Poe items. Items

  • 03.01.2020

PoE is unlike any other game large quantity complex mechanics and the equipment was not without such a thing. Items in Path of Exile have a huge number of different modifiers, amplifiers, debuffs, can add active skills or change the character's gameplay. The economy of the game is also one of the most difficult in the current realities. gaming industry, a lot of factors are involved here, the absence of a certain key currency (seemingly chaos, and, it seems, and exa), the constant start of leagues from scratch allows new market rules to appear and disappear depending on patches, changes in skills, items and bosses.

1. Tools to help assess subjects.

I would like to say that the main tools in this category will be your brain and the ability to determine the optimal combinations of modifiers, but in in this case it is simply not possible. PoE does not give all the basic knowledge about what is good and what is bad, how many percent is a lot, and how much is not enough, and so on, so even the most resourceful person will not be able to determine on the fly from the first attempt without experience in the game which item is worth something and which one is not.

Here you need a long study: classes, builds, comparing different items with each other, you need to navigate which things are popular and which are not, to know at least some basic statistics in the game on the demand for different items from players.

An example from recent events: the famous streamer Mathil made a build for the witch, through the Consecrated Path (new skill, added in patch 3.4) using the unique sword Voidforge, which can only be dropped from the most powerful boss in the game, Uber Elder. The sword and boss have already existed in the game for several leagues. Before Methyl published his build, the sword was worth 40-60 chaos. Immediately after, there were several elevation spheres, or even 4-6 spheres, depending on the time of day. Now that the boom for this item has passed, the price has dropped to 80 chaos. The sword itself has quite good (very powerful) stats, but it is quite niche and cannot be used directly everywhere and by everyone. Therefore, its price can be so different, although in terms of its stats and the difficulty of obtaining it, it should cost much more. But it's all about supply and demand. The same goes for which league period you play. PoE has a very unstable economy, which at the start of the league has too little supply, and towards the end it has too little demand, as a result, some items are "undeservedly" expensive at the beginning, and some items are "undeservedly" cheap at the end of the league.

Therefore, the tools, first of all, will be various reference materials, sites and some possibilities within the game itself, and only then your brain, processing all the incoming information, will make decisions.

1.1. Directly to the tools. The first and most, the most useful functionality that will help you is offered by the game itself. In the settings, the interface section, find the item "Extended descriptions of properties" and unambiguously put a tick there. Now, holding Alt and hovering over any item, you will see detailed descriptions of all the modifiers on it, which of them are suffixes, which prefixes, the level of the item itself and the range of numerical characteristics on each of the modifiers.

I explain the importance of each item. The first is the subject level. This is not the level at which it can be worn, but the level of the location at which it dropped out. What modifiers can appear on this item depends on the level of the item, aka itemlevel (ilvl). And what kind of tiers these modifiers may be there. That is, it will help us understand whether an object at the current moment or when re-crafting can have strong characteristics... The higher the item level, the better. Therefore, the higher the level of the cards that you pass, the more potentially powerful items you can find.

Next, suffixes / prefixes. Without going into the details of crafting, depending on what of this is on the subject and what is not, he will either be able to get an additional DEFINED characteristic that you need or will not be able to. Suffixes and prefixes are a kind of "sockets" on an item, not for skill gems, but for stats. Certain stats that, in general, theoretically can appear on an item, always correspond to either a suffix or a prefix. Therefore, if, for example, there are already 3 parameters of suffixes on the subject, then it means more stats, which can only be a suffix, you will not be able to dock there.

