Wording of Fossil as currency

It seem it is not stackable unless GGG made a new slot in fragment tab. But what wording is more appropriate? Neokowloon (talk) 14:37, 2 September 2018 (UTC)

Fossils are apparently classified as "Stackable Currency" internally (and in loot filters), but they literally are not stackable. It's fine to change the the language to something more appropriate. —Vini (t|c) 18:00, 4 September 2018 (UTC)

Passive skill data is all screwed up

Having passive skills get automatically updated is fine and all, but things are getting messed up when it comes to overlapping names. Look at Elementalist (Ascendant passive). It's got the icon for the regular passive version and on a table it links to the class. It's a mess. Is there a way to manually fix this?--ThemJohns (talk) 22:29, 16 September 2018 (UTC)

Renamed MTX?

I think the following MTX have been renamed, anyone knows their current name so they can be updated properly?

--OmegaK2 (t|c) 17:33, 20 October 2018 (UTC)

I can assume that:

Rhoa Pet

Burning Corpse Pile

Oriath Pet

But I'm not sure. Need to inspect. --Ruba159753 (talk) 18:49, 20 October 2018 (UTC) Wrote to Natasha, let's see what she says.--Kordloperdlo (talk) 09:43, 24 October 2018 (UTC) Baby Rhoa Pet --> Baby Rhoa Pet

Fire Corpse Pile --> Burning Corpse Pile

Oriath Raven Pet --> Oriath Pet

--Kordloperdlo (talk) 14:50, 25 October 2018 (UTC)

List item

Hello, the item Module Error: Item link: No results found for search parameter "Blue Flame Incinerate". is not displayed in the list Alternate skill effect, although it should be more related to it, and this is most likely because of the metadata_id--Kordloperdlo (talk) 09:32, 24 October 2018 (UTC)

Skills not appearing on the skill list

Hello, I have noticed some skills are not appearing on the list of active skill gems. For example, Vortex, Orb of Storms and Frostbolt are not appearing in any of the lists. I don't know enough about the code for the lists to fix it, but does someone know how to do it? Erasculio (talk) 02:45, 27 October 2018 (UTC)

Null edit the item pages.--Illviljan (talk) 04:43, 27 October 2018 (UTC) Thanks, that did it. I have edited the missing (non Vaal) active skill pages, now they're all listed properly. Erasculio (talk) 12:01, 27 October 2018 (UTC)

The same passive_skill_boxes on different pages

There are different passive skills with the same name. And in such cases it turns out that on different pages the same passive_skill_boxes are obtained. For an example: Juggernaut (passive skill) и Juggernaut (Ascendant passive). Is it fixable?--Ruba159753 (talk) 10:11, 18 November 2018 (UTC)

If you want, you can do:

{{Passive skill box |q_where= passive_skills.name="Juggernaut" AND passive_skills.stat_text IS NOT NULL AND passive_skills.ascendancy_class IS NOT NULL }}

Are there many of these cases that we should consider another input parameter for the template? --Illviljan (talk) 19:07, 18 November 2018 (UTC)

Navbox: hide/show

Why our Navbox has no hide/show button? It would be useful on such large Navbox as Navbox maps.--Ruba159753 (talk) 08:45, 22 November 2018 (UTC)

Gems missing from Vendor rewards

Most gems are missing from the vendor reward tables for the pages Lost in Love, Sever the Right Hand, The Root of the Problem and The Eternal Nightmare.

Tracking down the data in Module:Quest_reward/data/vendor, the data appears to be listed there correctly, and the vendor unlock is listed on the individual gem pages, just not on the quest page itself. Null edits to quest page and gem page did nothing.

It appears the issue is when a quest has some gems unlock at the vendor for all classes, but other gems for just some classes - the quest page is only showing the vendor reward for the all classes rewards in this situation. --Qetuth-(talk) 08:48, 1 December 2018 (UTC)

When rewards were given out to all classes it only showed that and not any class specific rewards. Thanks for bringing this up, I fixed the problem and it should work now --OmegaK2 (t|c) 14:07, 1 December 2018 (UTC) An error appeared: Lua error in Module:Quest_reward at line 379: attempt to index local 'class' (a boolean value). in quests like Mercy Mission.--Ruba159753 (talk) 17:07, 1 December 2018 (UTC) Fixed --OmegaK2 (t|c) 16:43, 4 December 2018 (UTC)

Edit Sidebar to be more player centric

Make changes to the sidebar to have it more usable to players vs the admins. Under the "known issues link" have a category called "Overview", which has links to Act 1 through Act 10 or just Act, Hideout, Map, Crafting, Ascendancy class, and such. The linked pages would be popular pages that people would find useful without searching or going back to the homepage. --Rguy84 (talk) 23:33, 4 December 2018 (UTC)

The Main page has the links that you're looking for. Perhaps we can add a section to the sidebar containing a handful of important links. I'd like to keep it to 10 or less though. —Vini (t|c) 00:20, 5 December 2018 (UTC) That's my point, not needing to go back to the main page to get the info. --Rguy84 (talk) 00:48, 5 December 2018 (UTC) I understand that, but we can't have 100 links in the sidebar. Make some suggestions about what the 10 most important articles might be. If I had to name a few, they'd be Skill gems, Unique items and Vendor recipes. —Vini (t|c) 00:55, 5 December 2018 (UTC)

New map pages for Betrayal

I've roughly finished the export for the new maps. Since they're not all that different from the regular maps I think it would make sense to copy over the Atlas of Worlds series and then adapt the betrayal series.

Since we are ending up having a lot of duplication then, I think it might make sense to move version history to the base page (the one that has disambiguation links). Boss fights could possibly reside on the newest version, I am not sure if some of the very old maps if open today still contain the very same boss fights as the newest maps do. If someone knows this is case for ALL iterations of map that could also be moved to the base page.

Also does anyone know if the card drops actually changed? The odd thing about the new map series is that the base items and world areas are the same as the old one, just with a new makeover in terms of tier, map upgrades, icon and atlas location. If they didn't, I could keep the drop information on the new pages.

--OmegaK2 (t|c) 15:45, 13 December 2018 (UTC)

There are so many map series already that I think it would be nice to add categories for them. Which will be applied automatically, given the argument map_series .--Ruba159753 (talk) 14:25, 19 December 2018 (UTC)

User:OmegaK2, Agree to centralize the map mechanics to one page. I haven't test the oldest map before. But when War for the Atlas series was introduced , the legacy map Acid Lakes Map (Atlas of Worlds)(typo fixed on 12:33, 8 March 2019 (UTC)) are able to open portal for me to do the warband. Any change of the map (i.e. layout and boss) can just move to the change log and just keep the map detail for the current version only. Neokowloon (talk) 17:00, 2 March 2019 (UTC)

I've had some time to think about this, and I think the best course of action going onward is to move everything to page matching name of the Map and just take the infobox of the latest version (the one with the league name in the page tile). Otherwise we'd need to move the boss/map mechanics every time to the newest page as well. If anything actually differs on the legacy map it can still be noted. --OmegaK2 (t|c) 10:47, 7 March 2019 (UTC)

Creating a List of Uniques and the Vendor Sell Prices

I've been playing around with trying to get this to work but am unfamiliar with the wiki table joining, essentially I was just trying to create/modify the current /List_of_all_unique_items to include a column with the sell_price. Allowing for faster checking of item values. —The preceding unsigned comment was added by HartlessRage (talk • contribs) 01:47, 14 December 2018

Backgrounds and icons of Shaper and Elder items

Is it possible to change the image of these items so that they have the appropriate background? There should be no problems with icons, as they could be added to MediaWiki:Common.css. And to make it all start working with |is_shaper_item = True for example.--Ruba159753 (talk) 09:26, 28 January 2019 (UTC)

I don't see why not? But I don't have a lot of experience with the css part. Do we have the background images? --Illviljan (talk) 19:53, 2 February 2019 (UTC) I don't know how to get the images, but I can handle the rest. —Vini (t|c) 20:03, 2 February 2019 (UTC) ElderBackground.png, ShaperBackground.png. I can try to get animations, but they are stored in a video file.. Kordloperdlo (talk) 20:33, 2 February 2019 (UTC) Animated background is not necessary, just pictures. And the symbols on the frame, like this: https://web.poecdn.com/image/Art/2DArt/UIImages/InGame/ElderItemSymbol.png

https://web.poecdn.com/image/Art/2DArt/UIImages/InGame/ShaperItemSymbol.png

https://web.poecdn.com/image/Art/2DArt/UIImages/InGame/VeiledItemSymbol.png --Ruba159753 (talk) 09:38, 5 February 2019 (UTC) And also here with the new league: Blue, Red, Well, immediately on the nests, if necessary... gen/socket.png. Kordloperdlo (talk) 10:11, 21 February 2019 (UTC)

Veiled gif in unique items?

