[Mechanic Name]
Quick Summary: [1-2 sentences explaining what this mechanic is and its purpose]
Overview
- Mechanic Type: [League Mechanic/Core Mechanic/Crafting/etc.]
- Introduced: [League/patch when added]
- Accessibility: [When players can access this - Act X, Maps, etc.]
Current Status:
- Core: [Yes/No - is it in core game]
- Voided: [Yes/No - removed from game]
- Modified: [Any changes from original]
What Is It?
Description
[2-3 paragraphs explaining:
- What this mechanic is
- How it fits into Path of Exile
- Why it exists (design purpose)
- What makes it unique or interesting]
Visual Identification
How to Recognize:
- [Visual cue 1]
- [UI element or indicator]
- [Map icon or symbol]
How It Works
Step-by-Step Guide
Encountering the Mechanic:
- [Step 1 - How/where you find it]
- [Step 2 - How to engage with it]
- [Step 3 - What happens when you interact]
Core Gameplay Loop:
- [Action 1]
- [Action 2]
- [Action 3]
- [Resolution/reward]
Mechanics Breakdown
Key Concepts:
- [Concept 1]: [Explanation]
- [Concept 2]: [Explanation]
- [Concept 3]: [Explanation]
Rules & Limitations:
- [Rule 1]
- [Rule 2]
- [Rule 3]
Rewards & Loot
Primary Rewards
| Reward Type | Rarity | Value | Notes |
|---|---|---|---|
| [Reward 1] | Common | [Economy value] | [What it's used for] |
| [Reward 2] | Uncommon | [Value] | [Notes] |
| [Reward 3] | Rare | [Value] | [Notes] |
Special Drops
Unique Rewards:
- [Item/Currency]: [Rarity, use case, value]
Boss-Specific:
- [Boss Name]: [What it drops]
Expected Returns
Per Encounter:
- Chaos Equivalent: [X-Y chaos]
- Time Investment: [X minutes]
- Profit/Hour: [Estimate]
Scaling Factors:
- [Factor 1]: [How it affects rewards]
Strategies & Optimization
Best Practices
[Strategy 1]:
- [What to do]
- [Why it's effective]
- [When to use]
[Strategy 2]:
- [Detailed approach]
- [Tips for success]
[Strategy 3]:
- [Advanced technique]
Common Mistakes
❌ Mistake 1: [What not to do]
- [Why it's bad]
- [What to do instead]
❌ Mistake 2: [Common error]
- [Explanation]
Time-Saving Tips
- [Tip 1]: [How to be more efficient]
- [Tip 2]: [Optimization technique]
- [Tip 3]: [Advanced trick]
Build Requirements
Recommended Build Characteristics
Offensive Requirements:
- DPS: [Minimum recommended]
- Damage Type: [Any restrictions or advantages]
- Clear Speed: [Importance level]
Defensive Requirements:
- Life/ES: [Minimum recommended]
- Resistances: [Special considerations]
- Mitigation Layers: [What's important]
Mobility:
- Movement Speed: [How important]
- Positioning: [Required flexibility]
Best Build Archetypes
| Archetype | Rating | Notes |
|---|---|---|
| [Archetype 1] | ⭐⭐⭐⭐⭐ | [Why it excels] |
| [Archetype 2] | ⭐⭐⭐⭐ | [Why it's good] |
| [Archetype 3] | ⭐⭐⭐ | [Why it's viable] |
Builds to Avoid
❌ [Build Type]: [Why it struggles with this mechanic]
Atlas Passive Tree
Recommended Nodes
Must-Have Notables:
- [Notable 1]: [Effect and why essential]
- [Notable 2]: [Effect and benefit]
Strong Options:
- [Notable 3]: [When to take]
- [Notable 4]: [Situational value]
Keystones
| Keystone | Effect | Pros | Cons |
|---|---|---|---|
| [Keystone 1] | [What it does] | [Benefits] | [Drawbacks] |
| [Keystone 2] | [Effect] | [Pros] | [Cons] |
Sample Tree
Focus: [Strategy Name]
- [Notable 1]
- [Notable 2]
- [Notable 3]
- [Keystone if applicable]
Total Points: [X points] Best For: [Build types or strategies]
Difficulty & Rippy Mechanics
Danger Rating
Overall Risk: [Low/Medium/High/Extreme]
- Trivial: No challenge, afk-able
- Easy: Minimal attention needed
- Medium: Requires competent build
- Hard: Build check, skill required
- Very Hard: High build & skill requirement
- Extreme: Perfect build, expert execution
Common Death Mechanics
[Mechanic 1]:
- Danger: [High/Medium/Low]
- How to Spot: [Visual/audio cues]
- How to Counter: [Defensive strategy]
- Danger: [Level]
- Warning Signs: [What to watch for]
- Mitigation: [How to survive]
Build Checks
Survivability Requirements:
- [ ] [X] Life/ES pool
- [ ] [X%] Maximum resistances
- [ ] [Defensive layer 1]
- [ ] [Defensive layer 2]
Economic Value
Profitability
Expected Profit: Investment tiers - Minimal(0-50c), Low(50c-2div), Medium(2-10div), High(10-50div)
- Minimal Investment (0-50c): [e.g., "20-50c/hour - alch-and-go"]
- Low Investment (50c-2div): [e.g., "50-150c/hour - basic atlas setup"]
- Medium Investment (2-10div): [e.g., "150c-2div/hour - full atlas, scarabs"]
- High Investment (10-50div): [e.g., "2-5div/hour - perfect setup, best scarabs"]
Investment Requirements:
- Atlas Points: [X points]
- Scarabs/Currency: [What to use]
- Map Mods: [Important mods]
Market Trends
High-Value Drops:
- [Item 1]: [Current price, demand]
- [Item 2]: [Price, demand]
League Start vs Mid-League:
- Early: [Price/demand dynamics]
- Mid: [How it changes]
- Late: [Long-term viability]
Scaling & Investment
Budget Tiers
Minimal Investment (0-50c):
- What you get
- Expected returns
- Is it worth it?