Third item, dashes and names of each individual modifier. This is the key thing. And this is especially useful for newbies. It is not difficult to understand at the beginning of your game that, for example, you need life on armor and resists. Once in some guide I read it and that's it, now you know this basis. But the number of these parameters on the clothes ... this is a real test. Without experience in the game, it is impossible to know that, for example, at the 60-70 health belt by the 70th level, it is already not enough and it would be necessary to 80+. And that 40-50 is generally a disaster. And this is only one belt. And life can be everywhere. And on what subject how much can its maximum be? What is the optimal amount? How much to look for? This is where these shooting galleries will help. They pointed, squeezed the viola, read the shooting gallery. The higher the number of the shooting gallery, the worse the quantity characteristic. That is. T1 is the maximum and best amount. It cannot be higher. T2 is worse, T4 is even worse, and so on, the larger the number, the more lame the mod is. Now, if you have found gloves with life and resistance, you can simply understand whether they have a lot of these characteristics or not. And it is on the level of the item, it is alevel, which type of mods on the item may appear at all. For example, on an item with alevel 25, T1 life can never appear. I think the pattern is clear here.

The last thing that the held alt button will show us is what number roll we have in a particular dash of the mod. That is, let's say, T6 of such and such a parameter gives us from 15% to 20% increase, T5 already gives 21% -26%, and here is the specific% that is on our subject will also be shown. These values ​​can be replayed using the Divine Orb on an item and is especially useful on unique items. Although they do not have "tiers" of their modifiers, the spread of these percentages can be gigantic, and this will determine whether the subject is worth one chaos or one piece. Therefore, in order not to stumble, first look at your roll, and then, driving a similar object into the trade, see how much it costs with this roll.

How exactly this tool can be used with specific examples from the game, I will describe further, but for now, consider the next tool.

1.2. Poe.ninja is our premier source for statistics on prices for all of the items in the game. I highly, very strongly recommend learning it to any player who is going to devote a lot of their time to Path of Exile. This is just a gigantic layer of information that will allow you to keep your finger on the pulse of events in the general game economy. Prices for Inchants, Item Bases, Unique Items, divination cards, prophecies, cards, skill stones. A summary of price statistics for the last week will allow you to know where the market is heading, whether it is worth getting rid of certain items or, on the contrary, buying more of them.

1.3. The poecraft.com/itemmods section of the site will help a lot with identifying good item bases. In POE, unfortunately, many subject bases have the same appearance... And sometimes it is difficult to navigate whether you have a good or bad base of the subject. Anyway, players who do not spend hundreds of hours in the game every month can slowly get used to all the names of the best item bases that are in the game, so you can pin them on this site very well. Those who use a Russian-speaking client of course will also have to climb the Russian wiki, where the names of the bases will be translated. The bases are sorted from highest level to lowest level. The rest of the site is devoted to other craft items, which I will not cover in this build, since the guide is not about craft.

1.4. Site poeaffix.net - here you can see everything existing mods that can appear on each type of equipment. More useful for crafting, but if you have no problems with English and you are curious about what might be on this or that type of item, this is an ideal choice. The study of such resources will definitely help you repeatedly in the future.

So, now begins the most difficult part of the guide, both for me and for you. The last time I will say the main thing that I want to convey and which does not concern advice: no guide will help you more than curiosity and study of the game as a whole phenomenon. Not knowing a huge breakthrough of information about basic things, about the popularity of certain assemblies, not knowing how the basic mechanics of the game work, in any case, it is impossible to understand game market at a sufficient level. Understanding prices and so on will come only, ONLY with experience. However, I think I can make your first steps easier.

2.1. Our search and selection of items starts from their base. We see only the name of the item at the beginning, when it falls out of the enemy. From this follows Council 1: there are objects on which its base is a decisive thing, and there are objects on which it practically does not matter (or has, but small). Why is that? If this is, for example, a melee weapon for the main hand, its base is an incredibly important detail, since any local modifiers and numbers on it will create the entire character's dps. It is local mods and numbers that will be the backbone of the entire character that will use it. At the same time, as, for example, some dodge boots, depending on the base, will differ by 50-100 dodge, which is a very small figure and practically does not matter. Therefore, the first thing you need to try to figure out is which types of items strongly depend on the base, and which do not.

They vary greatly in usefulness depending on the base: All weapons, quivers, chest armor.

