Data & methodology
exile.sh explores the Path of Exile 2 Currency Exchange. Prices come from completed hourly digests published by Grinding Gear Games. They are historical averages, not live offers or guarantees of an executable price.
Shared builds display snapshots exported from Path of Building for PoE2. The sections below explain the sources and limitations of both our economy data and build viewer.
Where the numbers come from
We use the documented GGG Currency Exchange API. It reports activity by currency pair and league. Trades outside the exchange, equipment listings, and unique-item prices are not included. Only completed hours are available; timestamps use UTC and label the start of the source hour.
A price with a paper trail
For a direct Exalted market, the hourly price is traded Exalted units divided by traded item units. Zero-volume pairs have no executed price. If a direct market is unavailable, we use a same-hour path through Chaos or Divine. The item detail identifies this under Observation. When both paths exist, the one with more traded item units wins.
Changing the displayed quote divides by that anchor’s price in the same hour. Missing anchor observations stay missing. This normalized estimate may differ from the direct pair rate shown in “Inside the market.” Volume means item units in the market used to calculate that price; it is not the whole exchange’s turnover. The Exalted base itself sums its traded units across pairs.
Auto display chooses Exalted, Chaos, or Divine separately for each item, using the pair with the most traded item units in the latest completed hour. Ties prefer Exalted, then Chaos, then Divine. Inactive pairs and quotes without a usable conversion are excluded; without a qualifying pair, Auto falls back to Exalted. Prices retain the same normalized calculation described above. Changes and history use the selected quote; price sorting compares Exalted values even when displayed units differ.
Trends that earn their place
24-hour and 7-day changes compare two three-hour, item-volume-weighted average prices, separated by the stated period. Each window needs at least two observations. These are comparisons of smoothed historical windows, not changes from the last trade.
Movers compare the selected 24-hour, 48-hour, 7-day, 30-day, or 90-day period (months mean rolling 30 and 90 days), and additionally require at least 12 active hours in the last 24, activity in the latest published hour, and at least 1,000 Exalted of observed traded value in each comparison window. The liquidity threshold stays in Exalted when you change quote. Your selected quote currency is excluded from its own movers ranking. Thin markets can still be volatile.
History, gaps, and collection
Hourly observations are stored in item-day buckets. Charts never carry a price across a missing hour. Longer views show volume-weighted UTC daily averages, and the current day can be partial. Sparklines contain eight six-hour weighted windows covering 48 hours. Incomplete imports are excluded from published chart data.
This development release has a bounded initial backfill. Longer ranges display only the history actually collected; empty time is not reconstructed. Continuous collection is paused by default until the project’s free-tier usage is reviewed. The page shows the latest imported hour and warns when it is stale.
Raw source digests are compressed and hashed for reproducibility. Automated cleanup retains eight days of source archives and 92 days of hourly price history and completion records. Retention does not restore older observations that were never collected or have already expired.
Shared builds and exported stats
Build data comes from user-supplied Path of Building exports, pasted directly or imported from a pobb.in link. We decode the export to read equipment, skills, passive allocations, configuration, and saved statistics. This does not require access to a GGG account or character API. Published builds are public snapshots; the original export is retained for copying or downloading back into Path of Building.
Statistics reflect the author’s active setup and configuration at export time, including any selected combat conditions. We do not run a calculation engine. Browsing another equipment, weapon, skill, or tree set does not recalculate the displayed stats. Missing statistics are not evidence of a zero value, and exported damage is not a guarantee of damage in play.
Passive trees and jewels
Passive-tree geometry, node descriptions, radius definitions, and tree artwork are sourced from a pinned revision of the community-maintained Path of Building for PoE2. We keep versioned tree assets and select the map using the export’s saved tree version. Unavailable versions and unmapped nodes are reported rather than substituted with a current tree. Changes upstream under the same version label may still differ from our saved revision.
Jewel overlays show supported radii and saved socket assignments. They do not simulate jewel effects: seeded Timeless transformations, conditional modifiers, and cross-jewel bonuses are not recalculated or folded into base-node descriptions. Some generated nodes or sockets cannot be mapped. The author’s exported summary stats remain unchanged.
Skill and support gems
Gem levels, quality, enabled state, and corruption come from the saved PoB export. Tooltip descriptions and tags use a pinned PoB reference snapshot, which may differ from older builds. They describe the base skill, not its calculated effect in your build.
Numerical effects use PoB’s stat descriptions at the saved gem level, including its saved corruption level modifier. Quality contributions are listed separately. The gem details page also previews Gemling Legionnaire’s Advanced Thaumaturgy quality effect where the pinned source provides one; this conditional effect is not applied to Build Bin gems. Equipment and other passive bonuses are not applied. Values requiring actor-level interpolation are omitted and flagged as incomplete. These references load on demand and are cached separately for each skill. Gem effects source manifest.
Gem icons are extracted from PoB’s official game-art atlas, with missing support icons sourced from RePoE’s skill-gem export. Artwork is served locally, loaded on demand, and cached using versioned paths and content hashes. Gem source manifest. Unmatched gems retain their saved values and a fallback icon.
Gem keyword explanations use the RePoE PoE2 keyword export, which is extracted from game data. Definitions and linked terms are frozen with the gem reference snapshot and reviewed before an update ships. RePoE is a community source, so updates may arrive after a game patch.
Names, artwork, and ownership
Item names, descriptions, category inputs, and artwork paths come from the community-maintained RePoE fork, using its PoE2 base-item export. Categories are assigned by this project and may need corrections. Unknown items retain their metadata identity and a fallback icon.
Build equipment also uses RePoE’s unique-item export and socketable metadata and artwork. Named uniques are matched to their unique artwork where available; other equipment uses its base-type artwork. Images illustrate the matched item type, not every property or visual variation of the exported item.
We mirror equipment and socketable images locally and extract tree icons from the versioned PoB artwork files. Images are served from exile.sh and loaded as needed; detailed tree art loads when zooming in or inspecting a node. Versioned tree assets use long-lived cache headers, and tree image filenames include content hashes so unchanged files can be reused from cache. Source revisions and metadata hashes are recorded alongside our asset catalogues.
The Lightning Arrow gem page uses the in-game skill preview shown on PoE2DB. Other gem pages use their gem icons when a skill preview is unavailable.
Path of Exile, its game data, and artwork belong to Grinding Gear Games. These assets are separate from the MIT license for our original source code. This product isn’t affiliated with or endorsed by Grinding Gear Games in any way.
Path of Building’s license notices are retained with our tree assets and are available in the PoB license file. Attribution describes our sources; it does not imply that GGG’s game assets are covered by an open-source software license.
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