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.
Rarity
| Rarity | Affixes | At most | Name | Share of drops |
|---|---|---|---|---|
| Normal | None | – | The base name | 60% |
| Magic | 1–2 | 1 prefix, 1 suffix | Prefix tier name, base, suffix tier name: “Sanguine Iron Helm of the Salamander” | 32% |
| Rare | 4–6 | 3 prefixes, 3 suffixes | Two generated words, then the base | 7.5% |
| Unique | Fixed modifiers | – | Its own name | 0.5% |
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”.
| Slot | Second words |
|---|---|
| Weapon | Bite, Edge, Fang, Song, Reaver, Thirst, Razor, Spike, Wand, Branch |
| Helmet | Crown, Visage, Brow, Halo, Cowl, Dome, Horn, Veil |
| Body armour | Shell, Coat, Hide, Mantle, Carapace, Shelter, Ward, Pelt |
| Gloves | Grip, Fist, Hand, Clutch, Grasp, Claw, Talons, Knuckle |
| Boots | Stride, Track, Trail, Spur, Tread, Path, March, Step |
| Amulet | Charm, Beads, Locket, Heart, Collar, Talisman, Torc, Pendant |
| Ring | Band, 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