) to (40-891) Added Fire Damage
(18-392) to (33-729) Added Cold Damage
(4-77) to (67-1465) Added Lightning Damage
(30-49)% chance to Freeze, Shock and Ignite
10% more Damage per Elemental Ailment on the Enemy
80% more Area Radius against Enemies affected by an Ailment of the chosen Element
Only Deals Damage of the chosen Element
Deals no Damage of other Damage Types
+(0-2) to Melee Strike Range
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Elemental Hit skill icon
Elemental Hit inventory icon
은 활 및 근접 무기로 사용 가능하기 때문에 활 및 근접 태그가 둘 다 달려있지만, 원소의 일격이 검으로 사용될 때는 Lesser Multiple Projectiles Support inventory icon하위 다중 투사체Lesser Multiple Projectiles SupportSupport, Projectile
Icon: l
Level: (1-20)
Cost & Reservation Multiplier: 130%
Requires Level 8Supports projectile skills.Per 1% Quality:1Superior2Anomalous3DivergentSupported Skills have 0.5% increased Attack Speed
Supported Skills have 0.5% increased Cast Speed
Supported Skills have 1% reduced Mana Cost
Supported Skills have 0.5% increased Projectile Speed
Projectiles Fired by Supported Skills have 1% increased Projectile spread
Supported Skills fire 2 additional Projectiles
Supported Skills deal (15-6)% less 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 Active Skill Gem you wish to augment. Right click to remove from a socket.
Lesser Multiple Projectiles Support inventory icon
는 적용되지 않습니다.

젬 경험치 획득

Main page: Skills
  • 젬은 당신의 레벨보다 낮은 적을 상대할 때 생기는 경험치 페널티에 영향을 받지 않습니다.
  • 장착된 젬은 당신이 얻는 경험치의 10%와 같은 경험치를 얻습니다.
  • 당신이 장착한 젬의 개수는 경험치 획득과 상관 없습니다. 더 적은 젬을 장착한다고 해서 더 많은 젬을 장착했을 때보다 경험치를 더 빨리 획득하지는 않습니다.
  • 젬은 당신이 사망해도 경험치를 잃지 않습니다.
  • 플레이어가 레벨을 올리면 상인에게 경험치를 얻고 레벨이 오른 젬을 구매할 수 있습니다. 몬스터나 상자에서 드랍된 젬은 1레벨이지만, 금고와 같은 다른 곳에서 더 높은 레벨의 젬이 드랍될 수 있습니다.

직업과 능력치

직업

직업 사이의 주된 차이점은 패시브 스킬 트리 위의 시작 지점 위치와 각각의 전직 클래스입니다. 각 직업은 다른 초기 능력치(attribute)를 가지고 시작하고 다른 퀘스트 보상을 받습니다.

전직 클래스

Main page: Ascendancy Class

각 베이스 직업은 미궁을 완료하면 셋 중에 하나의 전직 클래스(하나의 전직 클래스만 갖고 있는 사이온은 예외)를 선택할 수 있습니다. 전직 클래스는 강력하고 특화된 패시브 스킬을 제공합니다. 당신은 총 4개의 난이도를 가지고 있는 미궁에서 각 난이도를 완수할 때마다 2개씩 전직 스킬 포인트를 얻습니다.

레벨이 오르면 무엇이 오르나요?

모든 직업들은 같은 기본 능력치(stat)에서 시작하고 레벨마다 같은 양의 생명력, 마나 and 회피를 획득합니다. 직업들은 각자 다른 정확도를 가지고 시작하지만 레벨마다 같은 양을 획득합니다. 모든 직업들이 레벨마다 얻는 수치는 다음과 같습니다:

능력치(attribute)

Main page: Attributes

능력치(attribute)는 장비나 스킬 젬을 장착하기 위해 요구됩니다. 세 능력치(attribute)들은 몇몇 기본 보너스를 제공하기도 합니다.

