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Path of Exile can be intimidating for new players due to the fact that a certain level of understanding of game mechanics is demanded of players who wish to survive. In order to help facilitate planning and execution, this page contains information on the most important mechanics to understand and links to pages which explain specific mechanics in greater detail. It is intended to serve both as a guide to new players and as a primary reference for existing ones.
Before beginning path of exile players are given options for different leagues to choose from. Players can only interact with other players in the same league as them. Most items owned by players are restricted to the league they are found in, with some exceptions below.
Standard is the permanent, evergreen league with no modifiers. Path of Exile also releases temporary challenge leagues of the parent leagues that include new features to the game. These are like ladder resets, in that everybody joins the league with no characters and an empty stash. When temporary leagues end all characters and inventories and the stash will all move to standard.
Leagues also have three additional optional flags:
Characters with both Hardcore and Ruthless enabled are moved to the Void league on death, preventing them from being played at all.
Temporary leagues have the same options as standard. The temporary leagues with no modifiers tend to be the most popular leagues. Higher player population makes finding a party or rare items for trade easier.
The main difference between the classes is their starting location on the passive skill tree and their Ascendancy class. Classes also start with different amounts of attributes and have different quest rewards.
Each base class can choose from one of three Ascendancy classes (except for the Scion, who has only one) after completing the Lord's Labyrinth. Ascendancy classes offer powerful, specialized passive skills. You gain 2 Ascendancy skill points for each difficulty of the Labyrinth you complete, with 4 difficulties in all.
All classes begin with the same base stats, and gain the same amount life, mana and evasion per level. Classes start with different accuracy stats but gain the same amount per level. The values all classes gain per level are:
Your private stash allows you to store items and transfer them between characters. Stashes are shared between all your characters within a league - all of your Standard characters access one stash, while all of your Hardcore characters access a different stash. Items cannot be moved between leagues except by death to a character (From Hardcore or Challenge League Hardcore to Standard). Each account is initially limited to 4 stash tabs, but more can be bought through microtransactions.
There are two types of chat channels: Trade and Global Chat. These channels are League-specific. If you enter global chat in a Challenge league, then you will only be talking with people in that league only. Typing /global ## or /trade ## will put you into that number channel, provided it is not full.
Messages can be directed to different channels. Messages starting with
You can leave global or trade chat by unchecking the "Join Global Chat" or "Join Trade Chat" options on the chat window.
Skill gems are the manner in which player characters are able to use and augment skills. Gems are placed in sockets by left-clicking it in the inventory to pick it up and then left-clicking it over the intended socket. Right clicking will remove the gem. Gems are either skills or supports, and skills come in several types whereof the two most common are Attacks and Spells.
Skill gems creates the skill. They can come in various forms, such as attacking or casting a spell, summoning a minion or totem, throwing a trap or placing a mine, activating an aura or buff effect, and so on.