Here we are only interested in high-level bases with optimal local numbers, or, if these are quivers or some kind of weapon, then with the correct own properties (implicit modifiers). Its own property is a mod that is located above all and is separated from the rest by a dash and does not depend on the rarity of the item, but depends only on its base, such as + to health on rings with coral. Bad and unpopular bases will practically not be sold since you will never be able to get high fDPS / a lot of armor / a lot of energy shield / or their own property is significantly inferior to those of other items of the same category. Examples: a one-handed ax with a low-level base can receive a T1 modifier (if picked up on a high-level map) to + to physical damage and T1 +% to physical damage, which will affect its local damage figure. However, it will be inferior in final DPS to a high-level ax base with T5 and T6 physical damage modifiers, since it simply has much higher local, pure physical damage numbers. Example two: armor with a low base versus armor with a high base. Even if the first one with well-stocked mods, the +% modifier to armor will increase not 700, as in a high-level base, but 200-300 of the original armor. On chest armor, the number of initial protective indicators is always high (relative to the rest of the equipment slots), therefore they are important there.

They do not differ much in usefulness depending on the base: gloves, boots, most helmets.

What do I mean by saying don't differ much in usefulness depending on the base? I mean that a subject with a bad base, but good mods in the above categories of items will be useful and absolutely playable as well as an item with a good base and good mods. It will be slightly weaker, but more often than not it will be a slight difference. Of course, there are various bases here, such as Thorny Gloves with their own property to increase melee damage or Bone Helmet, with an increase in the damage of minions, however, it is much harder to find them and they drop out less often. And if you are just looking for a good item in one of these slots, then you can choose any base, the main goal in these categories is precisely the modifiers on the item.
They differ in usefulness depending on the base, but even not the best bases with good modifiers are sold with a bang: rings, amulets, belts.

Jewelry itself is the rarest type of items in the game, and the base on such items, although very useful, but a well-stocked item, even with a bad base, can easily cost several exes. And the principle of operation of different bases is different here, they are not scaled in terms of higher / lower levels, they simply differ in properties. If in a weapon a lower-level base almost always means a deterioration in pure numbers, then here instead of a 25% crit chance you will receive 25% to resist or 25 to health. That is, the difference in intrinsic characteristics is not so linearly scaling. Yes, in the end, for example, opal or steel rings will be the strongest for most builds that use physical or elemental damage, but this does not mean that the ruby ​​ring for such builds will definitely be much worse or even more unplayable.

Summing up a small summary of this sub-item, we can say the following: weapons, quivers, bibs - you need to go to poecraft.com or any other craft resource or some kind of guide with an overview of the item bases and study those that are now popular / strongest / have the greatest local damage numbers / have the best own properties in their niche. I will not describe each type of subject here, because it will take forever, but I strongly advise you to study the issue and immediately get used to filtering out useless bases in the game. Gloves, boots, helmets, you can lift almost everything, except, perhaps, the lowest-level bases. Bijouterie - definitely all bijouterie is useful and you cannot judge from the base whether it is good or not.

2.2. Item modifiers. We have already figured out the tiers of modifiers and how to understand whether a large amount of some stat has been planted on an object or a small one, but we haven’t figured out which stats to look for on different objects. Here I warn you right away, I can NOT describe ALL the useful mod combinations. In addition, the meta of the game and builds changes all the time, so it is possible that some more modifiers will be introduced through the league and they will become more useful. However, I will write down those combinations that I personally know are useful and I will separately indicate which of them are useful, but cheap, and which are useful, but expensive.

One-handed swords, axes, rapiers, claws, two-handed swords, axes, maces, bows with this combination of modifiers:% increased physical damage, adds x to y physical damage and% increased attack speed. Aim for the highest possible tier of each modifier. And also the better the base of such items, the more powerful and expensive the item will be. Additional powerful modifiers on swords will be: critical strike chance, critical strike multiplier.