Should we replace the veiled mod text with a veiled gif instead? Here's an example: Cinderswallow UrnCinderswallow Urn

Silver FlaskLasts 5.00 Seconds

Consumes 40 of 60 Charges on use

OnslaughtRequires Level 22Recharges 1 Charge when you Consume an Ignited corpse

Enemies Ignited by you during Flask Effect take 10% increased Damage

Recover (1-3)% of Life when you Kill an Enemy during Flask Effect

Recover (1-3)% of Mana when you Kill an Enemy during Flask Effect

Recover (1-3)% of Energy Shield when you Kill an Enemy during Flask Effect

<One Veiled Mod>A controlled burn is sometimes necessary for new life.Right click to drink. Can only hold charges while in belt. Refills as you kill monsters. . If it returns 2 veiled mods we just use two gifs to indicate that. --Illviljan (talk) 20:05, 2 February 2019 (UTC)

That would be cool. There needs be one gif for veiled prefixes and another for suffixes though. —Vini (t|c) 20:43, 2 February 2019 (UTC) This is how Ruba159753 (talk) did - ({{Ml|VeiledPrefix|display=stat_text}})Kordloperdlo (talk) 21:41, 2 February 2019 (UTC) Using Veiled Veiled

Prefix of the Veil of the Veil

Suffix explicit4_text=veiled.gif and |explicit4_random_list to get the query powers too like with Watcher's Eye Watcher's Eye

Prismatic Jewel Limited to: 1

(4-6)% increased maximum

(4-6)% increased maximum

<Two or Three random aura modifiers> (4-6)% increased maximum Energy Shield (4-6)% increased maximum Life (4-6)% increased maximum Mana One by one, they stood their ground against a creature

they had no hope of understanding, let alone defeating,

and one by one, they became a part of it. Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket. Illviljan (talk) 08:58, 3 February 2019 (UTC)

Upgrade path

Any idea why The Perandus ManorThe Perandus Manor

Chateau MapMap Level: 78

Map Tier: 8

Guild Character : ™

Item Quantity: (+60%-+100%)

Item Rarity: (+200%-+300%)(100-150)% increased Experience gain

Monster Level: 78

(200-300)% more Rare Monsters

(30-40)% more Monster Life

(16-24)% increased Monster Damage

Area contains Cadiro PerandusForget kings and emperors;

He who holds the coin holds all the power.Travel to this Map by using it in the Templar Laboratory or a personal Map Device. Maps can only be used once. can be "obtained" by 3 to 1 recipe ? What wrong in the coding of the wiki ? Neokowloon (talk) 12:11, 25 February 2019 (UTC)

It's not discerning between normal and unique maps at the moment. It should be safe to just require the rarity to be Normal for 3 to 1 map recipes, right? --Illviljan (talk) 18:41, 25 February 2019 (UTC) Should be fixed now --OmegaK2 (t|c) 18:58, 25 February 2019 (UTC)

Spell block

Any idea the roll show 7.5% instead of in-game for legacy RainbowstrideRainbowstride

Conjurer BootsQuality: +20%

Energy Shield: (88-102)Requires Level 53, 94 Int(4-6)% Chance to Block Spell Damage

(140-180)% increased Energy Shield

+(40-60) to maximum Mana

+20% to all Elemental Resistances

25% increased Movement Speed"They say that you should take life's troubles in your stride.

Some men have a longer stride than others."

- Gaius Sentari Spell block?. Also, the current version of Wings of EntropyWings of Entropy

Ezomyte AxeTwo Handed Axe

Quality: +20%

Physical Damage: (156.6-174)–(235.8-262)

Critical Strike Chance: 5.70%

Attacks per Second: 1.35

Weapon Range: 13Requires Level 62, 140 Str, 86 Dex(7-10)% Chance to Block Spell Damage

+(8-12)% Chance to Block Attack Damage while Dual Wielding

(60-80)% increased Physical Damage

Adds (75-100) to (165-200) Fire Damage in Main Hand

Adds (75-100) to (165-200) Chaos Damage in Off Hand

Counts as Dual WieldingFire and Anarchy are the most reliable agents of change. in fact have 6-7% spell block instead of fixed at 7%. See trade search result for current trade league. Not sure it was a typo in version 3.4.0 or not or it was introduced but not recorded in the patch note. Neokowloon (talk) 12:53, 13 March 2019 (UTC)

Just a mistake I guess. It is not possible to datamine modifiers, so they are manually added to the items by us editors. Since many modifiers have the same stat text it can sometimes be difficult to determine which one is the correct one so you have to take a chance, and sometimes the wrong one is chosen. If you see that a modifier is wrong feel free to change the modifier id to the correct one. See Template:Item#When to use mod id and mod text if you want to help out with this. --Illviljan (talk) 17:29, 13 March 2019 (UTC)

Error in bows

It seem Template:Item acquisition is not working in Imperial Bow and Harbinger Bow. May be related reason, they are missing in List of bows. Neokowloon (talk) 15:03, 27 May 2019 (UTC)

The data is not getting stored correctly it seems. Apparently there have been an update to cargo on the backend which may have caused it, but it seems something about the drop_rarities field is broken; recreating the tables seems to fix the problems. I'll run a bot to go through all the pages null-editing them and then swap in the new table once that's done, but it will take a while --OmegaK2 (t|c) 16:27, 27 May 2019 (UTC) I'm not sure why but it seems like it didn't end up fixing this after all. I'll try renaming the field tomorrow and see if that helps. --OmegaK2 (t|c) 22:46, 27 May 2019 (UTC)

League-specific items: Item acquisition: new template parameter?

Niightblade (talk) 11:54, 4 July 2019 (UTC) -- Could someone add a parameter to the item template for league-specific items? I added a rough draft page for it to link to: League-specific items.

drop_leagues is for league restrictions. There is also a section about league specific items, which that should redirect to rather then copying it. Since you mentioned item acquisition, do you want that section to be more specific about league restrictions? Right now they're just mentioned in the second info box. --OmegaK2 (t|c) 14:44, 6 July 2019 (UTC)

It would be very long for drop_text as beastcrafting, Cameria's Transportation safehouse chest, level 2 and level 3 sacrifice alter in the Temple, Shaper's Stronghold are the methods to acquire it and in core mechanics as those leagues are in core. May be i would suggest to create an article for league-specific item and list those methods in it. Instead of writing the drop_text again and again (plus writing the same text of chancing in Zana modded map, trading with other players). Skipping Time-Lost Incubator Time-Lost Incubator Adds an incubated valuable Unique item to an equippable item

Item drops after killing %1% monsters valuable Unique Item Right click this item then left click an item to apply it. The Incubated item drops after killing a specific number of monsters. Neokowloon (talk) 15:44, 6 July 2019 (UTC)

And i saw Niightblade you have done that by removing all the "generic" method to acquire league-specific item from Maloney's Mechanism Maloney's Mechanism

Ornate Quiver Requires Level 45 Has 1 Socket

Trigger a

(7-12)% increased

+(50-70) to maximum

5% chance to Blind Enemies on Has 2 Sockets Trigger a Socketed Bow Skill when you Attack with a Bow (7-12)% increased Attack Speed +(50-70) to maximum Life 5% chance to Blind Enemies on Hit with Attacks Midnight tinkering begets midday murdering;

a sinister shaft surreptitiously shot slays a scoundrel.