Support gems augments the skills, for example by increasing its power or adding more projectiles. The support gem needs to be linked to the gem to be active and the support needs to be able to support it. Reading the gem's tags is helpful in determining which support gems can support which skills. Common sense is also helpful - skills that don't do damage, such as Temporal Chains Temporal Chains Spell, AoE, Duration, Curse, Hex
Level: (1-20)
Cost: (16-33) Mana
Cast Time: 0.50 sec Requires Level 24 Curses all enemies in an area, lowering their action speed and making other effects on them expire more slowly. Base duration is (5.00-8.80) seconds
+(0-1) metre to radius
50% less Effect of Curse against Players
Cursed Normal and Magic Enemies have (15-29)% less Action Speed
Other effects on Cursed enemies expire 25% slower
Cursed Rare and Unique Enemies have (9-18)% less Action Speed
Additional Effects From 1-20% Quality:
(1-20)% increased Curse Duration Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
, won't benefit from
Added Cold Damage Support Added Cold Damage Support Cold, Support
Icon: C
Level: (1-20)
Cost & Reservation Multiplier: 120% Requires Level 8 Supports any skill that hits enemies. Supported Skills have (4-152) to (6-228) added Cold Damage
Additional Effects From 1-20% Quality:
Supported Skills deal (0.5-10)% increased Cold Damage This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Skill Gem you wish to augment. Right click to remove from a socket. nor would it add damage to an Aura. Note that skill properties may change depending on weapon -
Elemental Hit Elemental Hit Attack, Melee, Strike, Fire, Cold, Lightning, AoE, Prismatic
Level: (1-20)
Cost: (6-10) Mana
AoE Radius: 10 Requires Level 12 Each attack with a melee weapon 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 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. (21-609) to (40-1133) Added Cold Damage
(26-748) to (49-1389) Added Fire Damage
(4-118) to (80-2287) Added Lightning Damage
Only Deals Damage of the chosen Element
Deals no Damage of other Damage Types
(30-49)% chance to Freeze, Shock and Ignite
Base radius is 1 metre
80% more Area Radius against Enemies affected by an Ailment of the chosen Element
10% more Damage for each type of Elemental Ailment on the Enemy
Additional Effects From 1-20% Quality:
+(0.25-5)% more Damage for each type of Elemental Ailment on the Enemy Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
, for example, is tagged with both Bow and Melee because it can be used with either, but
Lesser Multiple Projectiles Support Lesser Multiple Projectiles Support Support, Projectile
Icon: l
Level: (1-20)
Cost & Reservation Multiplier: 130% Requires Level 8 Supports projectile skills. Supported Skills deal (15-6)% less Projectile Damage
Supported Skills fire 2 additional Projectiles
Additional Effects From 1-20% Quality:
Supported Skills deal (0.5-10)% increased 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 Skill Gem you wish to augment. Right click to remove from a socket. won't work when Elemental Hit is used with a sword.
See also Damage Types. Understanding how damage scales is very important in Path of Exile. There are 5 main types of damage, which are Physical, Fire, Cold, Lightning, and Chaos. Fire, Cold, and Lightning are collectively known as Elemental Damage. Damage reduction from armour only affects physical damage.
Dual wielding provides a bonus to 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 hands for each skill use. Some skills attack with both weapons at once and deal two hits (e.g. Viper Strike Viper Strike Attack, Duration, Melee, Strike, Chaos
Level: (1-20)
Cost: (6-10) Mana
Attack Damage: (155-442)% of base
Effectiveness of Added Damage: (155-442)% Hits enemies, converting some of your physical damage to chaos damage and inflicting poison which will be affected by modifiers to skill duration. If dual wielding, will strike with both weapons. Requires a claw, dagger or sword. 30% less Attack Speed if Dual Wielding
Each Weapon Hits separately if Dual Wielding, dealing 20% less Damage
Base duration is 4.00 seconds
60% of Physical Damage Converted to Chaos Damage
60% chance to Poison on Hit
Additional Effects From 1-20% Quality:
Base duration is (0.05-1) seconds Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
), some attack with both weapons and combine their damage (e.g.
