Template:Item/doc

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Revision as of 11:43, 9 October 2021 by Vinifera7 (talk | contribs) (More sensible parameters; upgraded_from_set<n>_group<m>_ -> recipe<n>_part<m>_)
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This subpage provides documentation for Template:Item.

This template is used on a large number of pages.

To avoid major disruption and server load, do not make unnecessary edits to this template. Test changes to this template first using its /sandbox and /testcases subpages or your user space. All of the changes can then be applied to this template in a single edit.

Consider discussing changes on the talk page or on Discord before implementing them.

Lua logo

This template uses the following modules:

Item is a template that creates an infobox on the page, then sets categories and semantic properties to the page. This allows the items to be searched for and displayed in advanced item tables that stays up-to-date, which can be difficult in a game that is constantly evolving.

Overview

This template should be used for all items on the wiki and it will take of setting semantic properties, creating an infobox as well as setting categories.

It is meant for usage on permanent pages, do not use it on user pages.

Maintenance categories

Maintenance categories will be set when the template is incorrectly used or some parameters should be filled out.

Category Variable Description
Category:Items without a release version release_version Items that do not have a release version set.
Category:Items with improper modifiers implicit<i>_text or

explicit<i>_text

Items that use explicit text instead of proper references to modifiers.
Category:Items with broken item references in upgraded from parameters‎ recipe<i>_part<j>_item_id or

recipe<i>_part<j>_item_page or

recipe<i>_part<j>_item_name

Items that have a broken item reference in one of the ingredient groups; i.e. either no matches or too many matches.
Category:Items with duplicate sets in upgraded from parameters recipe<i>_part<j>_item_id or

recipe<i>_part<j>_item_page or

recipe<i>_part<j>_item_name

Items that have a recipe manually entered on their page which is already added by the automatically populated recipes.

Those pages should have the duplicate sets removed, as they are not necessary.

For cases where the automatic system is incorrect, please comment on the Item2 talk page.

Base parameters

Parameter Value Required PyPoE
Export
Range Field Description
class_id str Yes Yes No items.class_id A valid internal item class id. This is used to determine further properties of the item and thus is required in all cases.
rarity_id str Yes Yes No items.rarity_id rarity of the item, one of:
  • normal
  • magic
  • rare
  • unique
name str Yes Yes No items.name Name of the item
name_list str No No No items.name_list List of aliases for this item; this should be used carefully and only for legacy versions of the item (i.e. Caustic Arrow vs Poison Arrow).

The current item name is always added to this list automatically

size_x int No Yes No items.size_x x-size in inventory units, i.e. the width
size_y int No Yes No items.size_y y-size in inventory units, i.e. the height
drop_enabled bool No
*
No items.drop_enabled Whether the item is drop enabled; this defaults to true.

Specify false for legacy items that do not drop anymore.

drop_level int No Yes No items.drop_level At which level the item starts dropping at (may differ from required_level)
drop_level_maximum int No Yes No items.drop_level_maximum Up to which level the item drops
drop_areas list[str] No No No items.drop_areas

item.drop_areas_html

A comma-separated list of area ids the item can drop in.

The field should be specified for items that can only drop in specific areas, but not for instances where specific monsters drop this item (even if the monster only appears in the specific area - this is because the drop restriction is related to the monster, not the area in those cases).

See Finding areas section on this page for more details.

drop_areas_html list[str] No No No item.drop_areas_html Overrides the automatically generated text form the drop_areas parameter. This should only be specified in cases where a lot of areas are specified and it would reduce visibility.
drop_monsters list[str] No No No items.drop_monsters A comma-separated list of monster ids the item can drop from.

The field should be specified for items that can only drop from specific monsters, but not in combination with drop_areas. Because the drop restriction is related to the monster, not the area.

See Finding monsters section on this page for more details.

drop_text str No No No items.drop_text Parameter to handle any restrictions to obtaining an item that are not covered by more specific parameters.