I will see them again, but not until my work is done. Drop-restricted item. Neokowloon (talk) 15:49, 6 July 2019 (UTC) Not sure why you're mentioning drop_text , as I've said right above your post drop_leagues is the only correct way to denote league restrictions. All instances where leagues are mentioned in drop_text should be deleted. It is currently not showing in the item acquisition section because it is showing in the second infobox on the right side. If required, however, it can show in the section. If so I'd make a short notice rather then detailing all the possible ways and place a link to the article with more details. --OmegaK2 (t|c) 16:06, 6 July 2019 (UTC)

Some off-topic List of league-specific base items and List of league-specific unique items need to be rework as some item as core or quasi-core due to change in method to obtain them. Also, if Warbands unique items are included , those linked to prophecy and Pale Council boss are "league-specific" too. Neokowloon (talk) 16:23, 6 July 2019 (UTC)

OmegaK2, i mean such as Headhunter#Drop restrictions is that really need to have this section (either migrated to drop_text or not) for every league-specific item, or just list those methods in Drop-restricted item#League-specific unique items. Neokowloon (talk) 16:25, 6 July 2019 (UTC)

A parameter for monsters restrictions be added soon-ish when the monster data is on the wiki (which shouldn't be far off since a lot of the groundwork has been done already. There can be more parameters if needed. In general, everything should go to a specific parameter, drop_text is ONLY a last resort. Are there any prophecy related uniques that are not covered by areas, monsters, or upgrades (i.e. kill x while wearing y)? No, that specific case can be deleted. It should absolutely not go into drop_text, as (again) it's not what it is for. drop_text is for out of the ordinary restrictions that are not covered by the other existing parameters. League restrictions ARE covered. It does not need to be repeated manually on each page and should go into a generic page detailing the restrictions. Since people are blind apparently and added it to a ton of pages, I'll add something to item acquisition via drop leagues. --OmegaK2 (t|c) 16:36, 6 July 2019 (UTC)

Automatic divination cards via item module

We have situation where there are some divination cards that can produce a lot of items that need to be added to many item pages. I think it might be time to add cases like this to the module, but the primary reason this wasn't done before is because they are a special cases where certain cards can't produce certain items.

Anyway the implementation I am going for is probably going to be like this:

Add paramter to turn off automatic drops on an item (i.e. disable_automatic_upgraded_from)

Add the automatic upgraded_from at the end of the manual ones added.

Find and remove manual upgrade from that are now duplicated by the automated system

(maybe) add a parameter to disable specific, automated recipes from said system

The system should only cover methods that apply to a lot of items, so things like Arrogance of the Vaal Arrogance of the Vaal8Item

Two-Implicit

CorruptedDiscovery can lead to beauty, or it can lead to ruin. which can basically produce most unique items.

Before doing a change like this, we should figure out those special cases so we can isolate them before showing (incorrectly) that they can be gained through divination cards that produce random items. Any other input is also welcome. --OmegaK2 (t|c) 10:36, 7 July 2019 (UTC)

I've implemented this code (in sandbox) and updated the documentation, but haven't made it live yet. If anyone wants to check over the cards if anything is missing or wrong that would be helpful. There is also a debug output available here User:OmegaK2/test4 --OmegaK2 (t|c) 17:40, 14 July 2019 (UTC) The Inoculated The Inoculated 4 Seraphim's Armour Chaos spread, wreaking havoc and death. They said none would be spared, and yet here I stand. Seraphim's Seraphim's

Prefix

(39-42)% increased Energy Shield

(16-17)% increased Stun and Block Recovery Blue1231231 (talk) 15:51, 6 August 2019 (UTC)

Does Arrogance of the Vaal Arrogance of the Vaal 8 Item

Two-Implicit

Corrupted Discovery can lead to beauty, or it can lead to ruin. The Hale Heart The Hale Heart 4 Item

Item Level: 100

Elder Item Though the years weakened his mind, his body remained deadly as ever. Blue1231231 (talk) 19:20, 14 July 2019 (UTC)

I think The Gambler The Gambler 5 Divination Card "I don't believe in karma. If it were real, I would never win." Stacked Deck Stacked Deck Stack Size: 10 A stack of unknown divination cards Right click to take a divination card out of the deck.

Shift click to unstack. . Shard of Fate Shard of Fate 4 Vivid Jewel Their whims left unknown,

Their life left for others. Cobalt Jewel Cobalt Jewel Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket. Blue1231231 (talk) 06:17, 15 July 2019 (UTC)

Wondering if Dying Anguish Dying Anguish 8 Superior Level 19 Gem

Quality: +19% Moribund, he gazed upon the journey taken as blood trickled down his chin. His eye closed on the city ahead that he would never call home. Blue1231231 (talk) 18:54, 14 July 2019 (UTC)

One special case, Stygian Vise Stygian Vise Has 1 Abyssal Socket Perfection Perfection 5 Jewellery

Item Level: 100

Shaper Item There are countless worlds, but only those with limitless potential will be able to achieve perfection. The Hale Heart The Hale Heart 4 Item

Item Level: 100

Elder Item Though the years weakened his mind, his body remained deadly as ever. Blue1231231 (talk) 07:54, 15 July 2019 (UTC)

I think some description should be added to Path_of_Exile_Wiki:How_to_edit_item_acquisition on how the automatic system works, how to exclude some items and how to report problems. --Blue1231231 (talk) 07:38, 15 July 2019 (UTC)

the The

[ Niightblade (talk) 10:26, 22 July 2019 (UTC) ] -- Does anyone here still use AWB? Looks like there's a heap of pages with this to fix: the [[The

Essence

It seem the added damage from certain Essence were buffed due to the introduction of new T1 and rebalance. Can someone run a bot to import the values from datamine? Neokowloon (talk) 10:17, 1 August 2019 (UTC)

Niightybot

Niightblade(t) 12:46, 9 August 2019 (UTC) -- Could someone please flag Niightybot as a bot and rename Nightbladebot to Niightybot on the check page? I no longer have access to the email account for Nightbladebot (that user can probably be deleted too).

What exactly are you planning to do that requires a bot? --OmegaK2 (t|c) 21:10, 9 August 2019 (UTC)

Niightblade(t) 01:55, 10 August 2019 (UTC) -- Nothing too radical :) I was planning to fix pages with "the the" in them, and offer assistance for other bulk changes as necessary, if that's ok.

Support gems that can be used

I don't know how necessary it is, but it seems like it would be a good idea. Is it possible to implement a template on skill_gems pages that would show which support_gems can be used with this skill_gem?--Ruba159753 (talk) 21:26, 9 August 2019 (UTC)

It can just be a list. It doesn't need to be a template. —Vini (t|c) 21:35, 9 August 2019 (UTC) I meant the analogy to this template for example {{Skill enchantment modifier list}} --Ruba159753 (talk) 21:38, 9 August 2019 (UTC) Is it something like the Supported by table here, https://poedb.tw/gem.php?n=Reave, you were thinking of? The Reave Reave Attack, AoE, Melee

Radius: 20

Mana Cost: 6

Cast Time: 1.00 sec

Effectiveness of Added Damage: (135%-155%) Radius: 20Mana Cost: 6Cast Time: 1.00 secEffectiveness of Added Damage: (135%-155%) Requires Level 12 Attacks a small area in front of you. Each Reave that hits an enemy grants stages, which you will begin to lose after a short period without hitting anything. Only works with Daggers, Claws, and One-Handed Swords. Per 1% Quality:

0.5% increased Attack Speed Deals (135-155)% of Base Attack Damage

50% more Area of Effect for each stage

+(0-2) to radius Place into an item socket of the right colour to gain this skill. Right click to remove from a socket. Illviljan (talk) 23:05, 9 August 2019 (UTC) Yes, I mean exactly like the poedb website. That's why I'm interested, is it possible to implement it on the wiki?!--Ruba159753 (talk) 06:57, 10 August 2019 (UTC) It can be done, but hasn't been because I didn't like how it mainly involved guesstimating what the values for the skill use type do, those determine which gem can support other gems, they also change (numerically) most patches, so it's a bit of a hassle to keep updated. I can look into adding to the skill template though. I'll most likely use some text variants, but those will be arbitrary. --OmegaK2 (t|c) 18:09, 10 August 2019 (UTC)