생명력 및 마나 재생

모든 직업은 1분 당 최대 마나의 105%의 기본 마나 재생율을 가지고 있습니다. 예를 들어 100의 최대 마나를 갖고 있는 캐릭터는 1분에 105의 마나를 재생하거나, 1초에 1.75의 마나를 재생합니다. "마나 재생 속도 증가" 속성 부여는 기본 재생율에 적용됩니다. 예를 듯어, 마나 재생 속도 20% 증가는 1분 당 105 * 1.2 = 126%의 결과를 가져올 것입니다. 캐릭터는 어떠한 생명력 재생도 갖고 시작하지 않지만, 장비나 패시브 스킬을 통해 생명력 재생이 가능합니다.

흡수

Main page: Leech

흡수는 적에게 적용된 피해에 비례한 양의 생명력, 마나, 에너지 보호막을 시간에 걸쳐서 회복합니다. 바알의 계약혼 강탈자는 흡수되는 생명력이나 에너지 보호막의 양을 상대적으로 2배로 늘립니다.

피해 계산 및 효과

피해 유형 문서도 참조하세요. 피해가 어떻게 증가하는지 이해하는 것은 패스 오브 엑자일에서 아누 중요합니다. 피해 유형은 물리, 화염, 냉기, 번개, 카오스 5가지로 나눌 수 있습니다. 화염, 냉기, 번개 피해는 묶어서 원소 피해라고 부릅니다. 방어도에서 얻는 피해 감소는 오직 물리 피해에만 영향을 미칩니다.

명중 및 피해 계산 순서

Main page: Receiving Damage

공격의 명중 여부와 얼마나 피해를 입는지는 몇 가지 단계에 의해 결정됩니다. 몬스터의 정확도부터 캐릭터의 회피, 방어도, 완벽회피 and 막기확률이 그것입니다.

카오스 피해

Main page: Chaos damage

카오스 피해에너지 보호막을 무시합니다. 카오스 피해는 "원소 피해"가 아닙니다.

원소 피해

Main page: Elemental Damage

원소 피해화염 피해, 번개 피해 그리고 냉기 피해를 묶어서 부르는 단어입니다. 원소 피해나 원소 저항에 대한 패시브나 아이템은 이 세 가지 피해 유형이나 저항에 영향을 미칠 것입니다.

화염 피해
당신이 화염 피해를 가하는 공격이나 주문을 치명타로 가한다면, 적은 점화되고 화상피해를 입기 시작합니다. 점화는 점화를 건 피해에 비례한 지속 화염 피해(화상)을 유발하는 상태 이상입니다. 인간형, 유인원 그리고 바다 마녀와 같은 몇몇 적들은 화상 상태에서 도망칩니다. 여러 개의 점화 인스턴스가 동시에 걸릴 수 있지만, 피해는 중첩되지 않습니다. 단일 소스로부터 유래한 가장 높은 피해를 주는 점화 효과만이 화상 피해를 줄 것입니다. 하지만 화상 자체의 경우 여러 출처를 가진 화상 피해는 중첩될 수 있습니다. (화상문서를 참조하세요)

냉기 피해
냉기 피해로 적을 명중시키면 적을 냉각시킬 수 있습니다. 냉기 피해로 치명타를 가하면 대상을 동결시킬 수 있습니다. 냉각된 적은 이동, 공격, 시전 속도가 느려지고, 동결 상태에서는 플라스크를 마시는 것 이외에는 어떠한 동작도 할 수 없습니다. 동결된 대상은 동결 상태에도 여전히 막기, 완벽회피, 회피가 가능합니다. 동결된 적은 사망 시 산산조각되며 시체가 파괴됩니다.

번개 피해
당신이 번개 피해를 가하는 공격이나 주문을 치명타로 가하면, 적은 감전됩니다. 감전된 몬스터나 플레이어는 감전 상태에서 받는 피해가 증가합니다. 이것은 당신이 가하는 피해가 증가하는 것이 아니라 적이 받는 피해가 증가하는 것이므로, 피해 증가량은 당신이 가하는 최종 피해에 곱연산으로 계산됩니다.

