If you are here because you are desperately trying to find Path of Exile guide that would show you your place in all of this – your quest was a success! Stretch some bones, grab a beverage and tune in – I will lower your entry threshold and prepare for the challenges ahead.
This is a comprehensive guide that will cover most of the basic knowledge you want to have when you start and proceed on your Path. The actual amount of reading without directions “where” and “what” to find is simply overwhelming – and it’s getting more complicated with every patch. To make this guide most flexible and resistant to changes, I’m going to focus on these .
Hi, I’m 51percented and I’m wrapping up my
third 9th (7th played) League with this chunk of knowledge. Why this guide? The purpose and the idea is simple – there were no comprehensive guide when I started playing so… I made one. I’ve actually started writing it from my first days of playing PoE in case I would make it (both meanings applied), which turned out to reading finding what to read – so it’s based on a questions that bothered me in each period of PoE exploration.
TL;DR – this guide will allow you to actually the game asap with confidence that you are not missing on something important.
This guide will not* cover specifics and in-depth knowledge – those are learned with experience and infinite hours of time.
*There are some exceptions
That said, we will start from Preparations before even launching the game, proceed to Leveling Campaign, learn about the Activities and will end up in the endless variety of the Endgame content…
I’ve heard that Path of Exile is hardcore. Let us explore why and… is it?
This guide was published right before Harvest League and views should reach 100k after 3.16 update is published. It’s absolutely insane amount of people viewed something made by me. I hope you are finding it useful!
Latest Update Foreword (to 3.16 and beyond)
This guide hasn’t been updated since 3.13 and there is a reason behind it.
I’ve made this guide and updated it each League voluntarily because Path of Exile was inspiring, now – not so much.
This is last four Leagues pictured. Transcription:
- 3.13: Absolutely awesome League and expansion, return of Harvest and even more joy in contrast with Heist League;
- 3.14: “It’s all nerfs” – Gutted Harvest crafting, ruined endgame mapping and much more;
- 3.15: Game is not even fun anymore, weak League, much more dramatic nerfs than before – to flasks, leveling and speed overall;
- 3.16: Awesome changes to endgame and passive tree, but you taste the bad decisions from previous Leagues – you keep returning and trying to enjoy it, but all in vain.
This game was evolving and now it has regressed drastically. Developers say that it is for the better future of the game. The way I see it, they took something away to slowly give it back.
Even wiki is still not up to date since 3.14!
Because of this game-changing patches, this guide failed to be “resistant to changes” and I don’t have incentive to remake it now. But since there are many people who are still coming for knowledge, I feel responsible to include notes for the sections that were changed.
3.17 are expected to be rich on changes, so, as every League, we hope for an inspiring changes.
In any case, this guide still gives you an understanding of the game as it should. Enjoy!
Basics, Builds and More
I would be using Italic font when: what I wrote is my opinion or I didn’t check it in-game myself.
Path of Exile is a single player game (mostly) but you can play, chat, trade and get into guilds with other players.
The game lives in a 3-month cycle between the Leagues – major content updates. Every league introduces new activities, items and game/balance changes. Economy resets. All the players start from scratch so everybody would be in the same conditions. When a League ends, all the characters are transferred to the parallel Standard League and the new one begins.
When creating a character, you would be offered to choose between 3 types of a League:
- Softcore League (SC, Default) – type of League where you can interact (mostly – trade) with other players and character’s death doesn’t mean much;
- Hardcore League (HC) – type of League where you can interact with players but dying will remove you from Hardcore League and place the character into Softcore League;
- Solo-Self Found (SSF) option – this is an option for both SC and HC types of Leagues where you can’t trade with other players. Can be turned off anytime but not backwards.
When a League ends, SC League’s character moves into Standard SC and HC’s – into Standard HC. There are legends that some people play on Standard but these rumors are unconfirmed.
Standard League is simply a stable version of previous League or in case of Ritual / Echoes of the Atlas – previous League and Echoes expansion.
In general, new League provides a fresh feeling of the game, new engaging mechanic, race possibilities and challenge rewards (unobtainable in future). It’s more fun to try new build in a new environment or get lucky and loot a powerful item earlier than others!
Path of Exile has 6+1* Classes. The main differences between them are:
- Ascendancy Class (“Specialization”) – each have unique Passive Skills;
- Starting point on the Passive Tree;
- Starting amount of Stats.
*Scion is available after completing Act 3 (or saving her in the area right before the boss) and she is a middle ground between all classes – you would be able to pick 2 “specializations” at the cost of their effectiveness. More basic knowledge about stats and classes you can find here.