Daggers, wands, one-handed sceptres, as such, do not have a main bundle in comparison with weapons for attacks, but they have a list of universally useful modifiers that are needed as much as possible on the subject:% increased damage by spells, +% to the critical damage multiplier, + % to Critical Strike Chance with Spells,% increased Elemental Damage (on scepters).

Armor of any type, for any slot: chest armor, gloves, boots, helmets - health is absolutely essential everywhere. Only equipment with an energy shield that has a high-level base can be highly valued without a good health roll if it has mixed rolls of energy shield in both% and flat. For bibs, in addition to hp, at least 2 resists are required, ideally 3 resists (but you can hardly find such armor so that all these rolls are high enough). In addition to all this, the final useful mod will be a% increase in armor / evasion, depending on what kind of base you have. On helmets, the situation is similar, however, the mod for "+ x to the level of minion stones" can also fit well into this combination. In addition to life and resists, gloves have a useful mod in the form of a% increase in attack speed. On boots, these are basically all the same defensive HP and resists and an increase in movement speed. Very important parameter, which on them should be more priority than resists, but not more priority than health.

Shields: the most important stats are block chance, health. For shields with an energy shield, caster stats are very important, an increase in spell damage, an increase in the chance of a crit of a spell, an increase in the speed of casting a spell, only then resists are in importance. On shields with evasion, attack speed is important, as well as +% to the chance to evade attacks / spells, in addition to all the same resists.

Amulets: Jewelry is much, much more complex in this regard. There can be a lot of combinations here, here are some of them: + to maximum life, x% increased crit chance, x% increased crit multiplier, x% increased elemental damage with attacks. Such a bundle is just great for various critical builds focused on elemental damage with attacks, for example, as a build for Ice blades here on my website. An ideal addition to modifiers for such an amulet would be + x% to all resists or an increase in accuracy, which will take the last free suffix on the item. Another good combination would be an increase in spell damage, an increase in the casting speed, + to the maximum life, an increase in the damage of one of the elements and resists. There can be many combinations, but the essence is not difficult to grasp. The main thing is to group all the stats by some one archetype, melee, elemental damage, enchanting, perhaps a completely protective amulet for builds that use MoM, then life, mana and resists are needed.

Rings: Good combinations are often very well-padded protective rings for life and resistance. It is these slots that are most often used to raise the character's resists. Other modifiers that will be a good bonus are casting speed, attack speed, increased elemental damage with attacks, and adds x to y physical damage to attacks. Mods like intelligence, agility, strength, accuracy and mana regeneration can also be useful for many players, however, these parameters will not make the item more expensive, but rather vice versa.

Quiver: + to maximum life, crit chance, crit multiplier, attack speed. This is an ideal version of a regular quiver, since there is a very high competition for suffixes, there is simply nowhere to cram resists.

Belt: health is a must. Here it will meet very often and quite often with very decent rolls. Then an increase in elemental damage with attacks and the remainder in resists.

I have described the main bundles of modifiers on items that will be useful on those items that will most often just drop out of your enemies. I have not listed craft mods here, nor have I listed Essence, Fossil, Shaper, Elder mods, but why? It's simple. Having in mind the general structure of useful modifiers on all these items, you should get a general picture of what, where and for whom is useful. And any of, let's call them so, "exclusive" mods that come with a specific craft or a specific base of the item - this is already an addition and expansion of those capabilities that can be generally provided by ordinary items. You will not receive 300 elder / shaper items per day, unless you are going to farm them for 24 hours in a row (therefore, for such items, I just advise you to pick them up, identify them, guess if the enhancements are worth it, that the item offers an effort to find in the trade with identical properties and then either look for such an item, or throw it away if it is clearly trash), their modifiers are already written on the essences, so you just have to think for yourself how well each of them fits into the "archetypal" set of properties of a common rare the subject of the base on which you are going to apply the essence, and fossils ... this is a completely separate conversation. The topic is so vast, and subject to change in the next patch 3.5, that now I'm not even sure if they should be fully described. Again, the poeaffix contains all possible mods that can be caught on any item using any crafting method on it. But to determine the price of each of these mods, here, apart from the gaming experience, not a single guide will help you, because not a single person will write such a detailed poster.