Cleave Cleave Attack, AoE, Melee
Level: (1-20)
Cost: (7-13) Mana
Attack Speed: 80% of base
Attack Damage: (179-511)% of base
Effectiveness of Added Damage: (179-511)%
AoE 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. When Dual Wielding, Deals 60% Damage from each Weapon combined
+(0-1) metre to radius
Additional Effects From 1-20% Quality:
+0.1 metres to radius per Nearby Enemy, up to a maximum of +1 metre Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
,
Dual Strike Dual Strike Critical, Attack, Melee, Strike
Level: (1-20)
Cost: (8-14) Mana
Attack Speed: 70% of base
Attack Damage: (155-442)% of base
Effectiveness of Added Damage: (155-442)% Attacks with both weapons, dealing the damage of both in one strike. Dual wield only. Does not work with wands. 100% more Critical Strike Chance against Enemies that are on Full Life
60% more Damage with Hits and Ailments against Enemies that are on Full Life
Additional Effects From 1-20% Quality:
+(1.5-30)% more Damage with Hits and Ailments against Enemies that are on Full Life Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
,
Viper Strike of the Mamba Viper Strike of the Mamba Attack, Duration, Melee, Strike, Chaos
Level: (1-20)
Cost: (6-10) Mana
Attack Damage: (155-442)% of base
Effectiveness of Added Damage: (155-442)% Hits enemies, converting some of your physical damage to chaos damage and inflicting poison which will be affected by modifiers to skill duration. If dual wielding, deals the damage of both weapons in one strike. Requires a claw, dagger or sword. Base duration is 2.00 seconds
60% of Physical Damage Converted to Chaos Damage
60% chance to Poison on Hit
200% more Damage with Poison
Cannot inflict Poison on Poisoned Enemies
Additional Effects From 1-20% Quality:
+(2-40)% more Damage with Poison Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
), some alternate weapons within a single skill use (
Lacerate Lacerate Attack, AoE, Physical, Melee
Level: (1-20)
Cost: (10-17) Mana
Attack Speed: 60% of base
Attack Damage: (171-393)% of base
Effectiveness of Added Damage: (171-393)%
AoE Radius: 38 Requires Level 12 Slashes 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. +(0-0.9) metres to radius
(50-88)% more Damage with Bleeding while in Blood Stance
25% chance to cause Bleeding while in Blood Stance
50% increased angle while in Sand Stance
Additional Effects From 1-20% Quality:
(1-20)% increased Attack Speed if you've changed Stance Recently Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
, though not
Double Strike Double Strike Attack, Melee, Strike, Physical
Level: (1-20)
Cost: (7-13) Mana
Attack Speed: 80% of base
Attack Damage: (143-409)% of base
Effectiveness of Added Damage: (143-409)% Performs two fast strikes with a melee weapon. 25% chance to cause Bleeding
Additional Effects From 1-20% Quality:
(1-20)% chance to deal Double Damage to Bleeding Enemies Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
). For skills that are weapon-restricted, both weapons must be compatible in order to use the skill.
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 Spectral Throw Attack, Projectile
Level: (1-20)
Cost: (5-9) Mana
Attack Speed: 110% of base
Attack Damage: (100-150)% of base
Effectiveness of Added Damage: (100-150)% 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.
Additional Effects From 1-20% Quality:
Projectiles that have Pierced deal (0.5-10)% more Damage Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
. 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.
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.
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 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
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 Queen of the Forest
Destiny Leather Evasion: (1803-2451)
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. can modify movement speed further.
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 colour 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.
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 Mirror of Kalandra Stack Size: 10 Creates a mirrored copy of an item Right click this item then left click an equipable non-unique item to apply it. Mirrored copies cannot be modified.
God-Tier: The rarest and highest value currency item in the game. It eclipses the networth of most of the playerbase.
Divine Orb Divine Orb Stack Size: 20 Randomises the values of the random modifiers on an item Right click this item then left click a magic, rare or unique item to apply it.
,
Exalted Orb Exalted Orb Stack Size: 20 Augments a rare item with a new random modifier Right click this item then left click a rare item to apply it. Rare items can have up to six random modifiers.
,
Chaos Orb Chaos Orb Stack Size: 20 Reforges a rare item with new random modifiers Right click this item then left click a rare item to apply it.
,
Vaal Orb Vaal Orb Stack Size: 20 Corrupts an item, modifying it unpredictably Right click this item then left click an item to corrupt it. Corrupted items cannot be modified again.
,
Orb of Annulment Orb of Annulment Stack Size: 20 Removes a random modifier from an item Right click this item then left click on a magic or rare item to apply it.
,
Sacred Orb Sacred Orb Stack Size: 10 Randomises the numeric values of base defences on an armour Right click this item then left click an armour to apply it.
High-Tier: Very high value in the end-game. Used extremely often for trading high- and mid-end items. Recommended to save and use for trading.