Always use a specific parameter if possible

required_level int No Yes Yes items.required_level Which level is required to use the item (may differ from drop_level)
required_dexterity int No Yes Yes items.required_dexterity The dexterity requirement of the item if any
required_intelligence int No Yes Yes items.required_intelligence The intelligence requirement of the item if any
required_strength int No Yes Yes items.required_strength The strength requirement of the item if any
flavour_text str No Yes No items.flavour_text Flavour text if any (i.e. for unique items, vaal fragments, divination cards, etc)
help_text str No Yes No items.help_text Help text if any

For some item classes such as gems a default string is inserted if this value is missing.

tags list[str] No Yes No items.tags List of internal tags
metadata_id str No Yes No items.metadata_id Internal metadata id of the item
influences list[str] No No No items.influences Comma-separated list of the item's influences. Valid options are:
  • shaper
  • elder
  • crusader
  • redeemer
  • hunter
  • warlord
is_fractured bool No No No items.is_fractured Set to true if the item is fractured.
is_synthesised bool No No No items.is_synthesised Set to true if the item is synthesised.
is_veiled bool No No No items.is_veiled Set to true if the item has veiled modifiers.
is_replica bool No No No items.is_replica Set to true if the item is a replica unique item.
is_corrupted bool No No No items.is_corrupted Set to true if the item is always corrupted (i.e. drops in a corrupted state).
is_relic bool No No No items.is_relic Set to true if the item is a relic. Rarity of the item must be "Unique" for this to work.
is_fated bool No No No items.is_fated Set to true if the item is a fated unique item. Rarity of the item must be "Unique" for this to work.
is_drop_restricted bool No No No items.is_drop_restricted Set to true if the item can't be obtained through ordinary means, but isn't entirely removed from the game (i.e. does not have drop_enabled=false)

Defaults to true for the following cases:

Otherwise, it defaults to false. Setting this parameter always overrides the default.

acquisition_tags list[str] No No No items.acquisition_tags A comma-separated list of acquisition tags. This tags items according to their acquisition methods, such as divination cards. Acquisition tags are used by {{item acquisition}} and to query certain lists of items.

In addition to the names of challenge leagues, acquisition tags include the following:

  • league-specific
  • fishing
release_version str No No No items.release_version The version number of when this item was initially released; when an item has legacy variants the date of the original release of the legacy variant should be used. The version must a be a valid version number and there must be a version page or the template will return an error.

Items that have no release version set will also be added to the category Items without a release version.

removal_version str No No No items.removal_version The version number of when this item was removed. The version must a be a valid version number and there must be a version page or the template will return an error.
inventory_icon str No No No items.inventory_icon This parameter only needs to be specified if the item name does not match the wiki page name.

When specified, the specified text will be used instead of the item name in front of the "inventory icon.png" suffix.

For example:

 name = Baller
 inventory_icon = Test item (cold and fire)
 -> File:Test item (cold and fire) inventory icon.png
skill_screenshot str No No No skill_screenshot This parameter only needs to be specified if the item name does not match the wiki page name.

When specified, the specified text will be used instead of the item name in front of the "skill screenshot.jpg" suffix.

For example:

 name = Baller
 inventory_icon = Test item (cold and fire)
 -> File:Test item (cold and fire) skill screenshot.jpg
alternate_art_inventory_icons list[str] No No No items.alternate_art_inventory_icons This parameter takes a comma-separated list of alternate art icon names, which each be inserted into the name of the item (or the provided override) and the "inventory icon.png" suffix.

The order of the item matters; if using the item link template, the items will can accessed in that order.

The list items should be named after where they were retrieved from (for example, which race season) and ordered by the date they were added.

Example:

 name = Test item
 alternate_art_inventory_icons = race season 1, emberwake
 -> File:Test item race season 1 inventory icon.png, File:Test item 1 emberwake inventory icon.png
quality int No No No item_stats.id = "quality"

item_stats.value = <value>

Quality of the item. This arguments only works for item classes that can have quality (i.e. Maps, all Flasks, all Weapons and all armour pieces)

For unique weapons and armours this defaults to Q20.

cannot_be_traded_or_modified boolean No No No Whether the item can be traded or modified.

Defaults to true.

Base item

Items with a rarity above normal (i.e. magic/rare/unique) can have a base item set.

When a base item is set, most of the attributes will be copied over to the item and only attributes that differ from the base item need to be set, due to that the base item **must** exist.

There should only be one of the following base item parameters be set; if possible consider using a base item that is guaranteed to be unique.

Note that regardless of which setting was used, all properties will be populated.

Parameter Value PyPoE
Export
Unique Field Field on the base item Description
base_item str No No items.base_item Base item name
base_item_id str No Yes items.base_item_id Base item metadata id.
base_item_page str No Yes items.base_item_page Base item wiki page.

Purchase costs

Items of Normal rarity support setting purchase costs at NPC vendors for each of the rarities.

