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    Path of Exile Questions Thread - July 05, 2019

    Path of Exile Questions Thread - July 05, 2019


    Questions Thread - July 05, 2019

    Posted: 04 Jul 2019 05:07 PM PDT

    Questions Thread - July 05, 2019

    This is a general question thread on July 05, 2019. You can find the previous threads here.

    Remember to check the Wiki first.

    You can also ask questions in the #any-question channel in our official Discord.

    The idea is for anyone to be able to ask anything related to PoE:

    • New player questions
    • Mechanics
    • Build Advice
    • League related questions
    • Trading
    • Endgame
    • Price checks
    • Etc.

    No question is too big or too small!

    We encourage experienced players to sort this thread by new. We'd like to thank those who answered questions in the last thread! You guys are the best.

    submitted by /u/AutoModerator
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    I salute

    Posted: 05 Jul 2019 08:09 AM PDT

    Duelist rides into battle on his Toucan. The most powerful build in Oriath. [Colourised]

    Posted: 05 Jul 2019 03:10 AM PDT

    [Discussion] Can we please just bring Harbinger core already?

    Posted: 05 Jul 2019 06:08 AM PDT

    The encounters are fun, the rewards are useful without being progression-shattering like they were in Harbinger league when you got a bunch every zone, the encounters are fun, a couple of the orbs are already core, the encounters are fun, the orbs that aren't core can drop from specific loot outcomes in Master content so they might as WELL be core already, and the encounters are fun.

    submitted by /u/Loreweaver15
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    Idea: Breaking currency into currency shards, so people could pay rates like 1.6 ex without dealing with exchange rates.

    Posted: 05 Jul 2019 06:29 AM PDT

    I'm thinking a hideout object like the enchanting bench, but you put any currency into it and you get back currency shards.

    If they did that, maybe also normalize all the shards so they are stacks of 10, for consistency and ease of use.

    submitted by /u/NattyMcLight
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    [Request]Can we stop saying you earnt 800chaos per hour, when you havent included the two hours you need to spend selling all your items?

    Posted: 05 Jul 2019 07:15 AM PDT

    Not to mention that half the shit probably wont even sell

    submitted by /u/karp_490
    [link] [comments]

    With an auction house, we would miss stuff like this

    Posted: 05 Jul 2019 12:51 AM PDT

    I hope that if GGG ever implements a Vaal Golem Gem that it just forms a Megazord out of the existing Golems

    Posted: 05 Jul 2019 05:43 AM PDT

    Beautiful illustration in MSPaint from me Here

    for those who dont know what a megazord is Link

    submitted by /u/Stevecrafter2511
    [link] [comments]

    15 months late but guess I can go fight this guy now!

    Posted: 05 Jul 2019 11:55 AM PDT

    When the Mathil effect devalues his own items.

    Posted: 05 Jul 2019 11:36 AM PDT

    3.7.3b broke some divination cards - reporting by Budget Cute Dog

    Posted: 05 Jul 2019 04:10 AM PDT

    Zana got a fresh new haircut

    Posted: 05 Jul 2019 04:50 AM PDT

    My Zombie rework

    Posted: 05 Jul 2019 06:17 AM PDT

    Just dropped my very first Watchers Eye from red elder, seems OK For my Cyclone dude (SSF)

    Posted: 05 Jul 2019 10:59 AM PDT

    Summon Skeleton gem suggestion to increase build diversity

    Posted: 05 Jul 2019 01:02 PM PDT

    Poor Mathil is sad over his bow

    Posted: 05 Jul 2019 02:29 PM PDT

    Mathil hits his 70ex item of the league

    Posted: 04 Jul 2019 06:05 PM PDT

    Eat, Sleep, Glacier, Repeat

    Posted: 05 Jul 2019 10:05 AM PDT

    ED and ES.

