Echoes of the Atlas: Atlas Passive Trees

LunaWolve

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Atlas Passive Trees

The Echoes of the Atlas expansion features entirely new ways to customize your atlas to your particular playstyle and wants.

GGG has added completely new passive trees to each of the regions on your Atlas, which you can unlock by following the new Maven storyline and beating her challenges throughout your Atlas progression.

We will be covering the following topics on this page:

  • Each individual Atlas Passive Tree and rating their passives.
  • Min-maxing advice on unlocking them (ETA: TBD, once released).
  • In-depth rundown on how to make the most out of the passive trees.
  • Wherever applicable, we will also give softcore economy-related advice on how to best setup your Atlas passive tree to make raw currency gains.

Legend:

  • Overpowered in every possible metric
  • Must-Have, 99/100 times
  • Great, regardless of build
  • Acceptable, for all builds
  • Meh, unless going for specific builds
  • Bad, unless going for specific builds

In each of the sections that follows, we will look at the passives for a quadrant of the Atlas, ranking them by our current preferred order, and then breaking down why we feel each one is good or bad.

Haewark Hamlet

Haewark

Recommended Order (Haewark Hamlet)

  1. The Grove’s Call
  2. Nature’s Favour
  3. Focussed Investigation
  4. Power Hungry Removed in 3.14
  5. Per Diemon Moved to Glennach Cairns
  6. Last two options are free, depending on your playstyle and likes.

Passive Breakdown (Haewark Hamlet)

  • The Grove’s Call
    Areas have +10% chance to contain The Sacred Grove.

Absolutely fantastic 2-point wonder. Having an increased chance to access Harvest is a must-have for everyone in the game, regardless of SSF/HC/SC playstyles. Harvest crafting represents the easiest and most powerful way to enhance your items and power up your builds. If you aren’t interested in crafting, they can also be easily sold, by simply saving crafts in the Horticrafting Station.

  • Wild Fruit
    Harvest Plots in Areas have 100% increased chance to grow a Tier 4 Plant.

Somewhat of a specific choice. For some players (read: high-end crafters), this is going to be a purple option, but for most players, this will be fairly mediocre at best, as the Tier 4 crafts are exclusively meant to be used on top-of-the-line items. There are definitely better choices on the tree!


  • Nature’s Favour
    Plants in Areas give the rarest of 2 chosen Crafting Options.

This, together with “The Grove’s Call”, will likely be your first 4 points on this tree. This is essentially removing the absolute worst crafting options, FOREVER. This make your crafting operations a lot easier as a result.

  • Controlled Corruption
    Corrupting Imprisoned Monsters in Areas cannot release them. Areas contain and additional Essence.

Outside of specific challenges or Essence-farming/crafting plans, this node is pretty bad. While it guarantees that you will find one Essence every map, Essences aren’t exactly known as a huge money maker. With the introduction of Harvest crafting, they do regain a bit of value, but there are better options on the tree than this one.

  • Amplified
    Essences found in Areas are a tier higher.

Straight up good. No downsides, doesn’t really take much effort to benefit from it. Just good.

  • Focussed Investigation
    Jun Missions in Areas grant 100% increased Favour. Areas have 10% chance to grant an additional Jun Mission on completion.

The first part is entirely useless outside of hideout decorating players. The second part only grants you more Jun missions, if you FINISH a map in the area. Often times you will be hard pressed to use all your master missions anyway, which makes this only a “good” option, rather than a great one.

  • Intelligence Gathering
    Completing Maps grants 10 Intelligence for a random Immortal Syndicate Safehouse.

Pretty bad option, as it can also be wasted on located Safehouses. It’s usually extremely easy to quickly locate Safehouses once your board is properly set up, so getting an extra 10 Intelligence per map (if it’s not wasted on a located one) is not really a great option.


  • Bribery
    Immortal Syndicate Members in Areas are 200% more likely to offer Bargains for Items. Immortal Syndicate Members in Areas drop 200% more Items when Bargained with for Items.

With the 3.14 changes to Veiled items, this might be a strong option for crafters. Worth to keep an eye on, to see how it progresses!

  • Sacred Lands
    +10% chance for Areas to contain Ritual Altars.

Unclear how good it will be, due to Ritual’s core implementation.

  • Paid in Blood
    Allows you to reroll Favours in Areas 2 additional times, while also granting 100% increased chance of Ritual Altars with Special Rewards.

Likely to be fairly decent, if the Special Rewards are worthwhile to go for.

Tirn’s End

Tirn's End

Recommended Order (Tirn’s End)

  1. That Which You Seek
  2. Greater Focus
  3. Big Game
  4. Great Migration
  5. Last option is free, depending on your playstyle and likes.

Passive Breakdown (Tirn’s End)

  • Underground Kingdom
    Areas have 1% chance to contain an Abyss per 2% increased Pack Size. Abysses in Areas have 100% increased chance to lead to an Abyssal Depth. Abyssal Depths in Areas have 100% increased chance to contain a Lich.