You won’t be able to play cute chick Scion unless you are going to use her Ascendancy (that is Ascendant). Exhausted skinny human it is.
Major differences from other games that I find notable are:
- Everything is tradable, have you worn items or not;
- Trading is done via whispering players whose items you find at the official site pathofexile.com/trade;
- Constant use of flasks (and their impact on the power);
- Skills and skill tree are not tied to the classes;
- Max level is not mandatory and you’re just fine with 95-ish. Nothing magical happens on 100… aaand it can take forever if you’re not focused on it;
- Currency is not gold. Currency can be traded as well as used on items (later part).
This game is not for everybody – you can’t play it casually. . It contains a specific kind of enjoyment and if you will not put enough time into learning about it, will not check every new potentially good item for a price and will not spend a lot of time monsters but focus on thinking about efficient ways to play – that won’t work. Knowledge is power. But if you will, you would have a really satisfactory feedback from the game.
- “So, what’s the point to play Path of Exile? Can I win in this game?”
As you might have glimpsed, the company name is Grinding Gear Games – not a coincidence! Their core idea is to provide players with an opportunity to play it indefinitely. That said – you but you can be very close and never feel the need of it. So, you are going to grind loot then buy/craft items to do harder content and repeat. Each player in this game has it’s own goals (generally, for a League) and they can be formed naturally while you play.
Takeaway from the first part: Exile is as Exile does.
The easiest way to be rejected by the game is up (down) ahead.
So, Build – a blueprint for your character. It consists of a Class, Ascendancy, Passive Tree allocation, Gear, Skill Gems and their Links, Pantheons and other features to help. Lots of players try making them, much less succeeds and in the end only a few make it understandable, flexible… and working.
Why choosing a build is a pain if we are using somebody’s guide and not making our own? Because you can find 50 guides with the same title and it would be 50 different builds!
Disclaimer: I’ve never seen a build that a new player would completely understand. Most of the text will not make any sense for you, so you probably going to choose between familiar words. Furthermore, even with some experience, I’m still nervous before every League if the chosen build would work.
Let’s choose a build. For that, we have to know what some abbreviations mean:
SSF – Solo Self Found – gear can be easily obtained while playing solo;
Delve – Delve league – game activity with almost infinite “levels”. If a guide has this tag, they usually specify how capable the build is;
Lab – The Eternal Labyrinth – based on speedrun gameplay;
CoC – Cast on Crit. You pair a triggering ability with damaging one. Make sure it has 3 letters;
CI – Chaos Inoculation (Immunity to Chaos Damage);
MF – Magic Find – based on stacking quantity of items found (IIQ) or rarity (IIR). Mostly used in party play as well as very expensive to gear and even more – for solo. Very bad choice for a beginner;
League Starter – cheap and solid choice to start with.
Life-based vs Hybrid vs LL (Low Life) vs CI Builds
There are two types of “Hit Points” – Life and ES (Energy Shield). All three types refer to interaction between them.
1. builds are stacking Life and eventually can get some ES. It is the most common, versatile and easy choice to start with.
2. builds taking advantage of both Life and Mana. Mostly, these type of builds use Mind over Matter Keystone (30% of Damage is taken from Mana before Life) and may utilize uniques like Cloak of Defiance. Usually very beefy.
3. means that you are always at <50% Life which is provided by reserving Life instead of Mana (auras with ###item:blood-magic-support###). LL condition is used for Pain Attunement Keystone (30% more Spell Damage when on Low Life), so it is used in Spell-based builds. These builds are stacking ES and require Shavronne's Wrappings – pretty expensive unique item. They are advanced.
4. builds are stacking ES while having 1 total Life and complete Chaos Damage Immunity. Most popular choice of experienced players since you can acquire much more ES compared to Life. Requires investment.
Beginner priority: Life > Hybrid > CI > LL. Recommendations are usually lean towards Life builds.
Now, further into the build choice. Almost every build that you would find is playable and it would work just fine without pushing the limits. I would recommend starting with videos from youtube and find the one that you like (how gameplay looks). My personal opinion is that streamers don’t provide beginner-friendly guides. That is why I would really recommend picking guides on this site – they are written in the most beginner-friendly manner and don’t require any external tools. But if you like it the hard way, you would need to install the addon to decode these builds from shared raw data (Path of Building, .zip or .exe file). It looks extremely unfriendly but there is no better.