상태 이상

Main page: Status Ailments

점화, 냉각, 동결, 그리고 감전은 묶어서 상태 이상이라고 합니다. 예를 들어 상태 이상은 적을 일정 지속시간 동안 동결시키거나, 점화시킬 수 있습니다.

Dual wielding

Main page: Dual wielding

Dual wielding grants a bonus to attack damage, 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. Cleave inventory iconCleaveCleaveAttack, AoE, Physical, Melee
Level: (1-20)
Cost: 6 Mana
Attack Speed: 80% of base
Attack Damage: (125-170)% of base
Effectiveness of Added Damage: (125-170)%
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.Per 1% Quality:1Superior2Anomalous3Divergent4Phantasmal0.5% increased Attack Speed+1 Life gained for each Enemy hit by your Attacks2% increased Area of Effect while not Dual Wielding5% chance to Destroy Corpses on KillDeals (125-170)% of Base Attack Damage
When Dual Wielding, Deals 60% Damage from each Weapon combined
(2-75) to (3-113) Added Attack Physical Damage
+(0-6) to radius
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Cleave skill icon
Cleave inventory icon
, Dual Strike inventory iconDual StrikeDual StrikeAttack, Melee, Strike
Level: (1-20)
Cost: 5 Mana
Attack Speed: 70% of base
Attack Damage: (125-195)% of base
Effectiveness of Added Damage: (125-195)%
Attacks with both weapons, dealing the damage of both in one strike. Dual wield only. Does not work with wands.Per 1% Quality:1Superior2Anomalous3Divergent4Phantasmal1% increased Critical Strike Chance
+0.5% to Critical Strike Multiplier
+0.25 to Melee Strike Range5% increased Damage with Hits and Ailments against Enemies that are on Full LifeDeals 0.5% more added damage
Deals (125-195)% of Base Attack Damage
(50-107)% increased Critical Strike Chance
100% more Critical Strike Chance against Enemies that are on Full Life
30% more Damage with Hits and Ailments against Enemies that are on Full Life
+(0-2) to Melee Strike Range
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Dual Strike skill icon
Dual Strike inventory icon
, Lacerate inventory iconLacerateLacerateAttack, AoE, Physical, Melee
Level: (1-20)
Cost: 8 Mana
Soul Gain Prevention: 0 sec
Attack Speed: 60% of base
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.Per 1% Quality:1Superior2Anomalous3Divergent0.5% increased Area of Effect1% increased Physical Damage1% increased Bleeding DurationDeals (100-122.83)% of Base Attack Damage
(50-88)% more Damage with Bleeding while in Blood Stance
25% chance to cause Bleeding while in Blood Stance
(5-75) to (8-113) Added Attack Physical Damage
50% increased angle while in Sand Stance
+(0-9) to radius
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Lacerate skill icon
Lacerate inventory icon
, and Riposte inventory iconRiposteRiposteTrigger, 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)%
Perform a deadly counter-attack when you block. Uses both weapons while you're dual wielding.Per 1% Quality:1Superior2Anomalous3Divergent1% increased Damage1% increased Cooldown Recovery Rate1% chance to gain Onslaught for 4 seconds on HitDeals (160-230)% of Base Attack Damage
Trigger this Skill when you Block
(2-56) to (3-85) Added Attack Physical Damage
You cannot use this Attack directly
+(0-2) to Melee Strike Range
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Riposte skill icon
Riposte inventory icon
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.

Stuns

Main page: Stun

Whenever a player or monster takes damage of any type, there is a chance they will be stunned. A stun interrupts whatever that creature was doing while a brief animation is played. The duration of stuns can be altered by increased block and stun recovery, increased stun duration, and similar modifiers.

Accuracy

Main page: Accuracy

Accuracy is compared to the enemy evasion rating when determining if an attack hits or misses. Spells will always hit.