Decent node if you’re trying to farm some Stygian Vises or are wanting to farm Abyss Uniques from the Liches. Generally, Abyss is not really a worthwhile league mechanic, as it’s reward quantity is fairly low, compared to others.


  • Buried Riches
    Hoards in Abyssal Depths drop additional Basic Currency Items.

As mentioned before, anything that guarantees more Currency Items to drop is essentially a must-have. The only downside to this node is that it requires “Underground Kingdom” beforehand AND is still gated behind some serious RNG.

  • Lightless Legion
    Abyssal Depths in Areas have +3 to Monster Level. Abyssal Depths in Areas have 100% more Magic Monsters. Abyssal Depths in Areas have 100% more Rare Monsters. Abyssal Depths in Areas have 50% increased Pack Size.

Decent, as it makes it easier to obtain iLvL 86 item bases. Since it is fairly easy to get iLvL 86 Stygian Vise Stygian Vise bases, however, its value is debatable. Having more monsters, at higher levels, is fairly great for experience on the other hand, which might push this node towards the Blue Level of worth, depending on the mob density.

  • Trespassers
    Areas contain additional Invasion Bosses.

Invasion is not really a worthwhile league mechanic, so this node is kind of a waste.

  • Exotic Goods
    Invasion Bosses in Areas drop 1 additional Valuable Item. (buffed in 3.14)

Depending on what this pool of “valuable items” contains, this might be worthwhile to take. As we don’t know so far, we’re recommending to avoid this node.

  • That Which You Seek
    Areas have 10% additional chance to obtain a Mirror of Delirium.

Delirium is by far and away the best league mechanic ever since it’s implementation for both EXP and Currency gain. This is a must-have. Be advised that Delirium Mirrors heavily increase the difficulty of ALL maps in the Area.

  • Greater Focus
    Delirium in Areas increases 50% faster with distance from the mirror.

Great choice, as the Delirium determines the amount and difficulty of monsters spawned, leading to faster filling of the bars that grant the rewards.

  • The Singular Eternity
    Delirium Fog in Areas dissipates 25% slower. Delirium Fog in Areas lasts 10 additional seconds before dissipating.

Decent choice overall. This turns into a {color:purple} Purple Tier Option if your build is not able (damage-wise) to clear a full Delirium Mirror. This node will allow you to make sure to get 100% of the loot provided by it in that case.

  • Big Game
    Red Beasts in Areas have 15% chance to appear in Pairs. Yellow Beasts in Areas have 15% chance to be replaced with Red Beasts.

This is equivalent to having random chances to get free Bestiary Scarabs applied to your maps. Straight up great! More Red Beasts will result in more chances to get the valuable crafts or even Portal Beasts.

  • Great Migration
    Einhar Missions in Areas have 10% chance to replace all monsters with Beasts.

This is not a 1:1 replacement. As in, you will not end up with 1,000+ Beasts per map. However, this will still VASTLY increase the amount of Beasts you will be able to find and capture. Definite must-have!

Lex Proxima

Lex Proxima

Recommended Order (Lex Proxima)

  1. Rich Veins
  2. Sulphite Infusion
  3. Bumper Crop
  4. Heart of the Grove
  5. Last option is free, depending on your playstyle and likes.

Passive Breakdown (Lex Proxima)

  • Gatekeepers
    Breaches in Areas have 100% increased chance to contain a Boss. Breach Bosses in Areas drop double Breach Splinters. Breach Bosses Defeated in Areas have 5% chance to drop a Breachstone.

This is a decent Node, but nothing to write home about. 100% increased chance, basically doubles the existing chance. It does NOT mean they’re guaranteed to spawn. Getting double splinters is kind of irrelevant, but the 5% chance to get a Breachstone is fairly nice.

  • Within Their Grasp
    Breach Bosses Defeated in Areas have 5% chance to drop a Breachstone. Breachstones dropped by Breach Bosses in Areas have a 9% chance to be Charged. Breachstones dropped by Breach Bosses in Areas have a 3% chance to be Enriched. Breachstones dropped by Breach Bosses in Areas have a 1% chance to be Pure.

Also a decent node. You have to take “Gatekeepers” first to acquire this one, so you innately have a 5% chance to drop a Breachstone, making it a 10% chance with this node. That said, 10% chance to have an 8% chance to get a worthless Breachstone (Charged/Enriched being fairly useless, outside of self-running) or a 1% chance to get something decent IF a Breach Boss happens to spawn, is not really great value for your passive points, unless you’re very invested into Breach runs.

  • Invading Force
    Breaches in Areas have 30% increased Area of Effect. Breaches in Areas have 30% increased Monster Density. Breach Monsters in Areas grant 50% increased Experience.

Pretty terrible node. Having 30% increased AoE on the Breaches is actually fairly bad, as it will often times push the outer zones into Areas that are inaccessible for players. The 50% increased Experience gain is also somewhat bad, as the majority of all Breach Monsters are common quality, meaning there’s not much to increase to begin with.

