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.
**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).
**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.
**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).