    Posted: 05 Jul 2019 12:32 PM PDT

    Outrageous

    Posted: 05 Jul 2019 02:38 AM PDT

    Absolutely viable build

    Posted: 05 Jul 2019 09:26 AM PDT

    Current state of the servers

    Posted: 05 Jul 2019 11:00 AM PDT

    I am having massive laggspikes since the latest patch, anyone having the same issue / any ideas on how to fix? (poe is only game with this issue)

    Posted: 05 Jul 2019 08:02 AM PDT

    Nice Jewel Corruption

    Posted: 05 Jul 2019 11:59 AM PDT

    [Guide] General overview of the different Currency Orbs in Path of Exile, with a focus on what to spend or not spend during leveling.

    Posted: 04 Jul 2019 07:24 PM PDT

    Someone asked a question in the July 4 Questions thread regarding which currencies should be saved for later use when leveling. The answer to their question became too long to feasibly put into a comment, and so has been made into a general post for anyone whom may find it useful. This is a general rundown of the currency items found in the game, with descriptions of their functions, as well as their typical use-rates in endgame gameplay. This should give new players an idea of what is worth holding on to and what can be safely used without worrying you're wasting something valuable. If you only want information on a specific currency, you can Ctrl-F search for it in this list.

    Tier 5: Common / Trash Currency:

    Scroll of Wisdom: Identifies an item. You'll use thousands of these, but there are ways to get them in bulk, so eventually picking up individual ones isn't time-efficient.

    Portal Scroll: Creates a portal back to town/your hideout (if from a map). You'll also use a ton of these, and they can be bought from a vendor for 3 Wisdom Scrolls each.

    Orb of Transmutation: Makes a Normal (white) item into a Magic (blue) item. You won't use these in great quantities on any one item. Once it's been made Magic, you move on to using other currencies to continue crafting. They can be vendored for 4 Wisdom Scrolls, a large part of endgame Scroll supply. Used in some low-tier crafting bench recipes, which can be useful during leveling.

    • Can be gained by vendoring unidentified Magic or Rare items for shards, which will turn into Transmutes for each 20 collected. Not recommended to do this past very early game, since they drop commonly.

    Orb of Augmentation: Adds an affix to a Magic item. You'll use these in slightly larger quantities than Transmutation Orbs when crafting, but still not enough to make them particularly valuable. They can be used to purchase Orbs of Alteration from some vendors, giving them a higher floor to their value than otherwise. Used in some low-tier crafting bench recipes, which can be useful during leveling.

    • Can be gained by vendoring a rare item with a full six affixes (three prefixes and three suffixes). You will gain a decent amount incidently in this way while playing, in addition to them being a common drop.


    Tier 4: Common / Loose-Change Currency:

    Orb of Alteration: Rerolls a Magic item with 1-2 new random affixes, as if you had just used a Transmutation Orb on a white item. These are used in moderate amounts in some forms of crafting, and very high amounts (thousands) in very high tier crafting. You'll typically use at least a hundred or two on flasks during a league, if nothing else. Used in some low-tier crafting bench recipes, which can be useful during leveling.

    • Can be gained in shards by vendoring identified Magic, Rare, and Unique items, with varying amounts depending on the types and values of the affixes on the item. The six affix vendor rule of Augmentation Orbs overrules this, and such an item will not give Alteration shards.

    Orb of Chance: Turns a Normal item into a higher rarity randomly, from Magic, to Rare (yellow) and very rarely, Unique (brown) if there exists a Unique version of that item. Not commonly used in regular crafting, but used in very high quantities (thousands) by people trying to "chance" a specific unique. This involves using a Chance Orb on a specific white item base (like a leather belt for Headhunter), and using an Orb of Scouring if it fails, then repeating the process over and over to try and get the item. You might use a few to a few dozen to buy maps from Zana during the early-mid stages of endgame.

    • Can be gained by vendoring two identified Rare items with the same item name, but their low value and common drop rate makes this method not recommended.

    Chromatic Orb: Rerolls the colors of sockets on an item, without affecting their number or links. Used commonly during leveling as well as during endgame to get the colors you need for your gems on item sockets. Also used in some crafting bench recipes that affect socket colors, with some recipes costing over a hundred Chromatics each roll. Different builds will require significantly different amounts of Chromatics depending on what socket colors they need on what gear, since color roll probabilities are determined by the stat requirements of the item, and getting "off colors" is rarer.

    • Can be gained by vendoring an item with three or more linked sockets, with the links containing at least one of each color (Blue, Green, Red). In the early stages of a League, it can be worthwhile to pick up all such items to kickstart your Chromatic stash, but later on you will typically only be picking up smaller items (1x3 weapons) of this sort, if at all, for efficiency.

    Jeweller's Orb: Rerolls the number of sockets on an item. Used semi-commonly during leveling, if you get a good item with the wrong sockets. Used uncommonly but in small to semi-large quantities at endgame, when modifying the sockets on a piece of gear for use or sale, with larger numbers of sockets requiring significantly more orbs per additional socket on average. Higher item quality improves the chances of getting a larger number of sockets. Crafting bench recipes exist that use a flat number of orbs to guarantee a certain number of sockets, at higher than the average cost for doing it yourself. Specialized crafting may use a very high number of these to get many off-color sockets on specific items. Primarily used in endgame to buy more Fusing Orbs from certain vendors at a 4:1 ratio.

    • Can be gained by vendoring an item with 6 sockets. 6 socketed items are a semi-common drop during endgame, and Jeweller's Orbs themselves are not a rare drop, so you will typically have far more than you will need for their crafting purpose. Most of them you gain will be used to buy Fusing Orbs.

    Silver Coin: Used to buy a random prophecy from Navali, as well as to "seal" existing prophecies into a tradeable item. No use in crafting; valued only for generating and sealing prophecies.



    Tier 3: Uncommon / Moderately Valuable Currency:

    Blessed Orb: Rerolls the value of the implicit mod on an item. This is the mod at the top, above the explicit affixes, and is tied directly to the item's base type. Leather Belts, for example, have a +Maximum Life Implicit, which ranges from 25-40. Typically not used at all during leveling, with a few exceptions depending on Attribute requirements for gems and gear. Used during endgame to max the implicit stat on worn gear.

    Fusing Orb: Rerolls the links between sockets on an item, without affecting their color or number. Used occasionally during leveling, if you find a piece of gear with good stats and a good number of sockets, but without the links needed for your support gems. Higher item quality improves the chances of getting a larger number of links. Used in very high numbers during endgame by those wishing to fully link a six-socket item. Crafting bench recipes exist that guarantee a certain number of links, up to full 6-links, at dramatically increasing cost per guaranteed link. The variance is significant, with anywhere from a few hundred to multiple thousands required to 6-link an item manually.

    • Can be gained by buying them from certain vendors for 4 Jeweller's Orbs each. This is the primary source of Fusing Orbs for many players, given the commonality of Jeweller's Orbs and the high demand for Fusing Orbs.

    Orb of Alchemy: Makes a Normal item into a Rare item, with 4-6 random affixes (3-4 for jewels). Used occasionally during leveling, normally if you find a good white base item with multiple linked sockets that may be an upgrade over your current piece of gear. Used very commonly during endgame, primarily to turn maps Rare, which you will very nearly always do. Used for some mid-tier crafting bench recipes, which can be useful during early endgame.

    • Can be gained in shards by vendoring identified Magic and Rare items with certain affixes, as well as nearly all identified Unique items. Picking up and selling trash-tier Uniques is a commonly used second-source of Alchemy Orbs, given their uncommon drop rate. Can also be purchased from certain vendors for 1 Regret Orb.

    Orb of Binding: Makes a Normal item into a Rare item, and grants 4 sockets, all linked (3 if it's a Shield or 1-Handed Weapon). One of the best leveling currencies in the game, great for use on white Boots, Helmets, and Gloves as an easy source of 4-links for your main skill. Unfortunately not on the standard drop table as of version 3.7, so their sources are limited during leveling. Can be used identical to an Alchemy Orb on items that don't have sockets, such as Jewelry and Maps. Since they are often cheaper than Alchemy Orbs, it is common to buy them during endgame and use them on Maps instead. Can be used on a white 2x2 item (Helm, Boots, Gloves) intending to be crafted to cheaply gain all sockets and links, followed by using a Scouring Orb to reset the item to white and begin crafting.

    • As a Harbinger currency, it is gained from Harbingers or the Temple of Atzoatl in the form of shards.