  • Rich Veins
    Voltaxic Sulphite Veins and Chests in Areas have 10% chance to contain double Sulphite. Voltaxic Sulphite Veins and Chests in Areas contain 20% increased Sulphite.

Absolute must-have node! Having more Sulphite is always phenomenal. Either for Fossil farming, EXP farming or straight up Deep-Delve pushing, it’s always valuable to have.

  • Sulphite Infusion
    White Tier Maps grant 200 additional Voltaxic Sulphite on Completion. Yellow Tier Maps grant 350 additional Voltaxic Sulphite on Completion. Red Tier Maps grant 500 additional Voltaxic Sulphite on Completion.

Similar to “Rich Veins”, this one’s phenomenal. Getting a large amount of Sulphite for every map completed is great. ESPECIALLY as it doesn’t require Niko to be present at all in the maps you complete!

  • Packed With Energy
    35% increased Damage for each Voltaxic Sulphite Vein or Chest found in Areas. 15% increased Movement Speed for each Voltaxic Sulphite Vein or Chest found in Areas. +1% to all maximum Elemental Resistances for each Voltaxic Sulphite Vein or Chest found in Areas.

Decent choice for most builds. If you’re primarily a Delver, this becomes a Purple Tier Option as you will be able to zoom-zoom through the maps quicker, thus gaining more Sulphite/hr and more Delves as well.

  • Bumper Crop
    Harvests in Areas have doubled bonuses to Item Quantity and Rarity. The Sacred Grove in Areas contains an additional Harvest.

As Harvest is an incredibly powerful option, anything that increases the amount of crafts available is top-tier, no exception. Absolutely fantastic choice.

  • Heart of the Grove
    The Scared Grove in Areas has 100% increased chance to contain the Heart of the Grove. Harvest Bosses in Areas to always drop a Sacred Blossom. Harvests in Areas have 10% chance for the chosen crop to not wilt.

While the Heart of the Grove is fairly irrelevant, the 10% chance to get a second Harvest per instance is incredibly worthwhile. Absolute must-have!

  • Bountiful Harvest
    Harvest Monsters in Areas grant 200% increased Experience. Harvested Plants in Areas have 50% chance to spawn additional Monster.

Nobody looks to Harvest for Experience gains or monster density, really, so this is not really that great of a node. If you plan on doing TONS of Harvest, though, then it’s definitely worth considering.

  • Seance
    Up to 5 Rare Monsters in Areas are Possessed and their Minions are Touched.

This is only really worthwhile if you intend on running tons of Sextants in the area, as it will work amazingly well with some of the Sextant mods. Without Sextants, this is definitely a solid Red Tier Option and should be avoided.

Lex Ejoris

Lex Ejoris

Recommended Order (Lex Ejoris)

  1. Pathological
  2. Persecutory Delusion
  3. Finest Samples
  4. Escaped Experiment
  5. Last option is free, depending on your playstyle and likes.

Alternative Order:

  1. Pathological
  2. Prospero’s Promise
  3. Friend of the Family
  4. Finest Samples
  5. Escaped Experiment

Passive Breakdown (Lex Ejoris)

  • Prospero’s Promise
    Areas contain an additional Perandus Chest. Areas have 20% chance to contain Cadiro Perandus.

Surprisingly good option! 1/5 maps will have Cadiro offer you a deal, with absolutely no downsides involved. For 2 points, this is fairly worthwhile!

  • Friend of the Family
    Cadiro Perandus offers the rarest of 3 chosen items. Cadiro Perandus’ Offers cost 20% less Perandus Coins.

This is actually fairly insane of a node. Firstly, eliminating some of the worst items from the pool altogether is insanely worthwhile, but then on top, you also get EVERYTHING 20% cheaper. This makes Perandus an actual profitable league mechanic again, that can hit some MAJOR jackpots. Must-have if you’re into Perandus at all!

  • Finest Samples
    Metamorphs in Areas deal 15% more Damage. Metamorphs in Areas have 150% more Life. 50% chance for Rewards from Metamorphs in Areas to be Doubled.

REALLY dangerous, but also highly rewarding node. If your build is REALLY strong (both offensively AND defensively), then this becomes a Purple Tier Option immediately. Synergizes incredibly well with the “Escaped Experiment” node, as the only downside it inherently has, is that it only works if there’s a Metamorph around and is otherwise wasted.

  • Escaped Experiment
    Areas have a 50% chance to contain a rogue Metamorph.

This is STUPIDLY DANGEROUS and is considered a Red Tier Option for all Hardcore players or level 100 pushers. For everyone else however, it’s a solid choice as it guarantees some extra loot (and more importantly, Organs) every map. If Finest Samples is selected, this becomes a Purple Tier Option instead, due to the great synergy they both have.

  • Time and Again
    Alva Missions in Areas grant 100% increased Favour. Areas have 10% chance to grant an additional Alva Mission on Completion.

