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Crafting & currency

The most copied-but-never-replicated PoE design move: there is no gold. Every "currency" is a consumable that performs a specific operation on an item.

Core currencies (sample)

CurrencyWhat it doesDrop tier
Scroll of WisdomIdentifies an itemBulk
Orb of TransmutationWhite → Magic (1–2 affixes)Common
Orb of AlterationRe-roll a magic itemCommon
Orb of AugmentationAdd an affix to a magic itemCommon
Regal OrbMagic → Rare (adds one mod)Uncommon
Chaos OrbRe-roll a rare item entirelyUncommon (the de-facto small unit of trade)
Exalted OrbAdd a single random affix to a rare itemRare (large unit of trade)
Divine OrbRe-roll the values of an item's existing affixesRare
Annulment OrbRemove a random affixRare
Mirror of KalandraDuplicate an item exactlyMythic (single-item value)

Plus dozens more: Vaal Orbs (corrupt for unpredictable upside/downside), Orb of Scouring, Orb of Alchemy, Blessed Orb, Cartographer's Chisel, Bestiary Orbs, Eldritch Embers and Ichors, Sextants, Scarabs, Fossils, Resonators, Essences …

The currency-as-crafting design move

Every currency has intrinsic utility — it modifies items. Trade prices are denominated in these same currencies. So when you receive a Chaos Orb from a monster:

  • You can spend it on your own gear (re-roll a rare item).
  • You can spend it acquiring someone else's gear (buy something on trade).
  • The two uses compete — the same Chaos Orb cannot do both.

This produces:

  1. Built-in inflation control. Every transaction is also a sink. Players who hoard currency to buy later still spend it to craft now. Currency leaves the economy through sinks every time someone uses it for its intrinsic purpose.
  2. Real opportunity cost on every drop. "I just got a Divine — do I divine my own ring or sell it for 60c and buy a better ring?"
  3. Denomination as game design. Chaos = small unit, Divine = mid unit, Mirror = the asymptote. Players think in tiers naturally.

vs Diablo: D2/D3/D4 use gold + materials. Gold is a pure trading abstraction with no item-modifying effect, so monsters are infinite gold faucets and the only sinks are repair / vendor gambling. Inflation is structural. PoE folded the sink directly into the gameplay verb.

Item affixes

Items have prefixes and suffixes (max 3 each on rare items), pulled from pools weighted by item base, item level, and tags. Each roll has a tier (T1 best, T7 worst); T1 rolls are intentionally rare. Above the rare tier, the affix system layers on:

  • Influenced items (Shaper / Elder / Conqueror / Crusader / etc.) — exclusive mod pools, accessed by farming specific endgame content.
  • Fractured items — one mod locked permanently; you craft around it.
  • Synthesised items — implicit mod combinations; mid-tier crafting.
  • Veiled items — one slot reserved for an Aisling craft (deterministic mod choice).
  • Eldritch implicits — top-tier implicit modifiers from Searing Exarch / Eater of Worlds.
  • Corrupted items — one final lottery; can brick or transcend.

The endgame target is usually a 6-modded rare with 4 influence-exclusive mods at T1–T2 tiers — a single such item can require dozens of crafting steps and tens of thousands of currency.

Crafting subsystems — the recurring family

Across leagues GGG has shipped a family of bolt-on crafting layers:

SystemWhat it adds
EssenceGuaranteed one mod from a list
BestiarySplit / imprint / add modifiers
HarvestTargeted reforge / augment by tag (extremely powerful, repeatedly nerfed)
Fossil / ResonatorWeighted pools for specific mod families
EldritchImplicit slot influencer
RecombinatorMod-mixing between two items
Aisling (Veiled)Removes a mod and adds one in a chosen mod family
Bench / MasterDeterministic but limited mods

Each subsystem trades randomness for specificity in a different direction. GGG calibrates each layer's "deterministic ceiling" against what they consider the appropriate average time-to-perfect-item for the top 0.1%.

The Harvest cycle is the canonical case study: shipped in 3.11 (2020) as extremely targeted crafting, drove a wealth boom in the top 1%, and was nerfed in 3.13/3.14. Chris Wilson explicitly named the tension:

"We were concerned by how deterministic some Harvest Crafts are and how easily players can craft near-perfect items." — GGG, Harvest crafting changes manifesto

The Reddit revolt that followed is the cleanest single example of the friction-between-GGG-and-its-community that defines PoE discourse.

Aspirational crafting as design philosophy

GGG has stated repeatedly that crafting should be aspirational, not guaranteed. A perfect mirror-tier item exists; reaching it should require real effort, not just gold. The 18-month "ship deterministic system → nerf it" cycle is the design pattern, not a bug.

Whether this is right is contested. The community position: deterministic crafting solves a real new-player problem (RNG walls), and removing it pushes crafting back into "buy from the top 1%, craft is for nerds." GGG's position: a frictionless craft removes the chase, and the chase is the game.

Patterns this exemplifies

  • currency-as-crafting — the canonical example. No gold; every currency does something.
  • aspirational-crafting — perfect items must be reachable but rarely reached; deterministic crafting is repeatedly nerfed to preserve the asymptote.
  • random-perfect-roll-economy — same shape as Warframe's Riven mods. Affix RNG creates per-item uniqueness; perfect rolls become market commodities.

Released under the MIT License.