General advice about modifiers: always group them for some character archetype that could then use that item. Increased spell damage + flat physical damage on a dagger, which is a local mod and will increase the damage of the weapon itself = not a good combination. And here are 3 mods in a row, giving bonuses purely to enchantments = a great combination. So in everything. Also, it will be very, very useful to read the wiki article about global / local modifiers. This will remove half of the confusion associated with weapons and defining good and bad. It is not so difficult, but it will help in understanding everything that happens with objects.

2.3. Now, what is expensive, what is cheap. I will say that the item is expensive or cheap relative to other items, and not in general. Since at the beginning of the league is a worthy rare amulet, what will be worth the orb of exaltation by the end can cost 8-10 chaos. And to say what is expensive and what is cheap is impossible. However, some mediocre-good boots at the beginning of the league may cost 2-3 chaos, and by the end the sphere of changes will not be worth it either. Therefore, we evaluate objects relative to each other.

If you play in the trade league ... you don't need to pick up most of the rare items at all. It will be a waste of time and chasing trifles. Most of the good mod combinations that I have described above are very cheap for trading platforms, and although the items themselves are useful and powerful, their cost is low and it is not worth spending time looking for similar results, which can be bought for 1-2 chaos.

Instead of listing everything cheap, I'll just say that it makes sense to raise in most cases. And remember, my opinion is my opinion, I just advise. If you disagree with my point of view, do what you think is right.

So, it makes sense to pick up the following items: all amulets and rings that fall starting from the first tier of cards. Belts are not for everybody, but my personal opinion is that buying a good belt is much easier than finding it, and selling it is quite difficult and too cheap. Amulets and rings have the ability to be well filled even with not the best aylevel, there is a wide range of good parameters and they fall less often than armor or weapons. They take up few inventory slots. It makes sense to raise them, identify them, and if at least 2-3 useful fashion from one direction of character enhancement will be T3 and higher, then this is already a good jewelry, which should be inspected by driving in similar characteristics on the trade. 4-5 useful mods T3-T4 and higher - jackpot, at the start of the league you can generally help out up to 2-5 exes (checked by personal experience, somewhere on the T3 map I found an ideal amulet in one of the past leagues, with all crit mods, accuracy, hp and elemental damage with attacks, bought in 20 minutes for 4 ex, despite the fact that the tiers of modifiers were not the highest).

Further on jewelry. Anything that doesn't even have a couple of T3-T4 and higher mods is a rather controversial thing. Consider jewelry with only T6 and below as garbage. It can be useful, and even better than that that you are wearing, but practically does not represent a trade value. People find much more than they can use, which makes the trade league overflowing good subjects that are sold for next to nothing. Speaking from my own experience as a solo player in a solo league, with regard to the SSF, such things can and most often are of quite good value. But the trade league is not always run by the benefit, but more often by the rarity of something and the demand for this rarest something.

In addition to any jewelry on the cards, all things with good bases with itemlevel 78+, if you do not play very much, and you do not farm doctors for dozens of hours, they can also be of value to you. In general, top crafting bases of items with an item level of 82+ are very expensive, especially if it is a shaper or elder items. Then we can talk not about chaos, but about exams. So there is always a point in farming higher-level content. As for good bases with item level 78+, these are just more rare items than the average on the market, and they have the potential to roll good tiers of modifiers, thanks to their high ailevel. So here the choice is yours, if not laziness - you can pick up various rare boots / gloves / weapons, identify and if an item with good mods and high shooting galleries drops out, look at the trade how much it might cost.