Doryani's Delusion variant

Doryani's Delusion , such as Doryani's Delusion (Energy Shield), should just like Watcher's EyeWatcher's Eye

Prismatic JewelLimited to: 1(4-6)% increased maximum Energy Shield

(4-6)% increased maximum Life

(4-6)% increased maximum Mana

<Two or Three random aura modifiers>One by one, they stood their ground against a creature

they had no hope of understanding, let alone defeating,

and one by one, they became a part of it.Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket. , states as "Grants Level 25 Purity of <your chosen elements> Skill", "Adds (1-3) to (68-72) <your chosen elements> Damage to Spells and Attacks" instead of misleading that stick to Lightning only. Neokowloon (talk) 06:44, 13 August 2019 (UTC)

The |explicit4_random_list = modid1, modid2, ..., modidN parameter that Watcher's Eye Watcher's Eye

Prismatic Jewel Limited to: 1

(4-6)% increased maximum

(4-6)% increased maximum

<Two or Three random aura modifiers> (4-6)% increased maximum Energy Shield (4-6)% increased maximum Life (4-6)% increased maximum Mana One by one, they stood their ground against a creature

they had no hope of understanding, let alone defeating,

and one by one, they became a part of it. Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket. Vessel of Vinktar seems to be an obvious one to use it on where only the fourth mod changes per variant. Doryani's Delusion however has different images so I don't think that one is as obvious. Which image should be used as main? Where will the rest go? Just as gallery pictures on the item page or should those be added to the template somehow too? Are there any other items with variants we can do this with? --Illviljan (talk) 20:38, 13 August 2019 (UTC)

Should it remove from the table? There is no such currency "Blessing of God" as Talisman was used to upgrade via another mechanics, which is not available in the core game. Neokowloon (talk) 23:07, 28 August 2019 (UTC)

Fixed. --Blue1231231 (talk) 08:36, 31 August 2019 (UTC)

Legacy table

There is a standard / MoS for legacy variant table right? Just like Zerphi's Last BreathZerphi's Last Breath

Grand Mana FlaskRecovers 170 Mana over 4.50 seconds

Consumes 10 of 30 Charges on useRequires Level 1850% increased Charges used

Grants Last Breath when you Use a Skill during Flask Effect, for (450-600)% of Mana Cost"Proof that if you devote yourself to a god of death,

you may be spared from its wrath."

- Icius Perandus, Antiquities Collection, Item 408Right click to drink. Can only hold charges while in belt. Refills as you kill monsters. , the modified/legacy mod are highlighted by

{{c|mod|}}

Just to inform that i had boldly changed the legacy table for WindripperWindripper

Imperial BowBow

Quality: +20%

Physical Damage: 22.8–93.6

Elemental Damage: (48-60)–(72-90) 1–(120-150)

Critical Strike Chance: (6.50%-7.00%)

Attacks per Second: (1.59-1.67)

Weapon Range: 120Requires Level 66, 212 Dex(20-24)% increased Elemental Damage with Attack SkillsAdds (48-60) to (72-90) Cold Damage

Adds 1 to (120-150) Lightning Damage

(10-15)% increased Attack Speed

(30-40)% increased Critical Strike Chance

15% increased Quantity of Items Dropped by Slain Frozen Enemies

30% increased Rarity of Items Dropped by Slain Shocked EnemiesIt hunts; as silent as falling snow, as deadly as the tempest. . Neokowloon (talk) 10:47, 8 September 2019 (UTC)

✓ Bot overwriting skill gem acquisition sections?

It looks like all of the articles about skill gems now only show divination cards as a source of acquisition. The sections on quest rewards and vendors is gone. Is this a bot gone awry? —The preceding unsigned comment was added by UnbanPodNow (talk • contribs) 01:36, 11 September 2019‎ (UTC)

Niightblade (t) -- Can you link a specific page with this problem? I already fixed it. The data in quest rewards tables was gone for some reason --OmegaK2 (t|c) 14:12, 11 September 2019 (UTC)

Skill looks

I suggest we have a section within the skill gem page with a short gif showing how the skill effect/range are. Maybe presenting a low level version and a high level version (bigger AOE/faster/more porjectiles), so players get the feeling. Right now we only have a picture of some. —The preceding unsigned comment was added by MaxCarter73‎ (talk • contribs) 03:49, 11 September 2019‎ (UTC)

It seem the list was missing the prefix "Subterranean" that still gave "+1 to maximum number of Spectres" on Blight league. Neokowloon (talk) 07:29, 12 September 2019 (UTC)

The Zombie and Skeleton counterpart seem also missing from the list. Neokowloon (talk) 15:54, 16 September 2019 (UTC)

Never mind, find the Modifier:MaximumMinionCountSpectreDelve. Just not on list due to not craftable and drop only? Neokowloon (talk) 16:35, 19 September 2019 (UTC) Are these more correct User:Illviljan/test2 or are there still mods missing?

I need to compare the list datamined by POBDB and your list to confirm are there any missing. But yes, "Curse Enemies with Level 5 Vulnerability on Hit" from Delve Physical node on the list, also cold/minions Delve item on the list too. Neokowloon (talk) 12:59, 20 September 2019 (UTC)

The following lab enchantments are related to the skill, but the template seem can't call the enchantments from the database:

Neokowloon (talk) 15:52, 12 September 2019 (UTC)

OK, partially fixed by editing modifiers page of the latter 2 (Not sure in game it is singular or plural for "Summon Skeletons", but let make a shortcut to fix it in order to show it in the wiki article). The first 2 still not yet fixed. Also, did Vaal Summon Skeletons Vaal Summon Skeletons Vaal, Spell, Minion, Duration

Souls Per Use: 50 (N) /

Can Store 1 Use(s)

Soul Gain Prevention: 10.000 sec

Cast Time: 0.80 sec Souls Per Use: 50 (N) /Can Store 1 Use(s)Soul Gain Prevention: 10.000 secCast Time: 0.80 sec Requires Level 10 Summons an army of skeletal warriors, archers and mages, led by a powerful general. Per 1% Quality:

Minions deal 1% increased Damage Summons (14-21) Skeleton Warriors

Summons (2-9) Skeleton Archers

Summons 1 Skeleton General

Maximum (17-36) Summoned Skeletons

Base duration is 20 seconds

Summons (0-5) Skeleton Mages

Corrupted Place into an item socket of the right colour to gain this skill. Right click to remove from a socket. Neokowloon (talk) 17:10, 19 September 2019 (UTC) I changed the query {{Skill enchantment modifier list}} does to look at the modid instead. This way you won't have to fight the bot each update. --Illviljan (talk) 18:55, 19 September 2019 (UTC)

Anointment Recipes -- Oil Quantity if > 1 Missing Anointment Recipes -- Oil Quantity if > 1 Missing

List of amulet or blight unique anointments doesn't correctly show quantities of oil required when > 1. For example, Aligned Spirits requires 2x Sepia and 1x Violet, but the page only shows Sepia and Violet. (Ring anointments might be an issue too, I haven't checked.) Issue mentioned here also: Talk:List of anointments.

—The preceding unsigned comment was added by Niightblade (talk • contribs) 04:22, 17 September 2019

Nets as league specific item

I think those nets with red text "Drop Disabled" are sufficient for people to understand it is legacy item, even you can net decrease the number of nets by 3 to 1 recipe to "acquire" net of next tier.

The text "This item is restricted to areas with the league flag for Bestiary active. There are additional ways to acquire league-restricted items, see League-specific items for more details. " may confuse people. Can we have a switch that if "Drop Disabled" exist (|drop_enabled = false), so that the league-specific text be changed ?