Orb of Alteration Orb of Alteration Stack Size: 20 Reforges a magic item with new random modifiers Right click this item then left click a magic item to apply it.
,
Orb of Alchemy Orb of Alchemy Stack Size: 20 Upgrades a normal item to a rare item Right click this item then left click a normal item to apply it.
,
Regal Orb Regal Orb Stack Size: 20 Upgrades a magic item to a rare item Right click this item then left click a magic item to apply it. Current modifiers are retained and a new one is added.
,
Orb of Scouring Orb of Scouring Stack Size: 30 Removes all modifiers from an item Right click this item then left click on a magic or rare item to apply it.
,
Orb of Regret Orb of Regret Stack Size: 40 Grants a passive skill refund point Right click on this item to use it.
,
Chromatic Orb Chromatic Orb Stack Size: 20 Reforges the colour of sockets on an item Right click this item then left click a socketed item to apply it.
,
Jeweller's Orb Jeweller's Orb Stack Size: 20 Reforges the number of sockets on an item Right click this item then left click a socketed item to apply it. The item's quality increases the chances of obtaining more sockets.
,
Orb of Fusing Orb of Fusing Stack Size: 20 Reforges the links between sockets on an item Right click this item then left click a socketed item to apply it. The item's quality increases the chances of obtaining more links.
,
Gemcutter's Prism Gemcutter's Prism Stack Size: 20 Improves the quality of a gem Right click this item then left click a gem to apply it. The maximum quality is 20%.
,
Cartographer's Chisel Cartographer's Chisel Stack Size: 20 Improves the quality of a map Right click this item then left click a map to apply it. Has greater effect on lower tier, non-unique maps. The maximum quality is 20%.
,
Mid-Tier: Moderate value in large amounts. Used often for low- and mid-end items. It is recommended to save them in large amounts to trade in bulk. Using small amounts for personal crafting is not bad.
Scroll of Wisdom Scroll of Wisdom Stack Size: 40 Identifies an item Right click this item then left click an unidentified item to apply it.
,
Portal Scroll Portal Scroll Stack Size: 40 Creates a portal to town Right click on this item to use it.
,
Orb of Transmutation Orb of Transmutation Stack Size: 40 Upgrades a normal item to a magic item Right click this item then left click a normal item to apply it.
,
Orb of Augmentation Orb of Augmentation Stack Size: 30 Augments a magic item with a new random modifier Right click this item then left click a magic item to apply it. Magic items can have up to two random modifiers.
,
Orb of Chance Orb of Chance Stack Size: 20 Upgrades a normal item to a random rarity Right click this item then left click a normal item to apply it.
,
Blacksmith's Whetstone Blacksmith's Whetstone Stack Size: 20 Improves the quality of a weapon Right click this item then left click a weapon to apply it. Has greater effect on lower item level, non-unique weapons. The maximum quality is 20%.
,
Armourer's Scrap Armourer's Scrap Stack Size: 40 Improves the quality of an armour Right click this item then left click an armour to apply it. Has greater effect on lower item level, non-unique armours. The maximum quality is 20%.
,
Glassblower's Bauble Glassblower's Bauble Stack Size: 20 Improves the quality of a flask or tincture Right click this item then left click a flask or tincture to apply it. Has greater effect on lower item level, non-unique flasks. The maximum quality is 20%.
,
Blessed Orb Blessed Orb Stack Size: 20 Randomises the values of the implicit modifiers of an item Right click this item then left click another item to apply it.
Low-Tier: Currency that is rarely used for trading, usually people will try to buy these by the hundreds rather than accepting one or two due to how easy they are to get. A lot of people will just keep a few stacks of these currencies to use on their own items rather than going through the effort of selling them.
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.ninja are widely listed with buyouts in terms of chaos orbs, orbs of fusing, and divine 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.
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.
Most items have a level requirement that must be met in order to equip them. There are two factors that affect level requirements: