Keepers of the Flame Mechanic Guide
Introduction
Keepers of the Flame is the first-ever sequel mechanic – expanding on the popular Breach mechanic! You’ll still be opening Breach Hands and killing hordes of monsters as fast as you can. But now also taking on Breach Hives, Hive Fortresses, new Bosses and Pinnacle Bosses… and rewarded with the use of powerful new Grafts and Genesis Tree Crafting!
This is a Pre-Launch Guide, as the Keepers of the Flame Challenge League is not yet live. This guide is based on publicly available information about Keepers of the Flame through reveals, teasers, Q&A, developer comments, etc, and will continue to be updated up through – and after – league launch. As such, information in this guide may be inaccurate, or simply changed by GGG prior to launch.
A Sequel to Breach
As a “sequel” to the Breach mechanic, Keepers of the Flame acts as a replacement for ALL Breach content in the Keepers League.
This means that Breaches, Breach Atlas Passives, Breachstones, and Breach Scarabs will all be unavailable in this League. Breach content continues to be available in Standard… for at least the duration of Keeper League.
Encountering the Hive

In every zone in Keepers league, you’ll find one of four encounters: Hives, Breach Hands, Hive Fortresses, and Pinnacle Hive Fortresses.
Each of these encounters will have you slaying hordes of Hive monsters – rewarding you with Graftblood, Wombgifts, and loot!
Hives

Hives are structures you can encounter, and need to assist Ailith in burning down. Each structure you destroy before starting the encounter will scale up the difficulty – causing more monsters to spawn… and greater rewards!

You will have to kill several waves of monsters to clear the encounter. There are several interactables located in the environment that can help you protect Ailith and clear the waves if you become overwhelmed.
If Ailith is defeated, it’s likely that the encounter is failed.
Breach Hands

Similar to the old Breach Mechanic, when you touch a Breach Hand an expanding zone will appear, revealing swarms of Hive monsters.
You’ll need to kill the Hive monsters as fast as possible, or the Breach will close. Your progress is tracked with a bar on the bottom of the screen – if the tracker catches up to you before you max out the bar, the Breach will immediately close.

If you manage to max out the bar, a boss – Vruun, Marshal of Xesht – will spawn where the Breach Hand was. Defeating this boss will close the rift! Once the Boss has spawned, you’re no longer on a timer – you can take as long as you need to fight the boss.
Hive Fortresses

Once you reach maps, you can begin to find Hive Fortresses. These are portals to mini-zones filled with Swarms of Hive monsters, and an encounter with swarms of monsters at the end.
This zone ends with Ailith burning the zone down, and you’ll have to race back to the exit – quickly!
Pinnacle Hive Fortresses

In high-tier maps, you have a chance to encounter Pinnacle Hive Fortresses. These Fortresses are similar to the regular Fortresses, but with a boss fight encounter.
Ailith and the Monastery

You’ll first encounter Ailith in The Coast in Act 1. She’ll grant you your first Graft slot, Graft, and give you a mini tutorial on the Keepers mechanic.
Later in the campaign, she will also grant you access to the Monastery of the Keepers – a zone you can visit to cash in your Graftblood and Wombgifts.
Grafts

Grafts are a new type of equipment that can be placed in Graft slots unlocked by Ailith. In addition to granting stats, these Grafts each come with a skill that they grant, trigger, or cast automatically.

You can unlock up to two total Graft slots. Grafts cannot be crafted on with regular currency items – only with Unstable Implants.
Grafts visually add arms growing out of your character’s back. If you wish to disable this visual, an option will be added to the MTX UI in an update shortly after league launch.
Graft Skills

Graft Skills do not count as being used by your character. This means that they do not scale with any player stats, and damage they deal cannot be reflected to your player character.
Since they do not otherwise scale, Graft Skills have incredibly powerful base effects and damage – making them likely very strong in the campaign and early endgame progression.
Graftblood
Your Grafts also collect Graftblood from killed Hive enemies. Each Graft has a maximum capacity, which can be upgraded via modifiers on the Graft.
You’ll need to visit the Genesis Tree in the Monastery to spend your Graftblood – any excess blood beyond the cap will likely be lost.
Genesis Tree

The Genesis Tree is your primary source of rewards from the Keepers mechanic.

Wombgifts that drop off of Hive monsters can be placed in the Genesis Tree, and then fed Graftblood from your Grafts. Doing so will create showers of loot – the type of loot you get depending on the type of Wombgift used, and the passives on the Genesis Tree Passive Tree
Passive Tree

Each type of Wombgift has its own passive tree associated with it. These passives influence the type, quantity, and quality of rewards received from Wombgifts. These can be anything from weighting the modifiers on equipment, to additional currency items.
It’s currently unknown how additional points for this passive tree are unlocked.
Foulborn Orbs

Foulborn Orbs are a new type of currency that can be obtained via Currency Wombgifts. These orbs function the same as their counterparts, but with higher level modifiers being more likely.
Unstable Implant

Unstable Implants are a new type of currency that can be obtained via Currency Wombgifts. These function the same as their orb counterparts, but are used on Grafts instead of Equipment.
Foulborn Uniques

The Unique Womb can generate Foulborn Unique Items. These Unique items have one of their modifiers replaced at random with a new Foulborn modifier. With a specific Genesis Tree passive, it’s possible for a Unique to gain multiple Foulborn modifiers.
The pool of uniques that can become Foulborn, the modifiers that can be removed, and the modifiers they can be replaced with have all been hand-picked by GGG. This means that not all Uniques can become Foulborn, not all modifiers can be removed, and only a handful of modifiers can be added per Unique.
These Foulborn variants of existing uniques can likely be very powerful – especially with a downside removed or a new build-enabling modifier added.
Keep an eye out – it’s likely that specific Foulborn Uniques will be coveted and incredibly valuable.
Conclusion
Be sure to check out the other pages of this guide, covering even more topics related to Keepers of the Flame! This guide will continue to be updated in the future – if you have any feedback, or find something cool you want to share, head on over to the PoE Vault Discord, and let me know!
Good luck, and have fun farming Keepers of the Flame!