Critical Strikes

Main page: Critical Strike

Whenever you use a skill or attack, you have a chance to deal a critical hit. Critical strikes are rolled on a per-action basis, not per-monster. If you roll a critical strike when using a skill, 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. All characters have a base Critical Strike multiplier. This multiplier can be increased with various skills and modifiers on items, for example: Increased Critical Damage Support inventory iconIncreased Critical Damage SupportIncreased Critical Damage SupportSupport
Icon: c
Level: (1-20)
Cost & Reservation Multiplier: 130%
Requires Level 18Supports any skill that hits enemies.Per 1% Quality:1Superior2Anomalous3DivergentSupported Skills have +0.75% to Critical Strike MultiplierSupported Skills have 1% increased Critical Strike ChanceSupported Skills have +1.5% to Damage over Time Multiplier for Ailments from Critical StrikesSupported Skills have +(100-138)% to Critical Strike MultiplierThis 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 Active Skill Gem you wish to augment. Right click to remove from a socket.
Increased Critical Damage Support inventory icon
or the modifier +#% to Critical Strike Multiplier.

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 Spectral Throw inventory iconSpectral ThrowSpectral ThrowAttack, Projectile
Level: (1-20)
Cost: (7-9) Mana
Attack Speed: 110% of base
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.Per 1% Quality:1Superior2Anomalous3Divergent0.5% increased Attack Speed1% increased Projectile Speed0.5% reduced Projectile Speed
Fires an additional Projectile
Deals (80-100)% of Base Attack DamagePlace into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Spectral Throw skill icon
Spectral Throw inventory icon
. 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 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 Forest inventory iconQueen of the ForestQueen of the Forest
Destiny Leather
Quality: +20%
Evasion: (1923-2163)
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.
Queen of the Forest inventory icon
can modify movement speed further.

Armour

Main page: Armour

Armour only reduces physical damage taken when hit. Elemental damage and damage-over-time are not affected. How much damage that is reduced depends on the defender's total amount of armour rating and the attacker's attack damage.

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. The fact that damage reduction scales with the amount of damage means it is difficult to know exactly how much damage is being reduced. The maximum physical damage reduction is 90%.

Evasion

Main page: Evasion

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 strikes. 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.

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.

Energy Shield

Main page: Energy Shield

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 under normal circumstances.

Energy Shield will recharge if you do not take any damage for a certain period of time. This time can be reduced with faster start of Energy Shield Recharge modifiers from passive skills. The Recharge rate can be increased with #% increased Energy Shield Recharge Rate modifiers on passives, jewels, and equipment.

As long as you have greater than 0 Energy Shield, you have a 50% chance to avoid stun.

Blocking

Main page: Block

Blocking 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.

The chance to block attacks and spells are both 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

Main page: Resistances

Fire, Cold, Lightning, and Chaos damage each has its own resistance value (e.g. "Fire resistance") which can be viewed in the character sheet. Resistances reduce damage taken (or increase damage if they are negative), and are capped at:

After beating the boss of Act 5, a character's resistances are reduced by 30%. After beating the boss of Act 10, a character's resistances are reduced by 30% percent, bringing the total to 60%. A character would need 135% resistances to cap out at 75%

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 color 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.

Using Jeweller's Orbs or Orbs of Fusing on equipment with quality will consume the quality in order to increase the chances of higher sockets or links.

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 Kalandra inventory iconMirror 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.
Shift click to unstack.
Mirror of Kalandra inventory icon

God-Tier: These are the rarest and most expensive items in the game. Having just one means you're richer than some people who have been playing this game since it was released.

Exalted Orb inventory iconExalted OrbExalted OrbStack Size: 10Augments 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.Exalted Orb inventory icon, Divine Orb inventory iconDivine OrbDivine OrbStack Size: 10Randomises the numeric values of the random modifiers on an itemRight click this item then left click a magic, rare or unique item to apply it.
Shift click to unstack.
Divine Orb inventory icon
, Orb of Annulment inventory iconOrb 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.Orb of Annulment inventory icon
High-Tier: These are usually items that are valuable in the end-game and are very rare. They are high-value currency items that most players would prefer to save rather than expend. They can be traded for big-ticket items or used on the highest level end-game maps.

Gemcutter's Prism inventory iconGemcutter'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%.
Shift click to unstack.
Gemcutter's Prism inventory icon
, Regal Orb inventory iconRegal OrbRegal OrbStack Size: 10Upgrades 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.Regal Orb inventory icon, Chaos Orb inventory iconChaos OrbChaos OrbStack Size: 10Reforges a rare item with new random modifiersRight click this item then left click a rare item to apply it.
Shift click to unstack.
Chaos Orb inventory icon
, Orb of Regret inventory iconOrb of RegretOrb of RegretStack Size: 40Grants a passive skill refund pointRight click on this item to use it.
Shift click to unstack.
Orb of Regret inventory icon
, Orb of Alchemy inventory iconOrb of AlchemyOrb of AlchemyStack Size: 10Upgrades a normal item to a rare itemRight click this item then left click a normal item to apply it.
Shift click to unstack.
Orb of Alchemy inventory icon
, Orb of Fusing inventory iconOrb 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.
Shift click to unstack.
Orb of Fusing inventory icon

Trade-Tier: These are items that have high utility and moderate rarity. They are the first items that you can reasonably trade items for and are best saved for the endgame. Some orbs, for example the Chromatic Orb and Orb of Chance, are on the border between trade-tier and low-tier. Whether they fit into one or the other depends on player opinion, patch results and league.

Scroll of Wisdom inventory iconScroll of WisdomScroll of WisdomStack Size: 40Identifies an itemRight click this item then left click an unidentified item to apply it.
Shift click to unstack.
Scroll of Wisdom inventory icon
, Portal Scroll inventory iconPortal ScrollPortal ScrollStack Size: 40Creates a portal to townRight click on this item to use it.
Shift click to unstack.
Portal Scroll inventory icon
, Orb of Transmutation inventory iconOrb 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.
Shift click to unstack.
Orb of Transmutation inventory icon
, Orb of Augmentation inventory iconOrb 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.
Shift click to unstack.
Orb of Augmentation inventory icon
, Orb of Alteration inventory iconOrb 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.
Shift click to unstack.
Orb of Alteration inventory icon
, Jeweller's Orb inventory iconJeweller'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.
Shift click to unstack.
Jeweller's Orb inventory icon
, Orb of Scouring inventory iconOrb 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.
Shift click to unstack.
Orb of Scouring inventory icon
, Blacksmith's Whetstone inventory iconBlacksmith'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%.
Shift click to unstack.
Blacksmith's Whetstone inventory icon
, Armourer's Scrap inventory iconArmourer'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%.
Shift click to unstack.
Armourer's Scrap inventory icon
, Glassblower's Bauble inventory iconGlassblower'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%.
Shift click to unstack.
Glassblower's Bauble inventory icon
, Orb of Chance inventory iconOrb 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.
Shift click to unstack.
Orb of Chance inventory icon
, Chromatic Orb inventory iconChromatic OrbChromatic OrbStack Size: 20Reforges the colour of sockets on an itemRight click this item then left click a socketed item to apply it.
Shift click to unstack.
Chromatic Orb inventory icon
, Blessed Orb inventory iconBlessed OrbBlessed OrbStack Size: 20Randomises the numeric values of the implicit modifiers of an itemRight click this item then left click another item to apply it.
Shift click to unstack.
Blessed Orb inventory icon

Low-Tier: These are rarely used in trading. Most are bought by the hundreds or thousands because of higher abundance than utility. Most people will keep a few stacks of these to use on items they own rather than go through the effort of selling them. Some items, such as the Glassblower's Bauble and Blessed Orb, are much rarer than other orbs but are not used in bulk and so they are not as easily accepted as currency.

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.xyz.is are widely listed with buyouts in terms of chaos orbs, orbs of fusing, and exalted 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 Fossil inventory iconPerfect FossilPerfect FossilStack Size: 20Improved QualityPlace in a Resonator to influence item crafting.
Shift click to unstack.
Perfect Fossil inventory icon
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 item data section.

The Culling Strike modifier (found on some unique items and Culling Strike Support inventory iconCulling 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.Per 1% Quality:1Superior2Anomalous3DivergentSupported Skills have 0-10% Increased DamageSupported Skills deal 3% increased Damage with Hits against Enemies that are on Low LifeRecover 0.1% of Life when Supported Skills Cull an EnemyKill Enemies that have 10% Life or lower when Hit by Supported Skills
Supported Skills deal (0-38)% 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 Active Skill Gem you wish to augment. Right click to remove from a socket.
Culling Strike Support inventory icon
) causes monsters to die if you strike them down to 10% or less life.

Sockets

There are four types of sockets:

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
  • 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:
Swordconnections
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.
  • 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.
  • 2 skill gems, 2 support gems. You get 2 active 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.

So let's say you put in:

  • Cleave inventory iconCleaveCleaveAttack, AoE, Physical, Melee
    Level: (1-20)
    Cost: 6 Mana
    Attack Speed: 80% of base
    Attack Damage: (125-170)% of base
    Effectiveness of Added Damage: (125-170)%
    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.Per 1% Quality:1Superior2Anomalous3Divergent4Phantasmal0.5% increased Attack Speed+1 Life gained for each Enemy hit by your Attacks2% increased Area of Effect while not Dual Wielding5% chance to Destroy Corpses on KillDeals (125-170)% of Base Attack Damage
    When Dual Wielding, Deals 60% Damage from each Weapon combined
    (2-75) to (3-113) Added Attack Physical Damage
    +(0-6) to radius
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Cleave skill icon
    Cleave inventory icon
    skill gem,
  • Raise Zombie inventory iconRaise ZombieRaise ZombieSpell, Minion
    Level: (1-20)
    Cost: (10-38) Mana
    Cast Time: 0.85 sec
    Raises a zombie minion from a corpse, which will follow you and attack enemies with a melee attack and an area of effect slam which cannot be evaded.Per 1% Quality:1Superior2Anomalous3Divergent4Phantasmal1% increased Minion Maximum Life
    1% increased Minion Movement Speed
    Raised Zombies' Slam Attack has 2% increased Cooldown Recovery RateMinions Regenerate 0.1% of Life per secondMinions take Chaos Damage equal to 1% of their Life over one second when Raised
    Minions gain 0.5% of Physical Damage as Extra Chaos Damage
    Maximum (3-6) Raised Zombies
    Raised Zombies' Slam Attack has (0-76)% increased Cooldown Recovery Rate
    Raised Zombies' Slam Attack has (0-76)% increased Area of Effect
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Raise Zombie skill icon
    Raise Zombie inventory icon
    skill gem, and
  • Added Cold Damage Support inventory iconAdded Cold Damage SupportAdded Cold Damage SupportCold, Support
    Icon: C
    Level: (1-20)
    Cost & Reservation Multiplier: 120%
    Requires Level 8Supports any skill that hits enemies.Per 1% Quality:1Superior2Anomalous3DivergentSupported Skills deal 0.5% increased Cold DamageSupported Skills have 0.5% increased Attack and Cast SpeedSupported Skills have 1% of Physical Damage Converted to Cold DamageSupported Skills have (4-169) to (6-254) added Cold DamageThis 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 Active Skill Gem you wish to augment. Right click to remove from a socket.
    Added Cold Damage Support inventory icon
    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.

Charges

Main page: Charges

Some skills grant Endurance (strength), Frenzy (dexterity), or 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.

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 and unique items.

Parties

Main page: Party

The maximum party size is 6 players.

Effect on monsters

Monsters gain 50% extra life, 75% extra life, or 100% extra life for each additional party member after the first in Normal, Cruel, and Merciless difficulties respectively. For example, against a party of 3 players in Normal, monsters have double life, but when that party goes to Merciless, monsters have triple 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.

Effect on loot

Each player in a party after the first gives a 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.

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.
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