Fairly okay node. The Favour increase is irrelevant outside of Hideout Decorations, and the 10% extra Alva Missions isn’t exactly something that most people are looking for. Might be a Blue Tier Option or Purple Tier Option depending on how good the Vaal Flesh Merchants from “Vaal Oligarchs” are.

  • Time Dilation
    Incursion Monsters in Areas are at least Magic Rarity. Time gained from Killing is Doubled for Incursions in Areas.

Pretty decent, and if your build cannot fully clear Incursions (bad AoE, low damage, slow movement speed/mobility), then this option becomes a Lightblue Tier Option. I’d still say that there’s better options out there, but the experience gain cannot be underestimated.

  • Pathological
    Maps found in Areas have 5% chance to have layers of Delirium.

Absolute must-have. Maps having the ability to drop with Delirium Orbs applied to them, 10% of the time, is insanely powerful.

  • Persecutory Delusion
    Delirium Encounters in Areas are 100% more likely to spawn Unique Bosses. Delirium Bosses in Areas drop 100% increased Simulacrum Splinters. Delirium Bosses in Areas have 100% increased chance to drop Unique Cluster Jewels.

Also a very very good node, that is basically must-have. Only exception are Builds that struggle heavily with the two Unique Bosses featured in the Delirium League.

  • Compulsive Hoarder
    Delirium Encounters in Areas have 10% chance to generate three additional Reward types.

Only reason it’s not a Purple Tier Option is that there’s no way to guarantee a map to have Delirium applied to it in this passive tree. If you’re farming maxed-out Delirium maps, or Delirium maps in general, this easily becomes a Purple Tier Option and should be taken 100% of the time.

Glennach Cairns

Glennach Cairns

Recommended Order (Glennach Cairns)

  1. Monumental
  2. Scent of Blood
  3. Per Diemon
  4. Face to Face
  5. (color:lightblue}High Value Target

Passive Breakdown (Glennach Cairns)

  • Scent of Blood
    Slaying Enemies close together in Areas has a 3% chance to attract monsters from Beyond.

Free Beyond on every map? Don’t mind if we do! Caution is advised, this WILL increase the difficulty of the maps. Not recommended for HC or Level 100 pushers.

  • Torn Veil
    Powerful Beyond Demons require 1 fewer Portals to summon in Areas. Beyond Portals in Areas have 50% increased Merging Radius.

Fairly decent, especially with the free Beyond on every map thanks to the prerequisite Scent of Blood. Not anything crazy, however.

  • Monumental
    Areas have 10% additional chance to contain a Legion Encounter.

Free Legion? Great choice! Absolute must-have, because it’s literally free money.

  • Face to Face
    Legion Encounters in Areas are 100% more likely to include a General. Legion Encounters with a General in Areas have both Generals.

Fairly decent node altogether, as it will increase your per-map currency gains. Always a solid choice, but not the best thing on the tree.

  • Resource Reallocation
    Killing non-resident Architects in Areas has 50% chance to add an additional Upgrade Tier to the surviving Architect’s Room.

Actually really good, but suffers from the same downside that Cultural Advancement does: No guarantee/increased chance for Alva in the Tree. Heavily relies on player-input (master missions) to be worthwhile.

  • Contested Development
    Killing resident Architects in Areas adds their Upgrade Tier to the surviving Architect’s Room.

SUPER GOOD. This will allow you to quickly get T3 rooms in your Temple, with ease. Absolutely amazing if you intend on running tons of Alva’s in the area. Same downsides as Cultural Advancement and Resource Reallocation have, however.

  • Twice Tempted
    Areas contain an extra Strongbox. Strongboxes in Areas have a 10% chance to be openable a second time.

Pretty meh overall, but also not straight up bad. Solid choice for leftover points. Alternatively, if you’re heavily investing in your maps (Prophecies/Sextants) this can easily become a Purple Tier Option, especially with the “Monstreous Treasure” Prophecy.

  • Tamper-Proof
    Strongboxes in Areas are Corrupted. Strongboxes in Areas are at least Rare.

This is basically a permanent version of the corresponding sextant mod. Extremely powerful and a good choice overall!

  • High Value Targets
    Legions in Areas contain 3 additional Sergeants. Legion Sergeants in Areas have a 25% chance to hold a reward.

REALLY GOOD. Having a guarantee of 3 additional Sergeants per Legion is a huge increase in overall gain. Turns into a solid Purple Tier Option when combined with the other Legion-related nodes on the tree and you intend on hard-running Gilded Legion Scarab Gilded Legion Scarab‘s in this region.

  • Per Diemon
    Rare Beyond Demons in Areas have 25% chance to drop an additional Basic Currency Item.

Incredibly powerful for any player. “Basic Currency” refers to ALL currency items that are not league-specific (such as Splinters, etc.). Any modifiers that essentially guarantee additional currency drops is always a must-have for all Path of Exile players.