    Chaos Orb: Rerolls a Rare item with 4-6 new random affixes (3-4 for jewels) as if you had just used an Alchemy Orb on a white item. Primary trade currency for the player-economy, these are the "dollars" of PoE. The value of nearly everything is measured in its value relative to Chaos Orbs, including other currency items. Almost never used on items during leveling. Their use during leveling is restricted to purchase of gear from other players, since you are very unlikely to roll an item into a more useful set of affixes than you could find on an item for sale for a single Chaos Orb. Used primarily in endgame for trading, but also commonly used to reroll maps with bad affixes, as well as to pay for Zana Mods when running a map. Used for some high-tier crafting bench recipes which can be useful during endgame.

    • Can be gained by vendoring a full set of gear, Item Level 60-74. This includes a Helmet, Body Armour, Gloves, Boots, 2 Rings, Amulet, and Belt, as well as either a single 2-Handed Weapon, or some combination of two 1-Handed Weapons or Shields (2 Shields works). Returns a single Chaos Orb if 1 or more of the pieces is identified, or 2 Chaos orbs if every piece is unidentified. This is commonly called the "Chaos Recipe" by the playerbase.

    Regal Orb: Turns a Magic item into a Rare item, and adds a random affix. Almost never used on items during leveling. Primarily used during "Alt spam" crafting, where you use a combination of Alteration and Augmentation Orbs on an item until you reach 2 desirable affixes, then use a Regal Orb to make it Rare and attempt to get a 3rd good affix. Despite their uncommon drop rate, they are typically valued lower than Chaos Orbs, because of their limited use. Used for a few mid-high tier crafting bench recipes which can be useful for certain builds during endgame.

    • Can be gained by vendoring a full set of gear, Item Level 75+. This works the same as the Chaos Recipe, but with all items being at or above ILvl 75. The same mechanics apply concerning identified vs. unidentified sets. Typically, those doing the Chaos Recipe will intentionally "downgrade" their high ILvl sets by including at least one item between ILvl 60-74 to avoid getting Regal Orbs, because of their lower value.

    Orb of Scouring: Turns a Magic or Rare item into a Normal item, removing all explicit modifiers, but leaving the implicit modifiers and lab enchantments unaffected. Almost never used on items during leveling. Primarily used in combination with Alchemy Orbs as a pseudo Chaos Orb when rerolling maps, since the cost of a Scouring Orb + Alchemy Orb tends to be slightly cheaper. Used in great numbers when "chancing" items attempting to get a certain Unique, by "scrubbing" any Magic or Rare outcomes and using another Chance Orb to re-attempt to get a Unique. Can be vendored along with a Gem to lower the level of the Gem by 1. Used in crafting bench recipes to remove a crafted modifier from an item in order to recraft a different affix on the bench. Also used in a specific series of endgame utility recipes for modifying the Atlas, but in insignificant amounts. Finally, they are also used in high end manual crafting, both during "alt spam" crafting when the use of a Regal Orb produces an undesirable outcome, and in very expensive "meta crafting" where they can be manipulated by special expensive crafting bench recipes to only remove some of the mods from a Rare item, preserving more desirable mods.

    Vaal Orb: Corrupts an item, applying an effect randomly chosen from a handful of possibilities, and applying the "corrupted" effect, which prevents almost all further modification of the item by other currency, effectively "locking" it. Almost never used on items during leveling. Primarily used during endgame to corrupt maps, which have the greatest number of possible desirable effects, and no outright negative effects. Also used on gear (mainly Uniques) to attempt to get desirable "Vaal Implicits" which can be very powerful. These implicits, if rolled, will replace any existing implicit on the item, but not affect any explicits or any lab enchantment present. However, using a Vaal Orb on a piece of gear may also result in the item becoming Rare with a set of random affixes, as if a Chaos Orb had been used, even if the item was Unique to begin with. This, combined with the "corruption" effect that locks further modification, typically results in the item becoming useless, and is referred to as "bricking". Vaal Orbs may also be used on Gems to attempt to "overlevel" them past the normal max of 20, or quality of 20, to make either a "21/20" gem or a "20/23" gem. This is almost always only done on a "20/20" gem, as the effect only has the possibility to "overlevel" the gem if it is already maxed. In rare cases, they are used in very high quantities in the same crafting bench recipes that modify an item's sockets. This "Vaal tax", paid alongside the normal cost, is equal to the number of Chromatics, Jeweller's, or Fusing Orbs normally used in the recipe, and is the only way to modify the sockets of a corrupted item.