Now, if we are not talking about what is / should not be raised, but about whether it is worth trying to sell a particular item, and what it depends on. I will say this, an item with solid T1-T2 useful and well-arranged mods will always be on sale. And expensive. Т2-Т4, it will be possible to sell, but it is possible at an average price. Below - it already very much depends on the specific set of modifiers, base, market conditions, and so on. An item with most T5-T6 is nearly impossible to sell. Or sell an alchemist for half, but who needs such a trade.

3. What did not fit in the guide.

More detailed description shaper / elder bases, tips for unique items and analysis of the cost of gems. I simply do not have enough to paint all this, because one day there will be a continuation of this guide, where I will touch on these topics, but I declare this part finished.

The sophisticated yet sophisticated crafting system is one of the tricks that Path of Exile has made its way through in its day. However, trading is also an integral part of the game. This guide will help you understand how these mechanics complement each other.

Spheres and their applications

Path of Exile offers arguably the most flexible crafting system in a Diablo-like game. Here, in many ways, you can feel a strongly rethought legacy of Diablo 2. To modify things in the game, there are orbs, each of which changes their properties according to a certain principle:

  • Orb of Transmutation. Transforms a white item into a magic item (blue). May be useful early in the game. In endgame, it is mainly used for crafting cards, flasks, strongboxes, and jewels.
  • Orb of Augmentation. Adds a property to a magic item. We use it on things with one property.
  • Orb of Alteration. Re-generates properties on a magic item. We use it if the result after the Orb of Transmutation does not suit (usually it is).
  • Orb of Chance Transforms a white item into a magical, rare, or unique item. Sphere for lovers of randomness. You can get cool unique gear, but most likely - some kind of magical junk.
  • Orb of Alchemy (Orb of Alchemy). Transforms a white item into a rare (yellow) item. One of the most useful areas, while inexpensive and often falls.
  • Chaos Orb (Chaos Orb). Re-generates properties on rare items. The main currency when trading with players. Used to evaluate relatively inexpensive items.
  • Exalted Orb. Adds a property of a rare item (if the maximum is not reached - 6 properties). The second currency to trade with players. Used to evaluate expensive and very expensive items. It should only be used to improve really good equipment.
  • Jeweler Orb Changes the number of sockets.
  • Orb of Fusing (Orb of Fusion). Changes the number of connections in sockets.
  • Chromatic Orb Changes the color of all sockets.
  • Regal Orb Transforms a magic item into a rare item by adding one property.
  • Divine Orb (Divine Orb). Re-generates property values ​​on any item.
  • Orb of Scouring. Converts a magic / rare item to white.
  • Orb of Regret. Allows you to reset one point in the passive skill tree
  • Vaal Orb (Vaal Orb). Adds the "corrupted" property, after which other spheres do not affect the thing. Additionally, it can change a thing both for the better and for the worse. A sphere for wealthy players who will not be greatly upset by the transformation of top gear into a cactus. Although it can be used to craft cards and chests.
  • Mirror of Kalandra. Allows you to get a copy of an item that cannot be applied to other orbs. Useful when crafting top-end items. Knocking out the Mirror of Kalandra is incredibly difficult.

All items in the game have quality in the range from 0 to 20% (affects the base damage of the weapon, the base value of armor, etc.) The quality can be improved with the help of spheres: you can add 5% quality to the white thing, to the magic one - 2% , to rare and unique - 1%. Thus, areas that affect quality are best applied before everyone else.

  • Armourer's Scrap. Improves the quality of armor.
  • Blacksmith's Whetstone. Improves the quality of weapons.
  • Glassblower's Bauble. Improves the quality of vials.
  • Cartographer's Chisel. Improves the quality of maps.
  • Gemcutter's Prism. Improves the quality of stones (gems).

Orbs can be traded with regular traders, craftsmen, or other players. In each case, the exchange rate will be different. To obtain some orbs, you can use recipes ( full list):

  • Three-Color Connected Socket Item - Chromatic Orb
  • 6-Socket Thing - 7 Jeweler Orb
  • 20% quality Stone Hammer / Rock Breaker / Gavel + card - Cartographer's Chisel
  • Any number of gems with a total quality of 40% - Gemcutter's Prism
  • Gem level 20 + Gemcutter's Prism - Gem 20% quality.