New Vastir

New Vastir

Recommended Order (New Vastir)

Heavy Legion-Focus with Scarabs expected:

  1. Mad Devotion
  2. Total Anarchy
  3. War Supplies
  4. Emblematic

Alternative Order (no heavy Legion-Focus):

  1. Mad Devotion
  2. Total Anarchy
  3. Abyssal Army
  4. Sulphite Sentinels
  5. Rogue Trader (if it’s any good, otherwise: free choice)

Passive Breakdown (New Vastir)

  • Mad Devotion
    Completing Niko Missions in Areas grants 100% increased Favour. Areas have 10% chance to grant an additional Niko Mission on Completion.

Must-Have. Delve is too good of a League Mechanic and too worthwhile to pass over this one.

  • Sulphite Sentinels
    Sulphite Veins and Chests in Areas are guarded by Sulphite-hoarding Monsters. (Buffed in 3.14)

We have no idea if this is any good, as we don’t know the exact specifics of these monsters. If they drop Sulphite on death, this option becomes a Purple Tier Option instead.

  • Out of the Blue
    Sulphite Veins and Chests in Areas have 20% chance to also contain an equal amount of Azurite.

Actually trash. Outside of the very start in Delve, you will never run into Azurite shortages if you’re Delving properly. Highly recommended to ignore this Node.

  • Abyssal Army
    Abyss Monsters in Areas grant 50% increased Experience. Abysses in Areas spawn 100% more monsters.

Decent, but not great. Experience is always welcome and this one adds a ton of quantity to your maps, albeit with reduced drop rates. Great to combo with Beyond/Delirium League Mechanics.

  • Votive Hoard
    Abyssal Troves in Areas have 20% chance to drop a Rare Item with an Abyssal Socket. Abyssal Troves in Areas have 200% increased Item Quantity.

Again, fairly decent, but not amazing. Depending on how the Abyssal Socket is applied (through an affix or implicit), this could become a Purple Tier Option instead (in case of implicit).

  • Total Anarchy
    Areas have a 10% chance to contain 20 additional Rogue Exiles.

Actually fairly cool node overall. Not sure how worthwhile it be, exactly, but it’s worth considering!

  • Rogue Trader
    Wild Rogue Exiles in Areas have 50% chance to have Rewards. 200% Increased Maximum Life of Rogue Exile’s in Areas.

No idea about this one. It could either be the worst or the best node on the tree, based on what these Rewards are. Time will tell!

  • War Supplies
    Each Legion in Areas contains an additional War Hoard.

Really good overall. Turns into a Purple Tier Option when combined with the other Legion-related nodes on the tree and you intend on hard-running Gilded Legion Scarab Gilded Legion Scarab‘s in this region.

  • Emblematic
    Timeless Splinters dropped by Legion Monsters in Areas have 1% chance to drop as Timeless Emblems instead.

Actual god-tier. This (statistically) doubles the amount of splinters that drop, resulting in a vastly increased generation of Timeless Encounters and Currency overall.

  • Protracted Battle
    Legion Encounters in Areas have 50% increased Duration. Legion Monsters in Areas take 50% increased Damage while in Stasis.

Pretty bad, but decent if your build is terrible at clearing Legions.

Valdo’s Rest

Valdo's Rest

Recommended Order (Valdo’s Rest)

  1. Outbreak OR Intrinsic Darkness
  2. Intrinsic Darkness OR Outbreak
  3. Mass Mycelium
  4. High Yield
  5. Last option is free, depending on your playstyle and likes.

Passive Breakdown (Valdo’s Rest)

  • Outbreak
    Areas have 10% additional chance to contain a Blight Encounter.

Blight is a highly profitable league mechanic, so getting it 10% more often is a great thing! Absolute must-have in this tree.

  • Mass Mycelium
    Blight Encounters in Areas are more likely to contain multiple Lanes. Lanes of Blight Encounters in Areas have 50% chance for an additional Reward Chest.

Amazing node that coupled with the Outbreak node makes for some VERY Juicy random procs!

  • Blight Titans
    Blight Bosses in Areas drop an additional Anointed Jewellery Item. Blight Encounters in Areas contain up to 2 additional Blight Bosses.

Pretty meh node in itself, but it does have the potential for some jackpot drops, which makes it not completely bad.

  • Gut Instinct
    Defeated Immortal Syndicate Members in Areas grant 5 Intelligence for the current Encounter’s Safehouse if not interrogated.

Actually really good! This will allow you to passively speed up the process of running your Safehouses, without overcapping on it.

  • Intrinsic Darkness
    Areas have 10% additional chance to obtain a Metamorph Encounter.

Metamorph is also a highly profitable league mechanic, so getting it 10% more often is a great thing! Absolute must-have in this tree as well.

  • Repeated Experiment
    You can assemble an additional Metamorph in Areas after the first is Dead.