Medium Investment (1-5 divine):
- Additional investments
- Improved returns
- Breakeven analysis
High Investment (10+ divine):
- Full optimization
- Maximum returns
- ROI considerations
Juice Strategies
Map Modifiers:
- [Mod 1]: [Effect on mechanic]
Scarabs:
- [Scarab 1]: [What it does]
Sextants:
Progression & Unlocks
How to Unlock
Requirements:
- [Requirement 1]
- [Requirement 2]
- [Requirement 3]
First Access:
- When: [Act/map tier/etc.]
- How: [Specific method]
Progression Path
Tier 1 (Basics):
- Learn [fundamental 1]
- Achieve [goal 1]
Tier 2 (Intermediate):
- Master [technique 1]
- Optimize [aspect 1]
Tier 3 (Advanced):
- Perfect [strategy 1]
- Maximize [returns]
Variations & Modifiers
Encounter Types
Type 1: [Variant Name]
- Frequency: [How often]
- Difficulty: [Relative difficulty]
- Rewards: [Reward differences]
Type 2: [Variant Name]
- When: [Conditions for this variant]
- Special: [Unique mechanics]
Influenced Versions
[Influence Type] Influenced:
- [What changes]
- [Difficulty adjustment]
- [Reward changes]
League-Specific Information
Original League
League: [Original league name] Release Date: [Date] Designer Notes: [Design philosophy if known]
Core Integration
Went Core: [Date/league] Changes from Original:
- [Change 1]
- [Change 2]
Current Spawn Rate: [X% base, before atlas]
Historical Changes
| Patch | Change | Impact |
|---|---|---|
| [X.XX] | [Change description] | [How it affected gameplay] |
| [X.XX] | [Change] | [Impact] |
Tips & Tricks
Beginner Tips
- [Tip 1]: [Basic advice]
- [Tip 2]: [Getting started]
- [Tip 3]: [Common pitfalls]
Advanced Techniques
[Technique 1]: [Advanced strategy]
- [Detailed explanation]
- [When to use]
[Technique 2]: [Expert approach]
- [How it works]
- [Benefits]
Hidden Mechanics
- [Mechanic 1]: [Not obvious interaction]
- Mechanic 2: [Secret technique]
Frequently Asked Questions
Q: Is this worth running? A: [Analysis of value proposition]
Q: What build is best for this? A: [Build recommendations]
Q: How do I unlock this? A: [Step-by-step unlock guide]
Q: Is this profitable? A: [Economic analysis]
Q: Can I skip this mechanic? A: [Whether it's optional and implications]
Comparison to Similar Mechanics
vs. [Similar Mechanic 1]
Similarities:
- [Commonality 1]
- [Commonality 2]
Differences:
- [Difference 1]
- [Difference 2]
Which to Choose:
- Choose this if: [Conditions]
- Choose that if: [Conditions]
Version History
Patch Changes
[Patch X.XX] ([Date])
- [Change 1]
- [Change 2]
- Impact: [How it affected the mechanic]
[Patch X.XX] ([Date])
- [Change]
- Impact: [Significance]
Related Content
Related Mechanics
- [Mechanic 1]: [How they interact]
Recommended Builds
- [Build 1]: [Why good for this mechanic]
- [Build 2]: [Alternative option]
Atlas Strategy
- [Link to atlas passive tree guides]
- [Farming strategy guides]
Changelog
| Version | Date | Changes |
|---|---|---|
| 1.0.0 | YYYY-MM-DD | Initial documentation |
| 1.1.0 | YYYY-MM-DD | Updated for patch X.XX |
Path of Exile Wiki: [Link] Last Updated: [Date] for Patch [X.XX]