Master – official path of exile wiki electricity usage calculator spreadsheet

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Masters must be encountered in the wild before they start appearing in various towns in Wraeclast. The table below shows in which act’s town they will be located, what type of hideout they have, and signature modifiers, etc. they will eventually offer as they gain levels.

Masters (with the exception of Leo) can be encountered "in the wild", where they will offer a normal mission. The level of a normal mission is based on the level in which the master is encountered. Masters cannot be encountered until you have visited their associated town at least once. Zana can only be encountered in Maps.

Masters in your hideout will offer an additional mission each day. The daily mission gives 250% of the Reputation and Favour of a normal mission, if the Master is triggered in your own Hideout. If triggered in a party member’s hideout, the daily mission awards the standard 100% of the Reputation and Favour as per level. Daily missions reset at midnight UTC. Upon completing (or failing) the daily mission for a master, that master’s vendor inventory will reset.

Upon starting a daily mission the master will open a portal. Meet the master inside the portal to start the daily mission. You may exit and re-enter the daily mission area as long as you have not completed, abandoned, or failed the master’s mission. Note that leaving a daily mission area after completing the mission but before turning the mission in will result in you being unable to turn the mission in.

There is a 5% experience penalty for deaths in level 5 and 6 Forsaken Master mission areas, and a 10% experience penalty for deaths in level 7 and 8 Forsaken Master mission areas. All of Zana’s Missions have a 10% experience penalty on death.

At level 3, masters will offer to share a hideout with the player. Each master’s hideout has a different tileset, Haku: The Coast, Elreon: The Library, Catarina: The Fellshrine Ruins, Tora: The Riverways, Vagan: Battlefront, Vorici: The Slums, Zana: Solaris Temple and Leo: The Gardens. Hideouts offer the following benefits:

• masters in a hideout will offer daily missions. These provide 250% of the Reputation and Favour of normal missions. Note that masters can still be encountered in the wild regardless of which master(s) are in your hideout. Upon finishing (or failing) a mission, the master’s shop inventory is reset.

Initially, each hideout may hold a maximum of two masters. At Reputation level 5 the maximum is raised to four, and at level 7, to seven. Leo does not count towards the master limit. Dismissing a master will forfeit all accumulated Reputation towards their next level. Navali, despite not being a Master, can also be invited to the hideout and does not count towards the Master limit.

A hideout may be changed or reset at anytime with no penalty by speaking to a level appropriate master and claiming a hideout. When a hideout is reset, decorations remain where they were placed, but masters and Stash chests are reset. When a hideout is changed, all decorations are placed within the Hideout Stash. It’s impossible to change to a tileset that doesn’t have the capacity for your current masters.

Each master acts as a vendor for items. The range of items increases with each master level; at level 8 there is a 25% chance of being offered a random unique item as long the unique item does not have any special restrictions (such as being only obtainable from specific monsters, prophecies, etc). Master inventories are the only way to obtain Cloak of Tawm’r Isley Cloak of Tawm’r Isley

Starting from master level 4, masters have a chance to sell a magic item with their signature modifier, a special crafting mod that is only available by them. These all count as normal prefixes (not as mastercrafted mods). Their values will be rerolled if a Divine Orb Divine Orb Stack Size: 10 Randomises the numeric values of the random properties on an item Right click this item then left click a magic, rare or unique item to apply it.

Each bench offers a list of mods that can be crafted onto items of certain types for a cost. Usually, only one crafted mod may be added to an item; the crafted mod is shown in a brighter color than normal mods. Crafting a mod follows the normal affix rules. Specifically:

Likewise, the existence of a crafted mod on an item prevents a mod of the same type from being added via an Exalted Orb Exalted Orb Stack Size: 10 Enchants a rare item with a new random property Right click this item then left click a rare item to apply it. Rare items can have up to six random properties.

At level 8, each master (Vorici’s different and Zana doesn’t have one) can craft a special modifier that doesn’t grant stats or bonuses, but affects other mods and may override regular crafting rules. [2] These meta-crafting mods are treated as regular master crafted mods; they take up either a prefix or suffix spot but, like any other crafting mod, only one can be added at a time. This can be bypassed by Elreon’s meta-crafting mod.

Crafted mods may not be directly exchanged. They are removed if the item is randomly rerolled using an Orb of Alteration Orb of Alteration Stack Size: 20 Reforges a magic item with new random properties Right click this item then left click a magic item to apply it.