Pretty great, but suffers a bit from the “best first” syndrome, where you will likely use the best organs (rewards) on the first Metamorph, leaving the second with little desireable. Still increases the amount of Organs gained and can get some extra rewards, so it’s considered fairly solid overall.

  • High Yield
    Metamorph Bosses which drop an Itemised Sample drop an additional Itemised Sample. Metamorph Vat Meters in Areas require 50% less Power to fill.

Straight up a better version of Repeated Experiment, as it also grants +1 Organ, except it’s guaranteed to happen here. The secondary portion of this node actually makes Repeated Experiment into a Purple Tier Option as well, as you’ll guaranteed be able to get the 2nd Organ.

  • Test of Loyalty
    Immortal Syndicate Members Executed in Areas have a 100% chance to gain an additional Rank.

AMAZING for Syndicate farmers with a perfect board setup. This, together with Gut Instinct will absolutely speedrun your Syndicate Board and spit out TONS of extra rewards. If you take both, they turn into Purple Tier Option for sure.

  • Ominous Arrival
    Areas contain an extra Harbinger.

Pretty meh, but it’s free loot so it’s not bad.

  • Diplomatic Escort
    Up to 1 Harbinger in Areas is replaced by a King Harbinger.

Not as amazing as in 3.13, but still a solid choice, all things considered.

Lira Arthain

Lira Arthain

Recommended Order (Lira Arthain)

  1. Spores on the Wind
  2. Animal Companion
  3. Natural Selection
  4. Last 2 options are free, depending on your playstyle and likes.

Passive Breakdown (Lira Arthain)

  • Spores on the Wind
    Maps found in Areas have 5% additional chance to contain an additional Blight Encounter.

Blight Maps are stupidly profitable, so this is an absolute must-have, for anyone. If you don’t care about running them, simply sell them to other players. They’ll always be worth more than the base map it got converted from!

  • Epidemiology
    Blighted Chests in Areas have 100% more chance to contain Blighted Maps. Blighted Maps found in Areas are anointed.

The first part is doubling your chance to obtain Blighted Maps, which we’ve already established is great. The second one can vary wildly based on outcome and weighting done by GGG, so it’s not an absolute must-have at all, but very very solid.

  • Probing for Weakness
    Areas have +10% chance to contain Breaches.

Breach, once the king of league mechanics, has been in the dumpster for a very long time. This is not going to change that fact. 10% more Breaches doesn’t make individual Breaches any better, meaning you get 10% more mediocrity in the best of cases.

  • Flash Breach
    Breaches in Areas spawn 10 additional Rare Monsters. Breaches in Areas open and close 50% faster.

Honestly a fantastic change, which should honestly be made base-line to give Breach back it’s place in the game. If you, for whatever reason, decide to take Probing for Weakness, you HAVE to take this one to make your choice a valid one.

  • Animal Companion
    Einhar Missions in Areas grant 100% increased Favour. Areas have 10% chance to grant an additional Einhar Mission on Completion.

Einhar Missions are great sources of income and crafting opportunities, resulting in this option being a no-brainer. More Missions = More Beasts = More Crafts/Currency. Absolute must-have!

  • Natural Selection
    Beasts in Areas are more likely to be less common varieties. (Nerfed in 3.14)

100% must-have. There is NOTHING else in the game that influences the rarity of the Beasts provided by Einhar. If you couple this node with some Gilded Bestiary Scarab Gilded Bestiary Scarab, you will easily be able to SWIM in amazing Beasts/Crafts.

  • Mighty Hunter
    Einhar has 100% increased Cooldown Recovery Rate in Areas. Einhar deals 1000% more Damage to Unique Monsters in Areas. Einhar remains in Areas after his Master Mission is Complete.

Super fun node, but not exactly great in terms of value, for most builds. Some builds can likely gain a powerful ally through this node, however!

  • Immune Response
    Blight Encounters in Areas spawn 100% more non-Unique Monsters. Blight Monsters in Areas spawn 150% faster.

Another one of those “why is this not base-line” nodes! Decent choice if you plan to invest heavily into the Blight nodes in this tree, but even then, there’s likely better options…

  • Secret Stash
    Areas have 10% additional chance to contain a Smuggler’s Cache.

With the Heist integration for core being extremely new, it’s hard to say how worthwhile of a League Mechanic it will be, in it’s reworked and nerfed state. Cautiously optimistic about it however, so it’s likely a decent choice. Getting anything 10% more is usually a good choice.

  • Inside Job
    Blueprints that drop in Areas have 10% chance to be fully Revealed. Smuggler’s Caches in Areas have 100% increased chance to drop Blueprints.

This can save you a TON of Rogue Markers, but is also heavily reliant on RNG to be worthwhile. Likely a decent choice altogether!