All properties (affixes) in the game are divided into suffixes and prefixes (full list). Magic items can have one suffix and one prefix, rare items can have three. The number of suffixes and prefixes is especially important when crafting from the crafters.

Sockets

The number of sockets and connections between them depends on the type of item and determines which bundles of gems we can use in a given item.

  • Gloves, helmet, boots - 4 sockets
  • Torso (hereinafter simply "armor"), two-handed weapon - 6 sockets
  • One-handed weapon, shield - 3 sockets

The color of the sockets is determined by the characteristics on the equipment (although the probability is not 100%). Strength corresponds to red sockets, dexterity - green, intelligence - blue. A thing with strength and dexterity will most likely receive red and green sockets, and so on by analogy.

Roll quantity, color and connections between sockets makes sense on rare and unique things 20% quality with good performance.

Equipment level

Properties on equipment can take on different values ​​depending on the item level. For example, the maximum value of element resistance on things of the 36th level will be 29%, at 72th level - 45%. The maximum number of sockets also depends on the level (for more details, see our previous article). You can view the level by typing the / itemlevel command in the chat. The locations of the fourth act on the last difficulty have level 68-70, higher-level equipment will have to be bought or mined on the maps.

From theory to practice

In Path of Exile, you can craft incredibly good equipment, but it all comes down to the price. The exchange rate of some spheres can reach 1 to 1000, so you need to clearly understand whether it is worth using the most expensive spheres at all on the items at your disposal. Several rules can be formulated to keep costs to a minimum.

I. Crafting rare items

  1. Apply Orb of Alchemy to the white item. Then we use Chaos Orb to the desired result.
  2. Alternative way (cheaper): use Orb of Alchemy, then Orb of Scouring. And so in a circle.
  3. We apply Orb of Transmutation, then using Orb of Alteration we get the desired affix value on the magic item (for example, increased weapon damage by 140%). We use Regal Orb, we get a rare item that can be improved by the master or applied to it Exalted Orb. This method is well suited for crafting weapons and gems.

II. Crafting armor and two-handed weapons

You need to take white things as a basis with maximum number sockets and connections (5 connections and 5-6 sockets will work for a start, since things with 6 connections are very expensive). The easiest way is to buy an item of the desired type and refine it with the help of Orb of Alchemy, Orb of Scouring or Chaos Orb.

III. Crafting the rest of the equipment

In the case of gloves, helmets and other peripherals, the cost of crafting sockets is low, so it is better to find or buy such things with the properties most suitable for you, remake sockets in them and add missing properties from the craftsmen.

IV. Buying and crafting unique equipment

Good unique items are quite difficult to knock out, besides, the effectiveness of many builds increases with strictly defined unique items. The easiest way to get them is by buying from other players. If it comes about armor on the torso and two-handed weapons, it makes sense to choose things with the maximum roll, but with three or four sockets - this will significantly reduce their cost. Sockets are most reliably crafted from the appropriate master (Vorici, Master Assassin).

V. Buying Orbs and Crafting from Craftsmen

In patch 1.2.0, Forsaken Masters were introduced, which allow you to reduce the element of randomness when crafting. From the master assassin, you can get a guaranteed number and color of sockets, as well as connections between them for a fixed amount of Jeweler Orb, Chromatic Orb and Orb of Fusing (the number of required orbs can be either higher or lower than what we could spend when crafting manually ). The rest of the craftsmen will help you add one property of your choice to rare equipment (if there are less than six properties on items). The added property can be removed at any time and replaced with a new one.

Also, it is worth exchanging spheres with masters at a reduced rate (in comparison with ordinary merchants). To update the assortment of craftsmen, you will have to complete daily tasks.

