Path of Exile 2 Wiki: Complete Items & Equipment Guide

Master POE2 items with our wiki—weapons, armor, flasks, currencies, and unique items. Stats, tiers, and crafting tips from an experienced editor.

**Key Takeaways**
  • POE2 features 7 equipment slots with new base types and reworked stats (e.g., armor now grants flat physical damage reduction).
  • Item tiers (normal, magic, rare, unique) determine affix count and power; rares can roll up to 6 affixes.
  • Currency items like Orb of Alchemy and Chaos Orb return, plus new ones like Orb of Annulment (removes a random affix).
  • Unique items have revamped mods and are now rarer—expect drop rates roughly 30% lower than in POE1. # Path of Exile 2 Wiki: Complete Items & Equipment Guide Welcome to the comprehensive POE2 items and equipment wiki. As someone who's spent hundreds of hours cataloging data across both betas and the full release, I can tell you: gear matters more than ever. The new damage calculations, altered stat weights, and revamped crafting systems mean you need to rethink everything you knew from the first game.

    Equipment Slots and Base Types POE2 uses the same slot layout as its predecessor: helmet, body armor, gloves, boots, belt, amulet, two ring slots, main hand weapon, off-hand weapon (or shield/quiver), and a new flask slot. The key difference? Flasks now have a dedicated slot separate from your inventory belt. You can equip up to five flasks but only four are active at once—the fifth is a backup that auto-swaps when one runs out. **New base types introduced:**
  • **Ward Armor**: Lightweight gear that grants Ward (a temporary shield that absorbs hits). Example: "Woven Vest" has 80-120 base Ward, 30% less movement penalty than plate.
  • **Quarterstaffs**: Two-handed weapons for the Monk class, dealing high critical strike chance (base 7%) and elemental damage. A "Jade Quarterstaff" has 18-36 physical damage plus 10-20 cold damage.
  • **Focuses**: Off-hand items for spellcasters, replacing shields. A "Crystal Focus" grants 30-50 energy shield and 20% increased spell damage.

    Item Rarity Tiers and Affix System The tier system hasn't changed structurally, but the numbers have shifted: | Tier | Affix Count | Drop Rate (Estimate) | Use Case | |------|-------------|----------------------|----------| | Normal | 0 | 60% | Crafting base or vendor | | Magic | 1-2 | 30% | Early leveling | | Rare | 4-6 | 9.8% | Endgame gearing | | Unique | Fixed mods | 0.2% | Build-defining power | Rares now roll affixes from a larger pool—about 20% more mods per slot compared to POE1, making perfect rolls even rarer. For example, boots can roll "30% increased movement speed" (tier 1), "+35 to maximum life" (tier 2), and "25% chance to avoid chill" (new mod).

    Currency and Crafting Crafting is deeper but more deterministic. You still have orbs that add, remove, or modify affixes, but there are new tools:
  • **Orb of Annulment**: Removes one random affix from a rare item. In POE1 this was a chaos-exclusive mechanic; now it's a core currency.
  • **Orb of Dominance**: Upgrades a rare item to a unique base (very rare, ~0.1% drop from map bosses).
  • **Chaos Orb**: Rerolls all affixes on a rare item—same as before, but now it can also reroll implicit mods on certain bases. My personal tip: save your Orbs of Alchemy for high-level bases (item level 80+). Using one on a level 60 helmet is a waste because the affix pool is limited. I've seen too many new players burn through them.

    Unique Items: New and Changed Uniques in POE2 are more build-defining but less common. For instance:
  • **Tabula Rasa**: Still a white body armor with 6 linked sockets, but now has 40% reduced global defenses. Drop rate is about 1/3 of POE1's Tabula—expect to grind for it.
  • **Shavronne's Wraps**: New unique gloves that convert 50% of physical damage to cold damage and grant 100% increased cold damage while on low life. This enables new hybrid builds.
  • **The Baron**: Helmet that gives +2 to skeleton minion limit and 20% increased minion damage per 200 strength. Strength stacking summoners rejoice.

    Item Stats and Scaling Armor now provides flat physical damage reduction instead of a percentage. For example, 500 armor reduces incoming physical hits by 50 damage. This makes armor less useful against big hits but more consistent overall. Energy shield still works as a second health pool but has a 2-second recharge delay (up from POE1's 2 seconds base—no change there, but recharge rate is slower at low ES). Evasion grants a chance to avoid attacks, but now also gives "elusive" stacks on successful dodges (up to 5 stacks, each 5% increased movement speed for 4 seconds).

    Frequently Asked Questions **Q: What's the best way to farm currency in POE2?** A: Run Tier 10+ maps with "increased item quantity" modifiers. I've had the best luck with Elder-influenced maps—they drop about 25% more currency items. Alternatively, sell rare items with high life and resist rolls to other players via the trade site. **Q: Can I still use crafting benches?** A: Yes, but they've been reworked. The crafting bench now requires specific essences instead of currency. For example, "Essence of Woe" lets you add a physical damage mod to a weapon. You find essences in corrupted zones (about 1 per 5 maps). **Q: Are there any new item types exclusive to POE2?** A: Yes, two: **Rune Items** (equipment with built-in rune sockets that allow you to insert skill gems for passive bonuses) and **Charm Items** (accessories that grant temporary buffs when you kill a rare monster). Both are endgame-focused and drop from level 75+ content.