Uncharted Realms

Uncharted Realms

Mapping Builds/League Start – Recommended Order (Uncharted Realms)

  1. Adept Tracker
  2. Enduring Influence
  3. Remnants of the Past
  4. Secrets of the Stones
  5. Last 2 options are free, depending on the build. For bossers, you want Thaumaturgical Awakening, for everyone else you’ll want Neural Pathways

Bossing-specific Builds – Recommended Order (Uncharted Realms)

  1. Adept Tracker
  2. Thaumaturgical Awakening
  3. Atlas Awakened
  4. Remnants of the Past
  5. Guardian’s Aid
  6. Gaze into the Abyss

Passive Breakdown (Uncharted Realms)

  • Adept Tracker
    25% chance on completing a Map influenced by a Conqueror of the Atlas to gain double progress towards locating their Citadel

Absolutely top-tier for early-league, as this will drastically accelerate your watchstone progression speed. Continues to stay fairly relevant for Boss farmers and Mappers alike. 95%-must-have on all builds.

  • Atlas Awakened
    +1 to Awakening Level

Very solid choice. This is roughly equivalent to 13-14% more Atlas Awakening bonus. Very good all-rounder, but not as drastically game-changing as other nodes.

  • Thaumaturgical Awakening
    Sirus, Awakener of Worlds has 50% increased chance to drop an Awakened Support Gem

Insane for any Sirus-farmer or general bossing build and becomes a Purple Tier Node instead. Awakened Support Gems are worth a ton, so this will add a metric ton of profit to each of your runs. Must-have for bossers, others will probably ignore it, however.

  • Close Allies
    Gain 1 additional Atlas Mission from each Master each day. Areas have +10% chance to grant an Atlas Mission on Completion

Solid choice all-around. Especially good if you’re farming Jun or Alva missions. Great 1-point wonder to take if you got nothing else to invest into, can’t go wrong with free stuff, after all!

  • Enduring Influence
    Sextant Modifiers have 1 additional use

As everyone should be using Sextants on their Red-Tier maps at all times, this is an absolutely HUGE value node, that should be taken fairly early on, to save on some sextant costs. This stays top-tier throughout the league.

  • Remnants of the Past
    Unique Bosses have 3% chance to drop a Shaper Guardian Map (Tier 14+). Unique Bosses have 3% chance to drop an Elder Guardian Map (Tier 14+)

Stupidly profitable AND it stacks with the Awakening Bonus too! Must-have for pretty much all builds, as the additional profit is just too good to pass up.

  • Gaze into the Abyss
    The Elder has +10% chance to drop a Watcher’s Eye. The Shaper drops 3 additional Shaper Items

Fairly mediocre all around for most builds. The iLvL 86+ Shaper items are fairly popular in Ultimatum League and the +10% watcher’s eye dropchance is about a 33% more multiplier, making this a Purple Tier Node for all Bossing-focused characters, instead.

  • Guardian’s Aid
    Shaper and Elder Guardians are healed and joined by an ally on first reaching 33% Life. Allies have a chance to drop their Unique Items and Fragments

Another one of those “if you’re strong enough, it’s god-tier, if not, stay away.” nodes. If you’re strong enough to handle 2 guardians, this is a must-have. If you’re struggling with 1 already, don’t touch it!

  • Neural Pathways
    1% chance for a Synthesis Map to drop from Unique Bosses (Tier 11)

Solid free profit. It comes out to roughly 2-3 extra chaos worth of value per map, overall. Not bad at all, but definitely one of the last points you should consider.

  • Vivid Memories
    100% increased effect of Additional Modifiers on Unique Synthesis Maps. Monsters in Synthesis Maps have 1% chance to drop Synthesised Items

Unless you’re going for a full-on Synthesis farming build, this is a straight up bad node. Even Synthesis farmers might benefit more from other nodes, alltogether….

  • Synthetic Source
    Unique Bosses of Synthesis Maps drop a well-rolled Fractured Item. Synthesised Unique Items dropped in Areas have 3 Synthesised Implicit Modifiers

Better than the previous option, but still definitely not a must-have. For Synthesis farmers, this can be a huge lottery ticket, as the dropped items can be anywhere from vendor-trash to mirror-tier.

  • Secrets of the Stones
    25% increased Effect of Watchstone Modifiers

Freakishly overpowered. Once you’ve acquired a couple of craftable Watchstones, this becomes a must-have for EVERYONE except Bossing-specific characters. Absolutely broken node.

  • Master of the Atlas
    Areas have 5% chance to grant an additional Zana Mission on Completion. Zana Missions in Areas grant 100% increased Favour

Nerfed in 3.14, so not really that powerful anymore. Probably better to just opt into Close Allies instead.

  • Paths not Taken
    Zana Missions in Areas have double the Base number of Map options. Zana Missions in Areas have additional Maps that can appear in the Map options

Nerfed in 3.14 as well, as less Synthesis Map options appear overall. This will still provide a 100% increase in chances, but it’s a gamble nontheless.

  • Echoes of War
    Zana Missions in Areas have up to 30 additional packs of Shaper and Elder monsters

Actually fantastic. If you plan to run any amount of Zana Missions, this is kind of a must-have. Great for farming Harvests in combination with Paths not Taken.