In the following table replace these parameters accordingly:

  • <rarity>- replace with the current rarity, i.e. normal, magic, rare or unique, will be added to item_purchase_costs.rarity
  • <i> - replace with the order of the mod starting at 1.

Please note that multiple entries will all be assumed to be necessary for the purchase.

Parameter Value Required PyPoE
Export
Field Description
purchase_cost_<rarity><i>_name str Yes Yes item_purchase_costs.name The item name which is used for purchasing this item of the specified rarity
purchase_cost_<rarity><i>_amount int Yes Yes item_purchase_costs.amount How many of the specified item name are required for purchasing this item of the specified rarity

For example, to set the purchase cost of an item to 5x Scroll of WisdomScroll of WisdomStack Size: 40Identifies an itemRight click this item then left click an unidentified item to apply it. and 1x Orb of AlterationOrb of AlterationStack Size: 20Reforges a magic item with new random modifiersRight click this item then left click a magic item to apply it. Shift click to unstack. you'll need to specify the following in the parameters:

   purchase_cost_normal1_name = Scroll of Wisdom
   purchase_cost_normal1_amount = 5
   purchase_cost_normal2_name = Orb of Alteration
   purchase_cost_normal2_amount = 1

Setting mods

Mods can be set on any item type.

Generally there are two ways of doing this:

  1. setting the mod id
  2. setting the mod text

The order of the mods does matter - it's how the mod's stats will appear on the item.

Mod id and mod text can mixed up.

Mod parameters

Replace the <i> with the order of the mod starting at 1. Replace the <implicit/explicit> according to whether the modifier is an implicit or explicit. In the data base table, this value will correspond to item_mods.is_implicit.

Note that unique items inherit the implicits of their base items automatically. It is not necessary to specify the implicits for a unique item unless they are different from the implicits of the base item.

Parameter Value Required PyPoE
Export
Field(s) Description
<implicit/explicit><i> str No Yes item_mods.id Id of the implicit or explicit modifier at index i
<implicit/explicit><i>_text str No Yes item_mods.text Text of the implicit or explicit modifier at index i

If the mod id at the same index is:

  • set: Will override the text of the modifier with the specified one. If set to any false value the text will be hidden entirely.
  • not set: Will simply set a line. The page will also be added to Category:Items with improper modifiers
<implicit/explicit><i>_random_list list[str] No Yes item_mods.id

item_mods.is_random

Should be a set to a comma-separated list of modifiers that can randomly appear on the item. All the modifiers will be added to the infoboxes and item tables, but they will not be included in the inline infoboxes. Unlike regular modifiers, stats here will not affect the visible item stats in the infoboxes (so for example, a random armour modifier will not increase the armour value shown).

If the text parameter is set for this index, the given text will be shown as a summary instead of the default.

This parameter should be used for unique items that can choose from a pool of random modifiers.

When to use mod id and mod text

The mod id must correspond to an existing mod id. please note the mod id may be different from the page itself, look on the particular mod page for the id itself (also see Template:Mod)

The template will calculate adjustments to the base values of the item based on the mods. Make sure that any values on the item itself are set to the **base value** (before applying the stats) and not the final values.

If a base item is supplied for the item, any implicit mods will be copied over. Explicit mods will not be copied.

Finding the appropriate modifiers for unique items

Modifiers are exposed with several properties by {{Mod}}, as a result modifiers can be searched through queries.

If you have an unique item where the minimum and maximum rolls are known, or even just the stat texts, you can search those properties through queries.

For example, Module Error: No results found for item using search term "item_name = Brightbeak" has 5 different stat lines which rolls are known, finding the mod for

 (50 to 75)% increased Physical Damage 

can be done through a query like this:

{{#cargo_query: 
 |tables=mods, mod_stats, spawn_weights, _pageData
 |join on=mods._pageName=mod_stats._pageName, mods._pageName=spawn_weights._pageName, mods._pageName=_pageData._pageName
 |fields=mods._pageName, mods.id, mods.stat_text, _pageData._creationDate, _pageData._modificationDate
 |where= 
       mods.stat_text LIKE "%Physical Damage%"
   AND mods.generation_type=3
   AND mod_stats.min=50
   AND mod_stats.max=75
 |limit=5000
 |order by=mods.stat_text
 |group by=mods._pageName, mod_stats._pageName, spawn_weights._pageName
 |format=template
  |template=Mod table with items
  |intro={{Mod table with items/intro}}
  |outro={{Mod table with items/outro}}
}}

This may yield multiple possible modifiers:

Error: Table spawn_weights not found.