    • Can be gained by vendoring 7 Vaal Skill gems with a Sacrifice Fragment.

    Orb of Regret: Adds a Passive Respec point on use. Very rarely used during leveling, since you get a handful of Respec points for free during the quests. Occasionally used to "respec" a build into another without having to level a new character. No significant endgame usage exists, though a few specific recipes are used semi-rarely. 20 are required to "respec" your Deal with the Bandits quest reward choice, and 5 are required for a utility recipe used in manipulating your Atlas. Can be vendored along with a Gem to lower the level of the Gem to 1. They can be used at certain vendors to purchase Alchemy Orbs at a 1:1 ratio, which provides a floor for their value.

    Orb of Horizons: Changes a Map into another random Map of the same Tier. Not used at all during leveling, since Maps aren't unlocked until endgame. Used in low-moderate numbers during endgame. Very useful when filling out Atlas completion to get Maps you haven't completed yet. Since it rerolls the affixes of the map as well, it can be used as a pseudo Chaos Orb, and is almost always cheaper.

    • As a Harbinger currency, it is gained from Harbingers or the Temple of Atzoatl in the form of shards. One of the few Harbinger currencies that has been added to the normal drop table, which means they can also drop from standard sources, though uncommonly.

    Cartographer's Sextant: Applies a "Sextant Modifer" to a Map on the Atlas, affecting it and other Maps in a radius for 3 uses (3 total runs of any Maps in range) before consumed. Not used at all during leveling, since Maps aren't unlocked until endgame. Used in moderage quantities in mid-high end Mapping, to apply effects that increase the overall number of monsters and rewards from the Map. Exists in three Tiers, from Apprentice, to Journeyman, to Master, with each Tier affecting a different range of Maps on the Atlas (Tier 1-5 for Apprentice, Tier 1-10 for Journeyman, and any Map for Master). Each Tier of Sextant is more valuable than the last, though the range of values is small enough for them all to be within this Tier of currency. A Sextant of a given Tier can be gained by vendoring three Sextants of the previous Tier. Multiple Sextants may be used at a time, up to a maximum displayed on your Atlas, to apply multiple Sextant Modifiers at once to Map runs, which compounds the value of the used Sextant. They are used in small to moderate quantities in certain endgame utility recipes for manipulating the Atlas.



    Tier 2: Rare/ Very Valuable Currency

    Harbinger's Orb: Transforms a Map into a random Map of one Tier higher. Not used at all during leveling, since Maps aren't unlocked until endgame. Very useful in filling out your Atlas, as they can give a jumpstart on a higher Map Tier. They are seldom if ever used on maps below high Red Tier, because of their rarity, and their market value being primarily determined based on the value differential between Tier 15 and Tier 16 maps. There is a small probability when using them that you get the Unique "Beachhead" Map instead, with one version of it existing for each Map class (White, Yellow, Red).

    • As a Harbinger currency, they are gained through Harbingers or the Temple of Atzoatl in the form of shards.

    Ancient Orb: Transforms a Unique item into another Unique item of the same Class (quiver into another quiver, but not necessarily the same type of quiver, for example). Almost never used during leveling, as there is a low chance to get anything useful enough for the leveling process itself to justify its usage. Primarily used on certain Uniques of certain low Item Levels to restrict the pool of possible results and increase the chance at a more valuable outcome.

    • As a Harbinger currency, it is gained from Harbingers or the Temple of Atzoatl in the form of shards.

    Orb of Annulment: Removes a random explicit affix from a Magic or Rare item. Almost never used during leveling, as their usage is typically restricted to high-end crafting, given their value. Primarily used to "gamble" on Rare gear with many good affixes, and one or more "dud" affixes to try and remove the dud, opening up an affix slot for further crafting. Can be used in more manipulated high-end crafting or "meta-crafting" circumstances, which can restrict the affixes an Orb of Annulment can target to either the Prefixes or Suffixes, possibly guarding the more valuable affixes from being removed.