So, i really don't understand the disruptive behaviour by User:Niightblade that removed "|drop_leagues = Bestiary" from the nets, claiming "since it can't drop at all now can it?)".

It looks silly to remove Leaguestone's "|drop_leagues = Legacy" based on the same logic.

Neokowloon (talk) 09:23, 18 September 2019 (UTC)

Niightblade (t) — I'm sorry you feel that way, I'm never disruptive on purpose. I've added text that overrides drop_leagues and drop_text. Let's see how this feels. --Illviljan (talk) 17:35, 18 September 2019 (UTC)

Hall of Champions

It seem GGG forget there is Hall of Champions already. Now, Hall of Champions is the name of T1 Legion room AND T3 room that upgraded from Arena of Valour. I had boldly create the Legion room as Hall of Champions (Legion) instead. (source) Neokowloon (talk) 19:14, 22 September 2019 (UTC)

[2] They said "[they]can look into changing this." Neokowloon (talk) 00:32, 27 September 2019 (UTC)

Should the article move to just Hall of Heroes instead, not that many reader want to read The Hall of Heroes and the redirect had been cleaned up. Neokowloon (talk) 19:29, 22 September 2019 (UTC)

Synthesis item

Instead of creating two articles for Synthesized item and fractured item (see all the edits by User:Molldust), may be just one article and put fractured item in legacy variant table? Perepiteia, was edited as a mock up, just the implicit and the base need to be "fix" as the pre-Synthesized item had Synthesized Ezomyte Spiked Shield as base. Neokowloon (talk) 00:06, 27 September 2019 (UTC)

Lua error

After deleting the code of divination card the page shown lua error at Deafening Essence of RageDeafening Essence of RageStack Size: 9

Essence Level: 7Upgrades a normal item to rare or reforges a rare item, guaranteeing one property

One Handed Weapon: Damage Penetrates 8% Fire Resistance

Two Handed Weapon: Damage Penetrates (15-16)% Fire Resistance

Other Items: +(51-58) to StrengthRight click this item then left click a normal or rare item to apply it.

Shift click to unstack. and Shrieking Essence of RageShrieking Essence of RageStack Size: 9

Essence Level: 6Upgrades a normal item to rare or reforges a rare item, guaranteeing one property

One Handed Weapon: Damage Penetrates 7% Fire Resistance

Two Handed Weapon: Damage Penetrates (13-14)% Fire Resistance

Other Items: +(43-50) to StrengthRight click this item then left click a normal or rare item to apply it.

Shift click to unstack. . Is that due to the deletion, need to be reload / purge all the related essence article? Neokowloon (talk) 06:16, 27 September 2019 (UTC)

There is a bug related to storing some things in regards to essence. Will be fixed soon, pages need null-editing after. --OmegaK2 (t|c) 09:22, 27 September 2019 (UTC)

Meta id for mtx

I just created Celestial Raise Zombie Skin, but where could i find meta id? Not sure did i done it right for other parameters in the infobox. Neokowloon (talk) 21:10, 5 October 2019 (UTC)

Use PyPoE exporter or just leave the parameter out. In particular, don't fill it with random stuff. --OmegaK2 (t|c) 21:14, 5 October 2019 (UTC)

User:Arrowneus

Please, someone need to be review all his MTX article creation. He made up false meta id and item description. He should use PyPOE but did not. Wrangler Frostblink Effect had been fixed for example. If he did not answer talk page which should other editor do? Neokowloon (talk) 01:21, 15 October 2019 (UTC)

Niightblade (t) — I would guess that you 1) assume the edits were made in good faith, 2) be patient, 3) try not to use an accusatory tone in your communications 4) help fix the problem if/when you can.

Well, there is quite a lots of MTX from Frontier Mystery Box. It need someone else to re-run the PyPoE to check the meta id and in turn the exported data are valid. High probably he just guess the naming pattern and guess the parameter values, instead of just c&p the --write file. For example, Wrangler Frostblink Effect obviously not a Flame Dash skin, nor for Dash. Special:Diff/557694 Neokowloon (talk) 04:12, 15 October 2019 (UTC)

Quest rewards wrong

It seems that the last data import by the bot was broken. A few quests are displaying the wrong rewards, such as A Swig of Hope, which shows gem rewards, when the actual rewards are just rings (checked in-game). Deal with the Bandits is displaying rewards of belts and flasks, which it certainly doesn't offer, and the weirdest of all are A Fixture of Fate and Sever the Right Hand which the wiki currently says grant "Scroll of Wisdom (0-linked)".

The data in Module:Quest_reward/data/quest_rewards for one of the entries in A Fixture of Fate seems to state that the item granted is a Scroll of Wisdom with 3 un-linked white sockets.

--Kiloku2 (talk) 00:47, 16 December 2019 (UTC)

They must have changed something how those rewards work or no longer use the client side file. It does indeed show those strange rewards. I'll look into a potential fix. --OmegaK2 (t|c) 15:05, 16 December 2019 (UTC)

Taste of Hate / Dying Sun new art assets

I have Uploaded the newer art versions of both of the flasks onto the TALK pages of both articles. https://pathofexile.gamepedia.com/Talk:Taste_of_Hate and https://pathofexile.gamepedia.com/Talk:Dying_Sun

I'm unsure on how to actually put them into the template or replace them in where the template draws from in order to have the updated arts properly display on the main wiki page. Both edits have transparent backgrounds in order to fit onto the dark background of the wiki and should be fine, size-wise. If anybody is able to teach me how do to this, or simply do this themselves, this would be greatly appreciated. I didn't want to muck around with templates because I know that very big mistakes can happen there and break various things, so I'm playing it safe and asking for help. Thank you. InfiniteIce (talk) 10:59, 3 January 2020 (UTC)

Display error

The mod table in Unnerve, Intimidate, Culling strike display "generation type" as "flask" or "item" instead of affix . Neokowloon (talk) 12:07, 12 January 2020 (UTC)

And somehow the code in Culling strike#Mods, cannot fetch the new mod "of the Conquest" that also grant culling strike . Neokowloon (talk) 12:09, 12 January 2020 (UTC)

Seem it missed this mod too Modifier:CullingStrikeUber1. Neokowloon (talk) 12:13, 12 January 2020 (UTC) The generation type error should be fixed. Was a copy/paste error. The culling strike issue has more to do with the where clause. of the Conquest of the Conquest

Suffix

Culling Strike mod_stats.id = kill_enemy_on_hit_if_under_10%_life which does not contain "culling strike". An easy fix is to change the where query to mods.stat_text instead of mod_stats.id . --Illviljan (talk) 12:21, 12 January 2020 (UTC)

Unique Maps

Since Unique Maps also had different tiers, are there any template/layout guide to create the new infobox for the current series? Lack of article also caused the Underground Sea Map#Unique versions display not properly.

Also the content seem need centralize treatment like base map, since Oba's Cursed Trove (Atlas of Worlds) and Oba's Cursed Trove (Betrayal) all have their own version of layout but in fact they should the same. Neokowloon (talk) 12:43, 17 January 2020 (UTC)

Well for now you can just copy paste the previous one to the new one and adjust what's needed. Though with the maps changing every time I feel perhaps it might be better to ditch the league-specific unique map pages post atlas of worlds since they don't really change much. We can keep doing the same thing we do for bases though for consistency, but it's a bit problematic to automate via bot since the map modifiers need to be copied and can not be read from the data in the same fashion (I've been working on something for it though). --OmegaK2 (t|c) 16:32, 17 January 2020 (UTC)

Explode mechanics items and skills

Since Exploding enemies is such a good way to prevent many types of afterdeath effects, wouldn't a dedicated page be extremely helpful information for when one is creating a build? -- feriguel 21:37, 1 February 2020 (UTC)

If you have a decent suggestion for a page name feel free. Corpse removal is probably a good candidate, since this is a special case of removing it immediately on a monsters death be it through explosions, shattering or other mechanics.--OmegaK2 (t|c) 22:19, 1 February 2020 (UTC) I believe that's a pretty good name, it can include even skills that consume already dead corpses, and not just recently killed. -- feriguel 15:53, 2 February 2020 (UTC)

List of mods

Is it good to create a sub-list of mod for each influence?