As you can see there is only 1 acceptable mod id in this case that has a matching stat text.


If several modifiers have the same stat text:

  • Avoid having multiple items with the same modifier.
    • If that's the case try to assign the highest numbered mod id to the newest released item. The {{Mod table with items}} result template helps with this.
  • Consider the internal id of the modifier (mods.id).
    • UniqueOneHandMace1 does fit what we're searching for: a modifier for an unique one hand mace
    • In addition once you have found multiple modifiers for the different stat texts, they may be named in a similar fashion (they should refer to a UniqueOneHandMace1 in this case).
  • Use pathofexile.com/trade as a reference because it always uses the correct modifiers.
    • Some modifiers can be excluded because their stat value does not match the trade site. For example Module Error: No results found for item using search term "item_name = The Rat Cage" has the 10% of Fire Damage from Hits taken as Physical Damage. If you filter for this stat it wont be possible to find all Rat Cages because:
      • Legacy items uses Module Error: No results found. which has the stat base_fire_hit_damage_taken_%_as_physical_value_negated = -10.
      • Current versions uses Module Error: No results found. which has the stat base_fire_hit_damage_taken_%_as_physical = 10.


Let's say only 66% increased Physical Damage is known, then the maximum and minimum values are not known but the fields can still be used by replacing that part with:

   AND mod_stats.min<=66
   AND mod_stats.max>=66


Notes:

  • Cargo has similar syntax to SQL.
  • Stat text can include linked words. The [[linked page|linked word]] will be included and since the linked word sometimes differ to the linked page it's not to easy figure out the correct stat text.
  • Stat text may change between updates of the game, so searching for the values and not the text might be a good idea.
  • Using wildcards can make your life easier.
  • The page name and mod id aren't always the same. Use mods.id] when adding to the item.

Notes about specific stats:

Type Description Values
"per second" values These are generally handled by minute. So 2% Life regenerated per second equals a stat value of 120 x*60
duration values These are generally handled in milliseconds. So Gain Onslaught for 3 seconds equals a stat value of 3000 x*1000
reduced/less These are generally negated values. So 30% reduced life equals a stat value of -30 x*-1
x-y These are generally two separate stats, you want to search for min/max for x or min/max for y.
So for Adds (1-2) to (3-4) Physical Damage values mod_stats.min=1 AND mod_stats.max=2 or mod_stats.min=3 AND mod_stats.max=4 are appropriate. Mixing these will yield no results.
x or y

not both

Permyriad Percentage values are sometimes rewritten as a permyriad stat value. x*100

If you fail to find any mods

Generally using mod text should be avoided, since it doesn't handle any automated updating of the values.

However if there is no appropriate mod on the wiki yet (for example, for upcoming unique items!), you may want to use the <implicit/explicit><i>_text parameter.

To address the system not updating the values on the item properly, you can also manually set stats on an item:

Parameter Value Range Description
extra_stat<i>_id str Identifier of the stat. Consider checking Module:Item2 source code to see which ones are handled.
extra_stat<i>_value str No the value of a stat if it isn't a range.
extra_stat<i>_min str Yes minimum range value of a stat
extra_stat<i>_max str Yes maximum range value of a stat

Vendor recipes and upgrade paths

Vendor recipes and upgrade paths can be represented by using the recipe parameters. Any item can have an arbitrary number of recipes that produce the item with each recipe containing a number of parts that represent a single or multiple items of the same type with a specific condition.

Automatic system

The item module has an automatic system that enters recipe data for certain item types.

The system covers the following cases currently:

  • (random) 3:1 map upgrade paths
  • divination cards that affect more then a single item type

Those entries do not need to be duplicated in the sections and the module will provide an error in the lua log if erroneously provided. Such pages will also be added to Category:Items with duplicate sets in upgraded from parameters‎ in order to find them.

The system is automatically disabled for certain types of items

  • Any items that considered disabled (i.e. drop_enabled=false)
  • Most items that have is_drop_restricted set
    • this will only apply to entries that don't award specific items, generally this will exclude things that can only drop under specific circumstances (see the parameter for more details)
    • certain cards can override this behaviour
  • Any items with upgraded_from_disabled=true set. This parameter should only be used in extremely rare circumstances where it is impractical to use the automatic system.

Any recipes automatically entered to the database will also have the acquisition_recipes.automatic field set to true in the database to differentiate them from manual entries.