Vi. Crafting cards

On high-level maps (tier 5 and higher), Orb of Alchemy should be used. If the result is not satisfactory, it doesn't make much sense to use Chaos Orb. Better to postpone the map until better times, or use a combination of Orb of Scouring and Orb of Alchemy. If you have a supply of Vaal Orb, you can apply such an orb after Orb of Alchemy. In the worst case, the card will not change and it will not be possible to reroll, in the best case, many new properties will be added to the card and its quality will increase (although it is not a fact that among the new properties there will not be much difficulty in passing).

With enough Cartographer's Chisel, it makes sense to upgrade cards with them before Orb of Alchemy, but you should always keep 20 pieces of this material in stock in case a unique card is dropped.

Vii. Crafting chests

Spheres can also be used on chests (Strongbox) found in locations. Arcanist's Strongbox, Cartographer's Strongbox, Jeweler's Strongbox and Ornate Strongbox are worthy of using Orb of Alchemy, for the rest, Orb of Transmutation is enough (if you wish, you can roll a certain property using Orb of Alteration).

Afterword

In conclusion, let's look at a specific example. Let's say our character is in the fourth act of the last difficulty and is able to farm the first location - Dried Lake. We have one Exalted Orb and 30 Chaos Orb, some Jeweler Orb, Chromatic Orb and other orbs. For the build, we need a unique two-handed weapon, otherwise rare equipment is enough. Let's try to dress the character with minimal cost:

  1. We buy from the player white armor with 5 ties for 10-15 Chaos Orb, improve the quality up to 20%, make it rare, roll the remaining Chaos Orb to an acceptable result.
  2. We buy a unique two-handed weapon with 3-4 sockets and a normal roll for one Exalted Orb (the same one with five links costs five Exalted Orbs, and some huckster tries to sell six links for 50 orbs). We improve the quality up to 20%, make six sockets and four connections from the assassin master (or try it manually, whatever you like), save 150 Orb of Fusing for five connections (6 connections will take 1500).
  3. We farm the rest of the rare gear in the first location / low-level maps, use the best equipment we find to unload sockets.
  4. Profit!

Path of Exile is a game about items. By killing monsters, opening chests and interacting with characters in cities, you will receive items that will help protect your character and defeat the strongest enemies. Many items can be saved for sale to other exiles.

Properties

As you progress through the game, you will find magical, rare or unique items with special properties. Properties are indicated by prefixes or suffixes in the name of the item. There can be only one prefix and one suffix on an item. Rare items can have up to six different properties (three prefixes and three suffixes).

Weapon

Without good weapon an exile is like a dead man. The monsters on Wraeclast guard a variety of weapons, from bows and swords to wands and unusual claws. each weapon is tied to two main characteristics: strength, dexterity and intelligence. Stats affect speed, damage, critical strike chance and weapon requirements.

Armor

On Wraeclast, defense is as important as offense. Protective properties pieces of armor depend on the defining characteristics. Strength grants armor that reduces incoming physical damage. Extremely effective against hordes of small monsters, the armor reaches better effect against small portions of damage. Agility grants evasion, which affects the ability to avoid attacks. Armor with intelligence is protected by an energy shield, a magical barrier that absorbs incoming damage. The Energy Shield will begin to recharge a few seconds after you stop fighting.

Bijouterie

Basically, most rings, amulets and belts do not have sockets for skill gems, but jewelry has powerful magical properties associated with each base type. These properties stack with pre-existing properties of magical, rare, or unique items. There are no performance requirements on jewelry.

Currency

There are no gold coins in Path of Exile. Instead, you will use the found currencies of various rarities, which will allow you to change equipment. You can spend the currency to enhance your character, use it to trade with other players or NPCs, or save for later.

Cards

High-level areas in Path of Exile exist in the form of maps. Cards give limited access to new areas of the world with increased difficulty and more valuable rewards. Like other items, cards can have random properties that affect their difficulty.