Such as in article title such as List of Shaper mods, List of Elder mods, and for Redeemer, Warlord Hunter etc.

It can be easily written by using query.

Separate question, i am trying to fill up the List of legacy modifiers, but how to write a query to list out Elder/Shaper mod and spawn weight = 0 for all kind of base? (i.e. legacy mod, since patch 3.9 retired a lot of hybrid socketed gem are supported by mods) Neokowloon (talk) 13:17, 12 February 2020 (UTC)

Sure you can add those pages. Should probably use lowercase letters though, i.e. List of shaper mods, as that's how we do it on all the other pages. For those legacy mods I suppose you want to make sure all spawn_weights.weight are 0 for that modifier right? This might do it:

{{Modifier table |q_tables = mod_stats, spawn_weights |q_join = mods._pageID=mod_stats._pageID, mods._pageID=spawn_weights._pageID |q_fields = SUM(spawn_weights.weight) |q_where = mods.name LIKE "%Shaper%" |q_having = SUM(spawn_weights.weight) = 0 |q_groupBy = spawn_weights._pageID |stat_text=1 |level=1 |generation_type=1 |spawn_weights=1 }}

--Illviljan (talk) 17:20, 12 February 2020 (UTC)

Ground effect pages. Two capital letter or only the first ?

Ok, it seem yet another inconsistency by GGG. The name of debuff icon of Chilled Ground is "Chilled Ground" but in in-game description , it is "chilled ground" (both lower cap). However, for Caustic Ground, Desecrated Ground, both capitalized.

Even more inconsistency for "Burnt Ground". There is two debuff icons depend on the color of the fire (yellow or orange) which seem intended, but the name of the ground effect on the icon is "Burnt Ground", while in the description "burning ground". I haven't check the rest of the effect.

So, should we set up a rule inside wiki (as it affect the highlight when auto-generating link by the bot for Pypoe data)

Also, i moved Chilled ground to Chilled Ground as well as c&p move again for Desecrated Ground, feel free to fix it back. (While Fungal Ground was created as both capitalized)

Lastly here is the pics. https://imgur.com/a/TivTF98

Neokowloon (talk) 00:28, 1 March 2020 (UTC)

On the wiki we try to follow the rules of capitalization in English. We name an article in sentence case if it refers to a concept (common noun), and in title case if it refers to a proper noun. In many cases, this is different than the capitalization used in game, since the game capitalizes words to add emphasis to them as game mechanics or game concepts. For example, Increased, Reduced, More and Less are all capitalized in game. These are not proper nouns that should be capitalized in English. As for chilled ground, burning ground, etc., these should not be capitalized in English either because they are concepts, not proper nouns. —Vini (t|c) 04:50, 1 March 2020 (UTC)

So that only few articles need to be fixed back (including c&p move). But how about Brunt ground v. Burning ground? Neokowloon (talk) 05:03, 1 March 2020 (UTC)

That's a naming inconsistency. It is most often referred to in game as burning ground, so the main article should be burning ground, and burnt ground redirect to the main article. —Vini (t|c) 05:08, 1 March 2020 (UTC)

And forgot to ask , the status icon infobox, should 100% follow in-game or else? (e.g. "Chilled" v Chill; Chilled Ground v. Chilled ground) Neokowloon (talk) 05:23, 1 March 2020 (UTC)

For the status icon infobox, you should follow how it appears in game. —Vini (t|c) 05:27, 1 March 2020 (UTC)

Desperately need to set up Manual of Style / rule for "Version history" section in articles of POE wiki

Observation:

It is not uncommon that entries inside "Version history" is not word to word / 100% c&p from Official POE patch notes.

E.g.

Argument: Some new user (User:Shalq) setup a new rule that insists it need to be 100% c&p the whole paragraph and without any alteration. Which my revert (see counterargument 1 for detail) and not discussing cause a ban. Full points of that user are located in User talk:Vinifera7# Version history section.

However, counterargument 1: The paragraph for Scorch and Brittle has 4 sentences. The first is introduction. The sentence is about Scorch only, the third is about Brittle only. The last sentence is for the time/period that affect all 3 alt ailments.

Based on above example in observation section, I don’t see any point to include "change for Scorch" in Brittle article as well as "change for Brittle" in Scorch article. So I removed them (Special:Diff/595416, Special:Diff/595417) This does not involve change comma to full stop but just shorten the paragraph and yes it did not match (not 100% c&p) the patch notes. But the original wording can easily locate by just use “Brittle” as keyword to search instead of whole paragraph to search. In fact, quite a lot of wiki article add further bullet to the changes.

counterargument 2 As admin Vinifera7 also add additional note to the version history (e.g. Hrimsorrow, Death's Harp), I don’t see any harm on adding the 3.6 change on Brittle was actually from 20% chance to 10% chance on top of the bug fix.

(It can be presented better by using ref group=nb/note>, however) As historical value has a merit to mention , as well as yet again observed in other wiki article that those historical value are not added by me (Unwavering Crusade) It seem my addition is legit and logical, all I admitted is did not discuss before first revert Special:Diff/595415)

Policy setting multiple choice

So, base on the arguments and observation

Either A. Purge all undocumented change and use 100% c&p wording from patch notes. No extra word or alternation

or B. Minor alternation is not allowed, but allow additional footnote

or C. Minor alternation is allowed, no additional footnote

or D. Minor alternation is allowed, allow additional footnote in form of ref group=nb/note>.

or E. Minor alternation is allowed, allow additional footnote in form of bracket

or F. Editor actually edit back and forth and who has a longer wall of text and vote from very small pool of editor win

Unless MOS is documented, this argument on the style will continue. And i actually don't mind User:Shalq challenges admin's edits as well on Abyss and Shaper's Presence. Neokowloon (talk) 17:34, 12 March 2020 (UTC)

Thank you for initiating this discussion. I do think we could use some guidelines on writing version history. A good place to start is to refer to the patch notes, from which changes can usually be copied directly. I wouldn't say that version history should only contain patch notes, but if relevant changes are described in the patch notes it makes sense to copy them over to version history. This allows the changes described in version history to be easily corroborated with the patch notes. Sometimes additional clarification is needed. As you mentioned, Hrimsorrow and Death's Harp are two examples of this. In this case, the changes that aren't included in the patch notes should be explained in some way, with explanatory text, notes or references. —Vini (t|c) 18:03, 12 March 2020 (UTC)

I suppose I'm more on the side of allowing more freedom to the version history table, and it's not only because of laziness. I don't think we should discourage adding undocumented stuff as this is the only good place for historical mentions. I think a bigger problem is when it is discussed in the main text instead. Having a bunch of "Since x.y.z, [skill] does not apply [old effect], but instead applies ..." , "could originally ..." , "but they now also appear" being appended somewhere in the main text each league makes it harder and harder to find relevant information about the current game instead. Yes, we should prefer the proper patch notes whenever possible. Complementing whenever anything is omitted/forgotten in the patch notes. I don't mind there being a lot of info in it as the table can just be set to collapsed by default. --Illviljan (talk) 20:27, 12 March 2020 (UTC)

Just wanted to add my 3 cents, since I've been mentioned in this discussion: For the record, sir passive-aggressive Neokowloon the infallible, the changes to Brittle and Scorch that you've made were absolutely not as you described here. You removed the old value for scorch (seriously - why?), but left old value for brittle. ON BOTH pages. Also, you didn't bother to edit that part of patch notes in a way that there's no mention of scorch on the brittle page and vice versa (so you still included that junk text which in your opinion had no place there). Thus, they really looked to me like some nonsense edits, hence I've undone them. As Vinifera7 reminded me though, I should use the discussion subpage instead. Please stop hyperbolizing that version history should be copy-pasted 100% of the time, because sometimes it's unreasonable and you know it. Adding ok, someone said it should use 100% c&p patch note, so use it as the edit summary is childish. Get over it and cooperate. Is there a rule that "casual editors" absolutely cannot improve upon admins' edits? Not I'm gonna rewrite it in my cool style, but actual improvements. I don't see any problem in the changes that you've made to the aforementioned Abyss and Shaper's Presence pages... As for keeping historical values - I've made a mistake of removing that reference. I agree that wiki is a good place to accumulate such curiosities, as long as they don't interfere with the description of the actual mechanics in PoE. Shalq (talk) 05:02, 13 March 2020 (UTC)