Additions or changes to the system should be proposed and discussed on Module:Item2's talk page.

Recipe parameters

Replace the <i> with the order of the recipe starting at 1.

Parameter Type Description
recipe<i>_description str A description of the recipe

This should describe the recipe. It may also include general notes about the recipe. For example, this could be used in vendor recipes to mention that all items need to be 20% quality in order for the recipe to work.

Replace the <j> with the order of the part starting at 1.

The item_ parameters used to look up the item in the wiki database, if no item is found, the recipe will be considered invalid. An exact error message is output to the log which can be shown under Lua logs when hitting the preview button upon saving the page and the page will be added to Category:Items with broken item references in upgraded from parameters.

Parameter Type Description Required
recipe<i>_part<j>_item_id str Metadata id of the ingredient item.

Use this if possible.

Yes
recipe<i>_part<j>_item_page str Page of the ingredient item.

Use this to avoid ambiguous item names. Please note as the page name changes the reference here will be invalid, so it isn't as robust as using ids.

Yes
recipe<i>_part<j>_item_name str Exact, case-sensitive name of the item consumed.

Item names can be used for multiple items which can cause this option to fail.

Yes
recipe<i>_part<j>_amount int Amount of items of this type used/consumed in the recipe. Yes
recipe<i>_part<j>_notes str Extra notes about the item types.

For example, the rarity required of the item could be described here.

No

Quest rewards

Replace the <i> with the ordinal of the quest reward set starting at 1.

Parameter Type Required Reward type Field Description
quest_reward<i>_type str Yes both Sets whether this is a quest reward or a vendor reward. Acceptable values are quest or vendor.

Data will be written to the quest_rewards or vendor_rewards accordingly.

quest_reward<i>_quest str Yes both quest_rewards.quest

vendor_rewards.quest

Name of the quest which rewards this item (in any stage of the quest)
quest_reward<i>_quest_id str Yes both quest_rewards.quest_id

vendor_rewards.quest_id

ID of the quest which rewards this item (in any stage of the quest)
quest_reward<i>_act int Yes both quest_rewards.act

vendor_rewards.act

Act in which the quest appears in
quest_reward<i>_class_ids str No both quest_rewards.class_ids

quest_rewards.classes

vendor_rewards.class_ids

vendor_rewards.classes

List of class ids which can obtain this reward after completing the quest. If left empty it is assumed the reward can be obtained by all classes.

The class id can either be the English Name or the related attribute id (e.x. StrDex for Duelist)

Error: Table character_classes not found.
quest_reward<i>_npc str Yes vendor vendor_rewards.npc Which vendor sells the item after the quest has been completed
quest_reward<i>_sockets int No quest quest_rewards.sockets Number of sockets (if any)
quest_reward<i>_item_level int No quest quest_rewards.item_level Item level of the reward (if any)
quest_reward<i>_rarity_id str No quest quest_rewards.rarity_id

quest_rewards.rarity

Rarity id of the reward (english name of the rarity in lower case)
quest_reward<i>_notes str No quest quest_rewards.notes Any additional notes for the reward

Item sell price overrides

In general these parameters should not be set since the item sell price is derived from the modifiers on the item or special vendor recipes. If the sell price is only sightly different from the ingame price (e.x. 2 alchemy shards less then ingame) this indicates that modifiers are missing or wrongfully chosen and should NOT be fixed with sell prices overrides.

Items that have this set will be added to the maintenance category Category:Item with sell prices overrides.

Sell price parameters

Replace the <i> with the order of the set starting at 1.

Parameter Type Description
sell_price<i>_name str Name of the sell price item
sell_price<i>_amount str How many of the specified item this item sells for

Parameters available to groups of item classes

Parameters that apply to various groups of item classes.

Flasks

Eligible item classes:

Life Flasks, Mana Flasks, Hybrid Flasks, Utility Flasks, Critical Utility Flasks

Parameter Value Required PyPoE
Export
Range Properties Description
flask_duration int No Yes Yes flasks.duration How long the flask lasts
charges_max int No Yes Yes flasks.charges_max Maximum number of charges the flask holds
charges_per_use int No Yes Yes flasks.charges_per_use Charges consumed when the flask is used

Utility Flasks

Eligible item classes:

Utility Flasks, Critical Utility Flasks

Parameter Value Required PyPoE
Export
Properties Description
buff_id str No Yes item_buffs.id Internal ID of the associated buff (compare to Template:Buff and Buff namespace)
buff_stat_text str No Yes item_buffs.stat_text Buff stat text as it would appear on the flask
buff_value int No Yes item_buffs.values Values to use for the buff. Order matters; replace <i> with the ordinal number starting at 1.
buff_icon str No No item_buffs.icon Icon of the buff effect

Weapons

Eligible item classes:

'Claws', 'Daggers', 'Wands', 'One Hand Swords', 'Thrusting One Hand Swords', 'One Hand Axes', 'One Hand Maces', 'Bows', 'Staves', 'Two Hand Swords', 'Two Hand Axes', 'Two Hand Maces', 'Sceptres'

Parameter Value Required PyPoE
Export
Range Properties Description
critical_strike_chance float No Yes Yes weapons.critical_strike_chance Base critical strike chance of the weapon
attack_speed float No Yes Yes weapons.attack_speeed Base attack speed of the weapon
damage_min int No Yes Yes weapons.physical_damage_max Minimum base physical damage of the weapon
damage_max int No Yes Yes weapons.physical_damage_min Maximum base physical damage of the weapon
weapon_range int No Yes Yes weapons.range Range in game units of the weapon

Additionally, the following values are set in the data base as long other parameters are specified:

Value Range Properties Description
int Yes weapons.lightning_damage_min Minimum lightning damage of the weapon
int Yes weapons.lightning_damage_max Maximum lightning damage of the weapon
int Yes weapons.cold_damage_min Minimum cold damage of the weapon
int Yes weapons.cold_damage_max Maximum cold damage of the weapon
int Yes weapons.fire_damage_min Minimum fire damage of the weapon
int Yes weapons.fire_damage_max Maximum fire damage of the weapon
int Yes weapons.chaos_damage_min Minimum chaos damage of the weapon
int Yes weapons.chaos_damage_max Maximum chaos damage of the weapon
float Yes weapons.physical_dps Damage per second based on physical damage and attack speed
float Yes weapons.lightning_dps Damage per second based on lightning damage and attack speed
float Yes weapons.cold_dps Damage per second based on cold damage and attack speed
float Yes weapons.fire_dps Damage per second based on fire damage and attack speed
float Yes weapons.chaos_dps Damage per second based on chaos damage and attack speed
float Yes weapons.poison_dps Damage per second based on physical damage, chaos damage and attack speed
float Yes weapons.elemental_dps Damage per second based on lightning damage, cold damage, fire damage and attack speed
float Yes weapons.physical_dps Damage per second based on physical damage, lightning damage, cold damage, fire damage, chaos damage and attack speed
str No weapons.damage_html All damage values as HTML

Armour

Eligible item classes:

'Gloves', 'Boots', 'Body Armours', 'Helmets', 'Shields'

Parameter Value Required PyPoE
Export
Range Properties Description
armour int No Yes Yes armours.armour Armour of the armour
energy_shield int No Yes Yes armours.energy_shield Energy Shield of the armour
evasion int No Yes Yes armours.evasion Evasion Rating of the armour

Gems

Eligible item classes:

'Active Skill Gems', 'Support Skill Gems'

They also inherit all parameters from the Skill template.

Parameter Value Required PyPoE
Export
Range Field Description
gem_tags list[str] No Yes No skill_gems.gem_tags List of gem tags.
dexterity_percent int No Yes No skill_gems.dexterity_percent Dexterity portion of the gem stat distribution.

For pure gems, this is usually 100 for the primary attribute and 0 for the other attribute. For hybrid gems, this is usually 60 for the primary attribute, 40 for the secondary attribute, and 0 for the remaining attribute.

strength_percent int No Yes No skill_gems.strength_percent Strength portion of the gem stat distribution.
intelligence_percent int No Yes No skill_gems.intelligence_percent Intelligence portion of the gem stat distribution.

With all arguments supplied, these properties will also be set:

Field Description
skill_gems.primary_attribute Will be set to the primary attribute (highest percentage)

Stackables

Eligible item classes:

'Currency', 'Stackable Currency', 'Hideout Doodads', 'Microtransactions', 'Divination Card'

Parameter Value Required PyPoE
Export
Range Field Description
stack_size int No Yes No stackables.stack_size Maximum stack size of the item

Parameters specific to a single item class

Parameters specific to item classes

Class Parameter Value Required PyPoE
Export
Range Field Description
Life Flasks

Hybrid Flasks

flask_life int No Yes Yes flasks.life How much Life the flask recovers
Mana Flasks

Hybrid Flasks

flask_mana int No Yes Yes flasks.mana How much Mana the flask recovers
Shields block int No Yes Yes shields.block The base chance to block on shields
Amulets is_talisman bool No Yes No amulets.is_talisman Whether the amulet is a talisman (defaults to no)
Divination Cards card_art str No No No divination_cards.card_art Can be used to define alternate name for the divination card background art.