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Changelog

  • Updated with the complete Uncharted Realms passive rundown.

  • Updated for Ultimatum 3.14.

5
  1. Posts
    12

    Sulphite Sentinels: monsters guarding sulphite are “made” of it and contain some amount (in my experience ~5-10% of the sulphite vein).

  2. LunaWolve

    Moderator

    Posts
    112

    On 21/01/2021 at 7:35 PM, tcdd said

    Sulphite Sentinels: monsters guarding sulphite are “made” of it and contain some amount (in my experience ~5-10% of the sulphite vein).

    That’s super useful intel, thanks!

    I haven’t been able to get this one myself yet (unlucky map drops! D:), so I appreciate the intel a lot.

  3. Posts
    35

    Should make these images clickable so the info in them can actually be read instead of us having to zoom into 400%

  4. LunaWolve

    Moderator

    Posts
    112

    On 28/01/2021 at 6:29 AM, Heartgrave said

    Should make these images clickable so the info in them can actually be read instead of us having to zoom into 400%

    Hmmm the source images are very high detail…. if you check the image location, do they appear as their original size? It’s weird that they aren’t clickable to enlargen them.

    I will check that with our web dev, thanks for the headsup!

  5. Posts
    12

    Diplomatic Escort: please do not underestimate this one. the “reinforcements” are… intensive. and so are the drops. this will increase the difficulty, so be careful.

    I would say, if you for some reason are not interested in blights (like me), this is the way to go in Valdo’s. I think it is at least on par with the Metamorph choice. also this is a must, if you took Ominous Arrival.

    and again a warning – it will raise the difficulty quite a bit!

  6. LunaWolve

    Moderator

    Posts
    112

    On 31/01/2021 at 9:55 PM, tcdd said

    Diplomatic Escort: please do not underestimate this one. the “reinforcements” are… intensive. and so are the drops. this will increase the difficulty, so be careful.

    I would say, if you for some reason are not interested in blights (like me), this is the way to go in Valdo’s. I think it is at least on par with the Metamorph choice. also this is a must, if you took Ominous Arrival.

    and again a warning – it will raise the difficulty quite a bit!

    They do indeed spawn quite a lot!

    I’m waiting a bit more for the week 2 update, to see if they will further nerf the node itself ( as it’s already seen a nerf before) and include it in my list as a better option afterwards! Thanks for the feedback <3

  7. Posts
    35

    On 30/01/2021 at 4:53 AM, LunaWolve said

    On 28/01/2021 at 6:29 AM, Heartgrave

    Should make these images clickable so the info in them can actually be read instead of us having to zoom into 400%

    Hmmm the source images are very high detail…. if you check the image location, do they appear as their original size? It’s weird that they aren’t clickable to enlargen them.

    I will check that with our web dev, thanks for the headsup!

    Not sure how to check the image location, however, if I right click the picture and open in a new tab, it’s much clearer and also allows the clicking of the image to zoom in, also much clearer. I am on a 22” monitor 1080p, rtx 2080ti graphics card. I move tab to my 24inch main monitor, 1080p 240hz and still same. The quality is good, but can barely read the text of the images, its way too small. Like a post for ants :p

    I want to make it clear, I am talking about the Atlas Passive Trees page images, not the main echoes of the atlas page. If I could upload images I would.

  8. LunaWolve

    Moderator

    Posts
    112

    On 01/02/2021 at 10:06 PM, Heartgrave said

    On 30/01/2021 at 4:53 AM, LunaWolve

    On 28/01/2021 at 6:29 AM, Heartgrave

    Should make these images clickable so the info in them can actually be read instead of us having to zoom into 400%

    Hmmm the source images are very high detail…. if you check the image location, do they appear as their original size? It’s weird that they aren’t clickable to enlargen them.

    I will check that with our web dev, thanks for the headsup!

    Not sure how to check the image location, however, if I right click the picture and open in a new tab, it’s much clearer and also allows the clicking of the image to zoom in, also much clearer. I am on a 22” monitor 1080p, rtx 2080ti graphics card. I move tab to my 24inch main monitor, 1080p 240hz and still same. The quality is good, but can barely read the text of the images, its way too small. Like a post for ants :p

    I want to make it clear, I am talking about the Atlas Passive Trees page images, not the main echoes of the atlas page. If I could upload images I would.

    I understand the problem.

    Thanks for the report, our Web Designer will be taking a look at it ASAP!

    I apologise for the inconvenience.

  9. Posts
    2

    This has been a great resource thank you!

    Would love a section on your thoughts for end-game Uncharted Realms passives as well.

  10. LunaWolve

    Moderator

    Posts
    112

    On 11/02/2021 at 2:14 AM, livejamie said

    This has been a great resource thank you!

    Would love a section on your thoughts for end-game Uncharted Realms passives as well.

    It’s intended to be added fairly soon!

    Thanks for the kind feedback!

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