Neokowloon's edit summary, "ok, someone said it should use 100% c&p patch note, so use it," does seem a bit like malicious compliance. For the record, we never agreed that you must always copy the patch notes word for word, or that version history may only contain excerpts from patch notes. What Illviljan and I suggested are sensible ways to approach this. I wouldn't want to discourage people from editing the wiki by having strict rules for things like version history. Some basic guidelines should be enough. —Vini (t|c) 16:07, 13 March 2020 (UTC)

Yeah, agree with Illviljan this. I though we handled it this way anyway but haven't formalized it as a rule. Copying the patch notes, and adding things as needed if they were omitted. I like adding (undocumented) in front for clarity. --OmegaK2 (t|c) 21:43, 13 March 2020 (UTC)

Doryani's Delusion (seem solved)

Ok, i tried to use "explicit[i]_random_list" para for Doryani's Delusion (Energy Shield). The infobox is displayed fine, but it break the page at Doryani's Delusion. Need help to fix the code in infobox or just revert it? (For added damage mod i need the server back to live to double check choosing the correct mod, so far i just c&p from other variant ) Neokowloon (talk) 17:16, 13 March 2020 (UTC)

I have already informed OmegaK2 about This, because I did it on the Russian wiki a long time ago and there is the same problem. But perhaps my message is forgotten.--Ruba159753 (talk) 17:28, 13 March 2020 (UTC)

Ok, may be just one drop list may (edit: seem solved by one expandable list for infobox, not two) solve the problem since there is only 6 mods. Neokowloon (talk) 17:32, 13 March 2020 (UTC) Yeah there is a general problem with 2+ random lists on the same item. I haven't gotten around to fix that, it isn't trivial --OmegaK2 (t|c) 18:08, 13 March 2020 (UTC)

Drop league

just added drop_leagues = Delirium para in Calamitous Visions and it seem crashed the lua. Anywhere to add delirium as a recognized league? Neokowloon (talk) 10:27, 14 March 2020 (UTC)

Fixed --OmegaK2 (t|c) 12:33, 14 March 2020 (UTC)

Gems that summon monsters

I've gone through and used the new {{Monster infobox}} for the monster statistics on the gems. Those have been outdated for a long time. I think I've got the correct metadata id for most of them, but it is mostly guesswork.

The bow totems I am unsure about though:

Artillery Ballista Artillery Ballista Attack, Totem, AoE, Fire, Projectile, Bow

Mana Cost: (7-11)

Cast Time: 1.00 sec

Attack Speed: 50% of Base

Effectiveness of Added Damage: (40%-51%) Mana Cost: (7-11)Cast Time: 1.00 secAttack Speed: 50% of BaseEffectiveness of Added Damage: (40%-51%) Requires Level 28 Summons a ballista totem that propels a sequence of fiery arrows into the air. The arrows impact the ground in a line, each dealing area damage to enemies around it. Per 1% Quality:

1% increased Fire Damage Deals (40-51)% of Base Attack Damage

Totem lasts 8 seconds

Fires 5 additional Arrows

+2 to maximum number of Summoned Ballista Totems

100% of Physical Damage Converted to Fire Damage Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.

Ballista Totem Support Ballista Totem Support Bow, Projectile, Support, Totem

Icon: R

Mana Multiplier: 120% Icon:Mana Multiplier: 120% Requires Level 8 Supports any bow or wand attack skill, causing it to summon a ballista totem that uses the skill for you. Per 1% Quality:

1% increased Totem Placement speed Supported Skills will summon a Ballista Totem which uses that Skill

Totem lasts 8 seconds

Supported Skills deal (42-33)% less Damage

Attacks used by Totem have 50% less Attack Speed

Supported Skills have +2 to maximum number of Summoned Ballista Totems

Supported Attack Skills cannot be used with Melee Weapons 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.

Siege Ballista Siege Ballista Attack, Projectile, Totem, Bow

Mana Cost: (6-11)

Cast Time: 1.00 sec

Attack Speed: 50% of Base

Projectile Speed: 3260 Mana Cost: (6-11)Cast Time: 1.00 secAttack Speed: 50% of BaseProjectile Speed: 3260 Requires Level 12 Summons a ballista totem that attacks with piercing arrows. Per 1% Quality:

1% increased Projectile Damage Deals (100-145)% of Base Attack Damage

Totem lasts 8 seconds

+2 to maximum number of Summoned Totems

Arrows Pierce (6-9) additional Targets Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.

Shrapnel Ballista Shrapnel Ballista Attack, Projectile, Totem, Physical, Bow

Mana Cost: (5-11)

Cast Time: 1.00 sec

Attack Speed: 50% of Base

Effectiveness of Added Damage: (38%-44%) Mana Cost: (5-11)Cast Time: 1.00 secAttack Speed: 50% of BaseEffectiveness of Added Damage: (38%-44%) Requires Level 4 Summons a ballista totem that fires multiple arrows with extreme force, breaking them apart into shrapnel. Enemies can be hit by multiple arrows from the same attack. Per 1% Quality:

1% increased Projectile Speed Deals (38-44)% of Base Attack Damage

Totem lasts 8 seconds

Fires 2 additional Arrows

+2 to maximum number of Summoned Ballista Totems

(2-56) to (3-85) Added Attack Physical Damage Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.

Those are suspicions. Dexterity totem is the oldest I think and it would make sense for RAT support, snipe is also old, but it's a bit ambigious there since there is also an unreleased "snipe" skill gem. I think it is siege ballista though. The other also kinda fit, but I am unsure about them.

Thoughts? --OmegaK2 (t|c) 22:20, 22 March 2020 (UTC)

If i have time, may be i would view the individual game file. In some file they list out the graphical assets of the skill gems and may have linked to which totems assets the skill called. Neokowloon (talk) 07:31, 2 April 2020 (UTC)

No reply for people keep make up fake meta for a few month

First of all, creating mtx article is good faith edit. But It really seem not that helpful if User:Arrowneus keep make up fake meta id or other fake value for infobox parameters. These data are easily extracted by pypoe (and in case any error, reinstall whole thing; in case any obvious typo, fix it, for example Frostblink not Frost blink not Ice Dash). It seem the user did not want to resolve it by himself by installing pypoe or leave any reply in his talk page. Neokowloon (talk) 11:23, 26 March 2020 (UTC)

Once again, all item description of Purple Eyes Purple Eyes Helmet Skin Changes the appearance of any equipped helmet to the Purple Eyes. Purple Smoking Hood Purple Smoking Hood Helmet Skin Changes the appearance of any equipped helmet to the Purple Smoking Hood. Neokowloon (talk) 07:27, 2 April 2020 (UTC)

Unique items with ignite

Hi i went through the wiki page for ignite and the table with unique items seems to be missing atleast a few noticeable the old jewels for Burning Arrow "Pitch Darkness" and "Sudden Ignition" even tho that might be since they are drop disalbed, but it's also missing the "Dyadian Dawn"

i looked into the source and if i understand it correctly it shows every unique with "ignit" in the item mods

item_stats.id like "%ignit%"

so is are there just too many unique with so it can't add them all or is something else the reason? i am really new to the templates and i am not sure i understand them completely

hope this is the right place to ask this

ty datjoosua

Fixed--Ruba159753 (talk) 07:45, 27 April 2020 (UTC)

Unique Maps

Should we nuke all the legacy variant and use only one article for each unique map? We don't have another article for unique weapon that have basetype change. Also chancing unique map from legacy base should yield a map that have current mod, not legacy mod. The only thing need to be fixed is Template:Item unique versions, which may need to use a new template for unique map or just figure a way to display unique map correctly in base map article. Neokowloon (talk) 07:46, 18 June 2020 (UTC)

