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[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:

  1. [Step 1 - How/where you find it]
  2. [Step 2 - How to engage with it]
  3. [Step 3 - What happens when you interact]

Core Gameplay Loop:

  1. [Action 1]
  2. [Action 2]
  3. [Action 3]
  4. [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 TypeRarityValueNotes
[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

  1. [Strategy 1]:

    • [What to do]
    • [Why it's effective]
    • [When to use]
  2. [Strategy 2]:

    • [Detailed approach]
    • [Tips for success]
  3. [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

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

ArchetypeRatingNotes
[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

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

KeystoneEffectProsCons
[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

  1. [Mechanic 1]:

    • Danger: [High/Medium/Low]
    • How to Spot: [Visual/audio cues]
    • How to Counter: [Defensive strategy]
  2. Mechanic 2:

    • 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]

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:

  1. [Requirement 1]
  2. [Requirement 2]
  3. [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

PatchChangeImpact
[X.XX][Change description][How it affected gameplay]
[X.XX][Change][Impact]

Tips & Tricks

Beginner Tips

  1. [Tip 1]: [Basic advice]
  2. [Tip 2]: [Getting started]
  3. [Tip 3]: [Common pitfalls]

Advanced Techniques

  1. [Technique 1]: [Advanced strategy]

    • [Detailed explanation]
    • [When to use]
  2. [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]
  • [Mechanic 1]: [How they interact]
  • [Build 1]: [Why good for this mechanic]
  • [Build 2]: [Alternative option]

Atlas Strategy

  • [Link to atlas passive tree guides]
  • [Farming strategy guides]

Changelog

VersionDateChanges
1.0.0YYYY-MM-DDInitial documentation
1.1.0YYYY-MM-DDUpdated for patch X.XX

Path of Exile Wiki: [Link] Last Updated: [Date] for Patch [X.XX]

requires

synergizes_with

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