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Crafting pulled back

PoE2 inherits PoE1's currency-as-crafting framework, there's no gold, every currency is a crafting reagent, but simplifies aggressively.

What carried over

The core currencies still exist with similar (or rebalanced) functions:

CurrencyPoE1 rolePoE2 role
Orb of TransmutationMagic upgradeSame
Orb of AugmentationAdd affix to magicSame
Regal OrbMagic → RareSame
Chaos OrbDe-facto small unit of trade; full re-roll of a rareRe-rolls a single mod, not the whole item: a targeted craft
Exalted OrbAdd affix to rare; large unit of tradeNow the common rare-upgrader, no longer a chase
Divine OrbRe-roll valuesSame; promoted to top trade tier
Annulment OrbRemove a random affixSame
Mirror of KalandraDuplicate itemSame; still mythic

The Chaos / Exalted shift

The most notable change: Chaos Orbs and Exalted Orbs swapped roles.

In PoE1: Chaos was the de-facto unit of trade, casually accumulated. Exalted was the chase currency, ~100 chaos = 1 exalted in most leagues.

In PoE2: Exalted is rebalanced to be common (the "rare-upgrader" everyone uses), Chaos is rare. Chaos's effect changed from "re-roll the whole rare" to "re-roll a single mod", a targeted craft.

This shift partly reflects GGG's view that PoE1's Chaos-as-currency had outgrown its design role. Chaos was supposed to be a craft tool, not a trade unit; over time it became the unit-of-trade and lost its crafting identity. PoE2 attempts to restore intent.

What was simplified

  • The crafting bench is gone. PoE1's Bench (Vorici / Master crafting) was a deterministic-craft layer that became too central; PoE2 ships without it.
  • Sockets-and-links are gone. Skill gems carry their own sockets (see skill-gem-rework), so the Jeweller's Orbs / Chromatic Orbs / Orb of Fusing complex doesn't exist.
  • Affix tiers and pools are present but tightened. Less surface area for "this affix only spawns from this specific influence on this specific base," at least at EA stage.
  • Recombinators and rune-sockets fill some of the deterministic-craft slot: but constrained.

What stayed (probably) hard

The aspirational crafting philosophy is preserved. GGG has stated that PoE2 will continue the "deterministic crafting is repeatedly nerfed" pattern, the cycle from PoE1 isn't a bug, it's a feature, and GGG is unlikely to walk away from it.

EA-stage Recombinators have been cited as "powerful enough to be the next nerf candidate" by community theorycrafters, pattern-matching on PoE1's Harvest cycle.

What this teaches

  • Sequels can reset crafting drift. PoE1's crafting accumulated 12 years of bolt-on subsystems (Essence, Bestiary, Harvest, Fossil, Eldritch, Recombinator, etc.); PoE2 ships with fewer at EA. GGG can re-pick which subsystems matter.
  • Currency rebalancing is sequel-only. You can't change what Chaos is in a 12-year live game without breaking the economy. Sequels are the only place this kind of currency-role rebalance is possible.
  • Simplification has a community cost. Players who built mastery in PoE1's crafting deeps don't want to learn a new system; the EA reception had a notable "where are my Harvest crafts" thread cycle.

Patterns this exemplifies

Released under the MIT License.