How items work

Items run in the game rules today: monsters drop them, players pick them up, equip them and craft with currency, all on the server. Clients don't receive or show items yet; that comes next.

Iron Helm of the Newt

Armour: 36

  • Regenerate 1 Life per second

Pyre WandStiletto

Dagger
Physical damage: 9–33
Critical strike chance: 6.5%
Attacks per second: 1.5

  • 28% increased Critical Strike Chance
  • 56% increased Spell Damage
  • 17% increased Physical Damage
  • Adds 2 to 14 Lightning Damage to Attacks
  • 13% increased Cast Speed
  • Gain 2 Mana per Enemy Killed
  • Regenerate 1 Mana per second

Dusk HeartOnyx Amulet

  • +9% to all Elemental Resistances
  • Adds 1 to 14 Lightning Damage to Attacks
  • +76 to maximum Life
  • Adds 1 to 4 Cold Damage to Attacks
  • +23% to Critical Strike Multiplier

The Hungering ShankGlass Shank

Dagger
Physical damage: 6–21
Critical strike chance: 8.71%
Attacks per second: 1.5

  • 23% increased Critical Strike Chance
  • Adds 3 to 11 Physical Damage to Attacks
  • Gain 5 Life per Enemy Hit
  • 34% increased Critical Strike Chance

It was never full. It never will be.

Items rolled by the game's own generator for this page.

Rarity

RarityAffixesAt mostNameShare of drops
NormalNone–The base name60%
Magic1–21 prefix, 1 suffixPrefix tier name, base, suffix tier name: “Sanguine Iron Helm of the Salamander”32%
Rare4–63 prefixes, 3 suffixesTwo generated words, then the base7.5%
UniqueFixed modifiers–Its own name0.5%

Drop shares are before item rarity bonuses; see Drops. A unique roll at a depth too shallow for any unique becomes a rare instead.

Item level

An item's level is the depth it dropped at. It decides which bases can drop (each has a minimum level), which uniques can drop, and which tiers of each affix can roll. Crafting rolls new affixes at the item's own level, so a deep item stays worth crafting on. See the depth guide for what unlocks where.

Affixes and tiers

  • An affix can roll on a base when they share a tag: life rolls on armour and jewellery, attack speed on attack weapons and gloves.
  • Each new affix is picked by weight among those that fit: shared tag, not already on the item, a side (prefix or suffix) with room, and at least one tier the item level allows.
  • Then a tier is picked among those the item level allows. With n tiers allowed, the lowest is n times as likely as the highest: with all five, the odds are 5 : 4 : 3 : 2 : 1, so the top tier is 1 in 15.
  • Values roll uniformly inside the tier's range, as whole numbers.

Local weapon modifiers

On a weapon, affixes and unique modifiers with these stats change the weapon's own numbers instead of the character's, as in Path of Exile: Added physical damage (min), Increased physical damage, Increased attack speed, Increased critical strike chance. Implicit modifiers are never local, and everything else on a weapon (elemental added damage, spell damage, critical multiplier) applies to the character.

Equipment and inventory

A character wears eight items: a weapon, helmet, body armour, gloves, boots, an amulet and two rings. The inventory holds 60 more, one slot each for now. Everything is a 1×1 item; sizes may come later.

Rare names

A rare item's name is one of 20 words followed by a word that depends on the slot, so rings get names like “Doom Band” and gloves “Blood Fist”.

SlotSecond words
WeaponBite, Edge, Fang, Song, Reaver, Thirst, Razor, Spike, Wand, Branch
HelmetCrown, Visage, Brow, Halo, Cowl, Dome, Horn, Veil
Body armourShell, Coat, Hide, Mantle, Carapace, Shelter, Ward, Pelt
GlovesGrip, Fist, Hand, Clutch, Grasp, Claw, Talons, Knuckle
BootsStride, Track, Trail, Spur, Tread, Path, March, Step
AmuletCharm, Beads, Locket, Heart, Collar, Talisman, Torc, Pendant
RingBand, Loop, Coil, Circle, Knot, Spiral, Whorl, Hoop

First words: Doom, Grim, Ember, Storm, Blood, Dusk, Rune, Ash, Wrath, Gale, Bone, Soul, Dread, Hate, Viper, Cinder, Gloom, Pyre, Rime, Thunder