Ok, instead of creating The Vinktar Square (Harvest) i just fixed the infobox with more static code in The Vinktar Square. Also if no one object i just nuke all child article to turn them back to redirect. Neokowloon (talk) 06:08, 23 June 2020 (UTC)

Just probably wiki has lag on Template:Current map series so that The Vinktar Square's infobox still use Delirium as base. Neokowloon (talk) 09:09, 23 June 2020 (UTC)

Since every map from War for the Atlas and after shared the same area id, it seem The Beachhead (Low Tier) (Atlas of Worlds) worth to keep but the rest (all the unique map variant from War for the Atlas and after) can be merged to one article. But it still odd to have legacy mod on some unique map infobox. I should try chancing legacy map base to see the outcome..... Neokowloon (talk) 02:55, 21 July 2020 (UTC)

jpg v png

The Template:Area and Template:Monster still use jpg as default upload format, but Win 10 version of POE already use png as the file format. the usage of jpg also observed in Template:Base item, which would also be a good chance to review the screenshot is outdated or not. For example, someone has uploaded a new screenshot for Cold SnapCold SnapSpell, AoE, Cold, Duration

Radius: 16

Mana Cost: (11-28)

Can Store 1 Use(s)

Cooldown Time: 3.00 sec

Cast Time: 0.85 sec

Critical Strike Chance: 6.00%

Effectiveness of Added Damage: 140%Requires Level 16Creates a sudden burst of cold in a targeted area, damaging enemies. This also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. Enemies that die while in the area have a chance to grant Frenzy Charges. The cooldown can be bypassed by expending a Frenzy Charge.Per 1% Quality:

0.5% increased Area of EffectDeals (32-666) to (47-999) Cold Damage

Base duration is 5 seconds

Deals (26.3-1193.2) Base Cold Damage per second

25% chance to gain a Frenzy Charge when an Enemy Dies while in this Skill's Area

Modifiers to Spell Damage apply to this Skill's Damage Over Time effect

(0-19)% increased Effect of ChillPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket. since it rework, but i am not sure File:Vaal Cold Snap skill screenshot.jpg for Vaal Cold SnapVaal Cold SnapVaal, Spell, AoE, Duration, Cold

Souls Per Use: 35 (N) /

Can Store 1 Use(s)

Soul Gain Prevention: 8.000 sec

Cast Time: 0.85 sec

Critical Strike Chance: 6.00%

Effectiveness of Added Damage: 200%Requires Level 16Creates a sudden burst of cold around you, damaging enemies. This also creates a chilling area around you which expands and deals cold damage over time to surrounding enemies in addition to chilling them. Enemies that die while in the area grant Frenzy Charges, and you will passively gain Frenzy Charges while there are enemies in the area.Per 1% Quality:

0.5% increased Area of EffectDeals (35-1002) to (53-1502) Cold Damage

Base duration is 4 seconds

Always Freezes enemies

Gain a Frenzy Charge when an Enemy Dies while in this Skill's Area

Every second, gain a Frenzy Charge if an Enemy is in this Skill's Area

Deals (29.4-1495.5) Base Cold Damage per second

Modifiers to Spell Damage apply to this Skill's Damage Over Time effect

Modifiers to Skill Effect Duration also apply to this Skill's Soul Gain Prevention

(0-19)% increased Effect of Chill

CorruptedPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket. is outdated or not. Neokowloon (talk) 08:13, 18 June 2020 (UTC)

In my opinion, it makes sense to use jpg for screenshots. The compression of jpg is well-suited for things like photographs, which screenshots resemble. Whereas png is better suited for iconography and situations where you need transparent pixels or precise color transitions. You can use png for everything; the reason you wouldn't want to is because of file size. When it comes to screenshots, you can get an image that looks very good in jpg for much less file size compared to png. —Vini (t|c) 18:40, 18 June 2020 (UTC)

Posting Guides

Is it OK here to create guide pages? Like guide for new players to farm chaos. It should be fact-based objective encyclopedia-like material. For example "metamorth encounters have currency drop option", not something IMHO, such as "Delve is better than maps". Birddance (talk) 13:01, 7 July 2020 (UTC)

There are no rules that forbid people from writing guides. However, there's a concern that guides tend to become obsolete over time with the constantly shifting state of the game. You can always use your own user page (including subpages) for anything you wish. Perhaps we can provide more feedback once we see the guide. —Vini (t|c) 16:20, 7 July 2020 (UTC)

Here is what I have in mind: User:Birddance/Guide to making currency Also would like to ask help on Reddit and PoE forums. Most things are general info for new players and old players, who don't know all details and useful features. In case anything will be deleted from game or added, it should be reflected in the guide as in Master page for example. Birddance (talk) 11:33, 9 July 2020 (UTC)

So, if no one mind, I will create page Currency creation and trading. Anyway, it is a real game thing, everyone doing in trade league. Why not to have Wiki page on the topic? Everyone welcome to contribute. Birddance (talk) 09:21, 10 July 2020 (UTC)

You might have waited for some feedback. You only published it yesterday, after all. I haven't even gotten around to reading it in full yet. One concern I have on skimming is that the subject matter of the guide isn't focused on one specific thing; rather it's a shotgun spray of different methods for gaining currency. I think the guide could benefit from focusing on either SSF methods or trade methods, or at least by separating them into different sections of the guide. —Vini (t|c) 02:15, 11 July 2020 (UTC)

So we should use Merciless Labyrinth or merciless labyrinth

The context is User:Supernovah insist "merciless labyrinth" is more grammatical correct (and where he already edited the name in Trial of Ascendancy and argue with me why i use Eternal Labyrinth) and following Path of Exile Wiki:Manual of Style . This would affect a lot of article, likes The Lord's Labyrinth use it as proper noun: Cruel/Merciless/Eternal Labyrinth. It need to be form a binding consensus otherwise no good to have an edit war on mentioning every place name in-game to decide it should be proper noun and capitalized or not capitalized . Neokowloon (talk) 12:16, 22 July 2020 (UTC)

No need to be rude about it. In the context in which I used the names of the labyrinths, they were not proper nouns or titles. In this case they should not have their individual words capitalised. It was also not the original intention of that edit. That was to update the article to contain information I was originally after and did not find. This is my usual reasoning to updating an article - to add information I didn't find on it. Supernovah (talk) 12:38, 22 July 2020 (UTC)

So, you argue my usage of "Eternal Labyrinth" is incorrect or not? There are way lot of these place name in-game. The port map, "the coast", "the crossroads". (personally i will certainly use the lab, the mine as short name) Ok, now what you want to discuss that originate from my user talk page. Should i use "eternal labyrinth" or "merciless labyrinth" . Or as i suggested, got a wider discussion on consensus first? Neokowloon (talk) 12:50, 22 July 2020 (UTC)

I have to sleep for now, but like I said it depends on the context in which it is used. As a proper noun or title, then it is capitalised. Specifically if it is a title then all words are capitalised as in "Merciless Labyrinth". As a noun, noun-phrase, or proper noun it would become Merciless labyrinth. The context in which I used them placed a URL over an otherwise normal English phrase which did not contain proper nouns, noun-phrases, or otherwise. Supernovah (talk) 12:55, 22 July 2020 (UTC)

I would say in wiki yes we do "power charge", "physical damage" instead of "Power Charge", "Physical Damage" like in-game but i don't get what new norm you want . Neokowloon (talk) 13:05, 22 July 2020 (UTC)

Lol I don't want a new norm, it's just the English language. 😒 Supernovah (talk) 13:26, 22 July 2020 (UTC)

Hey guys! Now that the new login system seems to be in place I can finally weigh in. Supernovah, while I appreciate you wanting to stick to the rules of capitalization in English, I think you're mistaken in this case. "The Cruel Labyrinth" is the proper name of the second difficulty level of the Lord's Labyrinth. It should be capitalized. —Vini (t|c) 00:51, 25 July 2020 (UTC)