The main sources of builds are:
this site > google > poebuilds.cc > pathofexile.com/forum (if you have a lot of time) > streamer videos. Almost every one of them would use PoB pastebin data that needs to be imported into PoB.
As far as I understand, builds on poebuilds.cc are based on views and it should be used with caution if you’re picking a guide for upcoming League.
Streamers (and I mean their youtube videos) actually improving in quality of guides but still – they have to release a new video to let you know that they updated/changed it. Which, they usually don’t.
I hope you’ve chosen the easy way – guide on this site – and there’s a lot to explain.
Prepare for some terminology that might not make much sense yet but would be explained in later parts of the guide.
Let’s say we have chosen Furty’s Ultimate Cyclone Slayer Build guide (very easy to start with).
Ultimate – Ultimate (like this guide!); Cyclone – Main Active Ability; Slayer – Ascendancy Class of the Duelist.
Inside, we have some general information and 3 main categories:
- Passive Skill Tree and Gem Links;
- Ascendancy, Bandits and Pantheon Power;
- Gear, Jewels and Flasks Breakdown.
Let’s head up to the first.
1. A ton of information. I’m sure your biggest concern is the signature feature of the game – Passive Skill Tree. It looks overwhelming. Let’s take one more look. Open the Passive tree for . When it is said which nodes to pick it doesn’t look so bad, eh?
So, there are 5 types of nodes: Passive Skill (small), Notable (bigger one in orange spiky circle), Keystone (biggest node with bold circle), Jewel Sockets and Masteries (center nodes in passive clusters). Notables are a stronger versions of Passive Skills. Keystones, on the other hand, can change the gameplay drastically and it’s very important to read about them in a guide. This guide has one in a higher level tree (close the early mapping tree and open ). What is notable about this keystone is that it is transformed into completely different effect by Timeless Jewel that is socketed nearby (any keystone on the tree could have been transformed into same passive ability – not just this particular one). Always keep an eye on interactions in a guide.
You can always respec all (Jewels for free) types of nodes with Orb of Regret.
Next, we have gems. Players can have two 6-link items and three 4-link. 6-links are usually linked with the main active skill while 4-links are used for supporting abilities like movement, defense and auras.
Here, we have 6-link with Cyclone: one active skill gem with the other 5 supporting it (if you would find “7-link” mention – this means that a weapon where you socket your 6-link has a mod “Supported by…”). Next 4-link – Leap Slam (Mobility). Next – Auras with Enlighten Support and another – Cast when Damage Taken Support (CWDT) link.
Auras usually reserve most of your mana (some builds rely on particular gear and passive skills in the tree to activate all of them). Enlighten Support helps with that, lowering the amount of reserved mana.
CWDT support usually used with defensive abilities for auto-proc. Always check the level of gems in CWDT link (and auras as well) because they can be tricky. At the bottom of this page you can find what level of CWDT can support other skill gems. Btw, in this case, Blood Rage should be used manually despite the link with CWDT.
: many builds are leveling with different gems because the ones in the build are weak until certain amount of gear. That’s another advantage of this site – they mention it.
: vaal aura skill gems (that contain aura as non-vaal version and vaal on-use effect) are usually used only for the on-use effect (without aura).
2. Next, we have Ascendancy, Bandits and Pantheon power.
Ascendancy is a huge upgrade for the character and can be earned in the Labyrinth (Trials of Ascendancy – later part).
Ascendancy can always be reverted later – you will need to complete the Lab, unlearn all your Ascendancy points (each AP requires 5 Orb of Regret) and change it on the Altar.
Bandits are found in the Act 2 and each have 2 different options to grant – additional passive skills (if you kill all bandits) or some buffs. Alira is the most popular at the early game since she provides +15% all elemental resistances.
Bandit choice can also be reverted later with the Vendor Recipe System (later part).
Pantheon contains defensive passives. You would unlock and upgrade most of them after Leveling Campaign.
Most of uniques are usually cheap and/or easy to obtain – it’s hard to obtain good values of stats and socket links. Not much to say about this section though.
Choosing the right build is an extremely complicated matter and this wall of text might make it feel even more complicated. Pick one and try it – you would always be able to change things class-wide and further leveling processes would take much less time.
Don’t put much sweat choosing build at your first log in. It is not much of a deal.
Video Guide vs Written Guide
Even with the first joke about videos and my lean towards written guides, there are some Pros of youtube ones. I would recommend the following:
- Choose written builds the new League – players put considerable time updating them but rarely update after the start;
- Check videos with builds the new League – when players have already tested new builds and showcasing them.