By default, the name of the card is used.

Incubators incubator_effect str No Yes No incubators.effect Effect of an Incubator when used on an item.

Hideout Doodads

Parameter Value Required PyPoE
Export
Range Field Description
is_master_doodad bool No Yes No hideout_doodads.is_master_doodad Whether this doodad is a doodad that can be bought from a master
master str No Yes No hideout_doodads.master Name of the forsaken master who sells this doodad, if any
master_level_requirement int No Yes No hideout_doodads.master_level_requirement Which master level the forsaken master sell the doodad at, if any
master_favour_cost int No Yes No hideout_doodads.master_favour_cost How master favour the doodad costs, if any
variation_count int No Yes No hideout_doodads.variation_count Number of available variations for this doodad

Maps

Parameter Value Required PyPoE
Export
Range Field Description
map_tier int No Yes No maps.tier Tier of the map
map_guild_character str No Yes No maps.guild_character Character used when using the map for creating a guild
map_area_id int No Yes No maps.area_id Area id of the map
map_area_level int No Yes No maps.area_level Area level of the map
unique_map_guild_character str No Yes No maps.unique_guild_character Character used when using the unique version of the map for creating a guild
unique_map_area_id int No Yes No maps.unique_area_id Area id of the unique version of the map
unique_map_area_level int No Yes No maps.unique_area_level Area level of the map

Current map series / atlas maps

This set of parameter is intended only for the current map series featured on the atlas and only contains parameters relevant to the atlas.

The placeholder <i> is used in some places for the upgrade tier of the relevant region. Valid tiers are between 0 and 4.

Parameter Value Required PyPoE
Export
Range Field Description
atlas_region_id str No Yes No atlas_maps.region_id Internal ID of the Region this map is located in.
atlas_region_minimum int No Yes No atlas_maps.region_minimum Lowest region upgrade tier at which the map can appear on the region map
atlas_x<i> float No Yes No atlas_maps.x<i> X-coordinate on the atlas of worlds for the given region upgrade tier &lti>
atlas_y<i> float No Yes No atlas_maps.x<i> Y-coordinate on the atlas of worlds for the given region upgrade tier &lti>
atlas_map_tier<i> int No Yes No atlas_maps.map_tier<i> Tier of the map for the given region upgrade tier &lti>

If the map is not present at the specified tier this this value should be 0

Connections

Connections are placed here starting at the index <i> 1 incrementing by one for each connection. Any amount of connections can be specified, however no integers can be skipped. The order of the connections does not matter.

Parameter Value Required PyPoE
Export
Range Field Description
atlas_connection<i>_target page Yes Yes No atlas_connections.map2 The page name of the connected map. Map page names strictly follow the syntax of Map name (league), for example Port Map (Metamorph).
atlas_connection<i>_tier bool Yes Yes No

atlas_connections.region0
atlas_connections.region1
atlas_connections.region2
atlas_connections.region3
atlas_connections.region4

A list representing for which region upgrade levels this connection is present. The list always have 5 boolean (true/false) entries representing tiers 0 though 4.

For example:

atlas_connections1_tier = False, True, False, True, False

means that the connection is present on Tier 1 & 3, but not any of the others.

Stackable Currency

Parameter Value Required PyPoE
Export
Range Field Description
is_essence bool No Yes No Whether the currency item is an essence
essence_level_restriction int No Yes No essences.level_restriction Up to which item level the essence can be used
essence_level int No Yes No essence.level Level of the essence

Jewel

Parameter Value Required PyPoE
Export
Range Field Description
item_limit int No No No jewels.item_limit Maximum amount of jewels that can be equipped at once.
str No No No jewels.radius_html HTML text of the jewels radius, if any specified via mods

Harvest Seed

Parameter Value Required PyPoE
Export
Range Field Description
seed_effect str No Yes No harvest_seeds.effect The description of what the seed does
seed_type_id str No Yes No harvest_seeds.type

harvest_seeds.type_id

The ID of the seed type.