    • As a Harbinger currency, it is gained from Harbingers or the Temple of Atzoatl in the form of shards. It does however exist on the standard drop table, and can rarely be dropped from normal sources.

    Divine Orb: Rerolls the values of explicit modifiers on a Magic, Rare, or Unique item. Almost never used during leveling, given their value. Primarily used on high value Unique items to attempt to get high modifier rolls, or on well rolled or crafted Rare items to try to roll the affix values to high levels. It does not change the mods themselves, like a Chaos Orb, but only rerolls the numerical values of the existing explicit mods themselves. These values only roll within the range of the mod Tier. For example, an item with the "Athlete's" prefix will randomly roll between 80-89 life if you use a Divine Orb, but not outside this range, since it doesn't change the affix itself.

    • Can be gained by vendoring a 6-linked item. Typically you won't do this, given the value of having 6-linked sockets on an item. However, this does tend to be done with "bricked" items that have been rendered useless by an unfavorable Vaal Orb outcome, or with items that can in certain circumstances be dropped corrupted to begin with, since there is a 1/144 chance that such an item will be 6-linked by the corruption, and a very low chance that the affixes on the now unmodifiable item will be desirable.


    Tier 1: Very Rare/Extremely Valuable Currency

    Exalted Orb: Adds a random affix to a Rare item, up to the maximum of 6 (4 for jewels). Secondary currency of the player driven economy, used for very high value trades. Never used during leveling, due to their extreme value. These are the "$100 bills" of PoE, and very valuable items are typically priced in some combination of whole and tenths of Exalted Orbs when listed for trade, with the fractional amount normally paid in Chaos Orbs. Their primary use mechanically is to add an affix to an already very valuable item in an attempt to gain an additional valuable affix, potentialy increasing the value of the item exponentially. This is known as "slamming" the item, and an item that is valuable enough to warrant the use of an Exalted Orb in this manner is "slammable". Using Syndicate mechanics, you can gain the use of a free Exalted Orb by ranking Leo to 3-stars and placing him in Research, then completing the Safehouse. Because of this, and the restriction that this specific Exalted Orb must be used and can't be looted for trade, some items which wouldn't otherwise warrant the use of a "pure" Exalted Orb may be "Leo slammable". Used in the highest tiers of some crafting bench recipes, as well as a few utility recipes known as "meta crafting" recipes, which affect the modifiers that can or can't be changed or added to an item. These recipes are used at the highest and most expensive levels of crafting.

    • Can be gained by vendoring a full set of gear, similar to the Chaos Recipe, but with every item being Shaper OR Elder Rares, which will grant 2 Exalted Shards if one or more of the items is identified, or 4 Exalted Shards if they are all unidentified, with 20 shards needed per Orb.


    Tier 0: Remarkably Rare/Extraordinarily Valuable Currency

    Mirror of Kalandra: Creates a copy of a Normal, Magic, or Rare item, duplicating all mods, sockets, colors, and links, but will not work on Unique items. The newly duplicated item will have a reversed image, and the "mirrored" status, preventing all further modification to the item, similar to an item that is corrupted. Never used during leveling, due to their incredibly high value. Used to copy the best Rare items in the game, crafted by high-end players that put their item up for a "Mirror Service". These items have very valuable combinations of affixes, and typically cost dozens to hundreds of Exalted Orbs worth of currency to craft. The buyer will supply the Mirror, as well as a "Mirror Fee" consisting of 30-100 Exalted orbs depending on the overall value of the item being copied. The seller will also recolor the sockets of the item to suit the buyers needs, since they will be unmodifiable on the copied verison.

    Eternal Orb: Creates an "Imprint" of an item, saving its state and allowing you to revert the item back to that state at a later time. Not used at all during leveling, as they do not drop anymore. The only remaining Eternal Orbs are on Standard, and they are only used in the utmost levels of crafting when creating the absolute most perfect Rare items.