Valid values are primal, vivid and wild

seed_tier int No Yes No harvest_seeds.tier The tier of the seed
seed_growth_cycles int No Yes No harvest_seeds.growth_cycles How many cycles it takes to grow the seed
seed_required_nearby_seed_amount int No Yes No harvest_seeds.required_nearby_seed_amount How many nearby seeds are required to grow this type of seed. If empty, 0 is assumed.
seed_required_nearby_seed_tier int No Yes No harvest_seeds.required_nearby_seed_tier The type id of nearby seeds to grow this type of seed. Valid types are primal, vivid and wild. If the seed amount is not specified, this can be left out.
seed_consumed_wild_lifeforce_percentage int No Yes No harvest_seeds.consumed_wild_lifeforce_percentage How much of the life force is granted as wild lifeforce.

Since the lifeforce is level based, this used to show the distribution. If this item doesn't grant life force of a particular type 0 can be used.

seed_consumed_primal_lifeforce_percentage int No Yes No harvest_seeds.consumed_primal_lifeforce_percentage How much of the life force is granted as primal lifeforce.

Since the lifeforce is level based, this used to show the distribution. If this item doesn't grant life force of a particular type 0 can be used.

seed_consumed_vivid_lifeforce_percentage int No Yes No harvest_seeds.consumed_vivid_lifeforce_percentage How much of the life force is granted as vidid lifeforce.

Since the lifeforce is level based, this used to show the distribution. If this item doesn't grant life force of a particular type 0 can be used.

seed_granted_craft_option_ids list[str] No Yes No harvest_seeds.granted_craft_option_ids List of comma separated crafting options by their ID. Generally this should be covered by the export with no adjustments needed - see Module:Harvest/harvest craft options for the craft option data.

Other specific parameters

Prophecies

Prophecies are a special case which require the base_item to be set to "Prophecy" with rarity_id "normal" and class_id "StackableCurrency":

{{Item
|rarity_id                        = normal
|class_id                         = StackableCurrency
|base_item                        = Prophecy
...
}}

In addition, the following parameters are exclusive to prophecies:

Parameter Value Required PyPoE
Export
Range Field Description
prophecy_id str No Yes No prophecies.prophecy_id Internal (unique) identifier of the prophecy.
prediction_text str No Yes No prophecies.prediction_text The prediction text of the prophecy (i.e. the white text that tells you what will happen).
seal_cost int No Yes No prophecies.seal_cost How many Module Error: No results found for item using search term "item_name = Silver Coin" are required to seal the prophecy.
objective str No No No prophecies.objective Text detailing what is required to successfully complete the prophecy
reward str No No No prophecies.reward Text detailing what the prophecy rewards (please also specify recipe if it upgrades an item)

Examples

Finding areas

For the drop_areas parameter you'll need to specify the area ids; the id is required instead of the name of the area, because multiple areas can share the same name. There are a couple of ways to find area ids:

  1. In the main area page there is a infobox that shows the id.
  2. You can also use #cargo_query to find ids using a simple query such as:
{{#cargo_query:
|tables=areas
|fields=areas._pageName, areas.id, areas.name, areas.act, areas.main_page
|where=areas.name="The Twilight Strand"
|group by=areas._pageID
}}

Yields: No results So if you meant the act 1 area you'd use drop_areas = 1_1_1, if you meant the act 6 area, you'd use drop_areas = 2_6_1 or if you actually want both you can just use them both drop_areas = 1_1_1, 2_6_1.

Finding monsters

For the drop_monsters parameter you'll need to specify the monster ids; the id is required instead of the name of the monster, because multiple monsters can share the same name. There are a couple of ways to find monsters' ids:

  1. In the main monster page there is a infobox that shows the id.
  2. You can also use #cargo_query to find ids using a simple query such as:
{{#cargo_query:
|tables=monsters
|fields=monsters._pageName, monsters.metadata_id, monsters.name, 
|where=monsters.name = "Atziri, Queen of the Vaal"
}}

Yields: No results So if you meant the normal boss you'd use drop_monsters = Metadata/Monsters/Atziri/Atziri, if you meant Uber Atziri, you'd use drop_monsters = Metadata/Monsters/Atziri/Atziri2 or if you actually want both you can just use them both drop_areas = Metadata/Monsters/Atziri/Atziri, Metadata/Monsters/Atziri/Atziri2. But as we see here there are a few other as well, but by the name we can tell that those seem to be related to the different phases. So study the differences and try to choose the most straightforward one, being consistent by using the same metadata_id makes it easier to show on all the relevant pages.

Subpages

See also