    Tier Q: Quality Currencies

    NOTE: All of these currencies affect the quality of a given type of item. As such, most of their core functionality is the same, though thier rarities and values differ. All of these currencies will increase the quality of a Normal item by 5% each, a Magic item by 2% each, or a Rare or Unique item by 1% each, in all cases up to a maximum of 20%. For each currency, they can be gained by vendoring a single item of their respective class (Armour, Weapons, Gems etc.) with 20% or more quality, or by vendoring a collection of items from their respective class totaling at least 40%.

    Armourer's Scrap: Affects Body Armour, Helmets, Gloves, Boots, and Shield items. Typically the least valuable of the "Quality Currencies", these are used commonly during leveling to "max out" the quality of a white item to 20% before further crafting, either with a Binding Orb or Orb of Alchemy (if the item already had desirable sockets). They are used semi-commonly during endgame, on virtually every piece of Armour your character is planning on wearing, and especially before attempting to socket/link an item, since Quality affects socketing/linking probability. A few useful crafting bench reipes use small amounts of Armourer's Scraps. They can be vendored by themselves for 2 Wisdom Scrolls each, which is a common source of early-game Scrolls (and late game in some cases). They tend to be an overall low value drop, and fit into the Tier 5 category of currency most of the time.

    Blacksmith's Whetstone: Affects Weapons, including 1-Handed, 2-Handed, Wands, and Bows. Their use case is the same as that of Armourer's Scraps, though they tend to be slightly less common. They can be vendored for 4 Wisdom Scrolls each, acting as an early or late game source of Scrolls similar to Armourer's Scraps. They have one additional use during endgame, in that they can be used to "max out" the quality of a "gavel" type 1-Handed Mace (Stone Hammer, Rock Breaker, Gavel). These hammers can then be vendored along with a map (of any tier/rarity) to gain 1 Cartographer's Chisel. This gives their value a higher floor than that of Armourer's Scraps, and they normally sit somewhere on the edge of the Tier 5 and Tier 4 levels of currency.

    Glassblower's Bauble: Affects Flasks. Not typically used during leveling, except on Utility Flasks that you plan to take to endgame. Used often in Flask crafting to max out Flask duration, though not in great quantities. Used in a handful of useful crafting bench recipes, but again, not in great quantities. Despite their rarity as a drop, they remain relatively low in value in most cases, due to thier limited usage and the fact they can be purchased from certain vendors for 8 Blacksmith's Whetstones. They typically sit between high Tier 4 and low Tier 3 currency levels.

    Cartographer's Chisel: Affects Maps. Not used at all during leveling, since Maps aren't unlocked until endgame. Used in large quantities in high-tier mapping, to increase the quantity of dropped items in the Map. Their only other use is in a single seldom-used endgame utility recipe for Atlas manipulation. They are always in demand and sit solidly in the Tier 3 level of currency.

    Gemcutter's Prism: Affects Gems. Almost never used during leveling. Primarily used to max out the quality of Skill Gems and Support Gems for use by your character. A single Gemcutter's Prism, or "GCP", can be vendored with a fully leveled (level 20) Gem to receive a Level 1 version of the same Gem with maxed out (20%) quality. This is known as "rolling over" your Gems and is typically done by players during their normal character progression as an alternative to buying quality versions of the Gems for their build at a premium. Rarely are they used to max the quality of a gem manually from 0% to 20%, since unlike the other Quality Currencies, GCP's only ever increase the quality in increments of 1%, and the price of a 20% quality gem is virtually always cheaper than 20 GCP's. Normally only used for manually maxing the quality of a gem if that gem already had a fairly high partial quality on it to begin with, and only needs a few GCP's to max out. Used in exactly two crafting bench recipes, but not in enough quantity to affect the value. Solidly a Tier 3 currency.

    Engineer's Orb: Affects Strongboxes. Almost never used during leveling. Primarily used to max out the quality of a Diviner's or Cartographer's Strongbox before rolling it and opening it, to increase the quantity of items dropped. No other usage exists, but their rarity gives them a high value relative to the other Quality Currencies.

    • As a Harbinger Currency, they can be gained from Harbiners or the Temple of Atzoatl from chests as shards. They don't exist on the standard drop table, so they aren't commonly encountered. Solidly a Tier 3 currency.
    submitted by /u/Archangel_117
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