How to find meta build? First thing that might pop in the head – read the patch notes. No. Skills could be nerfed but the interaction with new ones as well as with new items could make them meta. I would say there is no way to predict meta build before the start of the League. But if we are talking about 2-3 weeks from start – it becomes clear! Head to poe.ninja and choose “Builds” at the top of the main page. Voila! You can see the distribution of Ascendancy classes and just need to inspect them. At the left – panels where you can filter characters by skill that you want to use or Ascendancy skills or anything in there. Now, you can google a similar build and use it.
: top players are sick (in terms of skill and time-investment) and they have their visions of the builds. So, using the build straight from poe.ninja may turn out to be discouraging.
- Hm, I see 170M+ dps build and this guide has only 8M – is it 20x better than this one?
Obviously, not. I would suggest not paying attention to numbers at all – they could be under a certain conditions as well as hard to meet in the real game. And even if the build does 20x damage at single target, your (map) clearing speed would struggle drastically. There are builds that lean towards bossing and ones that maximize clear speed. And, of course, there are balanced builds. Usually, these types mentioned in the beginning of a guide.
Personal experience note: try to avoid “paired” skills like Bladefall/Bladeblast or where the gameplay consists of “casting A and then B” (this). If those were my first builds, I wouldn’t be in PoE for long. If you like impactful gameplay where you feel that it is who controls the character who vaporizes monsters – these types of builds does not provide it, but they are beefy and strong in their way. I can’t imagine players enjoying it. (Bow builds with a pair Barrage/AoE-Skill does not fall into this category).
Just in the sake of mentioning – making your own build is one of the most difficult things to accomplish in PoE. You should have an extremely broad knowledge of every type of Unique items, Passive Skill Tree, Jewels (Timeless, Cluster, Prismatic…), Classes, Skill Gems, Support Gems, Mods on items… and check your results in Path of Building. It’s just insane and I can’t imagine humans doing it. But if you wonder, you can check this slightly outdated video about making one.
Good news, everyone! We’re getting closer to the actual game!
UI and Addons
In this section we are going to improve our game experience.
First, for the game client you can use original PoE client from official site or you can use Steam’s one. There are no noticeable differences. I prefer Steam’s because it updates and logins automatically and account is already set up.
Now, we need to run through in-game options.
In the UI section you would want to enable “Always Show Sockets”, “Show Mini Life Bars On Enemies”, “Advanced Mod Descriptions” – other useful options I believe enabled by default.
I really don’t recommend changing Hotkeys right now because some of my tips are based on default options and it might lead to misunderstanding (default options are made comfortable, right?).
Back to UI – Loot Filter. This is tool for every player. The loot would rain down on your screen and most of it… bad. Filters would filter your dropped loot by person-scripted rules and distinguish the priority by highlights and sounds.
The most popular, flexible and extremely well clear loot filter is NeverSink’s filter. Let’s grab it!
Many possible options to choose from is bad right now but we don’t need much of them. I strongly recommend signing-up with your account so these filters would be tied to your account.
Anyways, only one option is important for us – Strictness. Regular strictness is most popular (maybe because it is a default option and players just download… something?) and it’s the best one to start with. Head to download tab. If you’re logged in – sync with PoE and if not – choose Option 2 tab, download the file and follow the instructions.
Now we head back to game options > UI > Loot Filter and choose our (NeverSink’s) Regular filter and you can relax about changing it for a long time. When you would feel like there’s too much loot, you can always upgrade it to a higher one. Picking up loot should be efficient.
These ones allows you to check the prices in-game.
You can check the video about Now PoE Overlay has a very detailed tutorial! Checking prices is very useful for uniques – not as much for rares (in terms of simplicity of the search).
Now we are actually ready to dive into game itself but since Stash doesn’t actually fit into Leveling part, I would cover it here.
Stash is your account-wide bank, which means your characters each don’t have one of their own. It’s the place to keep your loot and move items from one character to another. Also, it is tied to the League – loot will move to standard league after.
Now, why do I dedicate the whole section about it. As you know, Path of Exile is a free-to-play game and it is monetized by microtransactions (usually referred as MTX). These MTX can be considered a donations (since you can play completely free) but they are also have a fair and smart way of some of their implementation.
By default, you have 4 tabs of 144 slots. This is small amount of space. If you would pick up only 1-slot currency and items (which mostly would be worth nothing), your stash is going to be full at the end of Leveling Campaign. Buying additional Tabs is not a paywall but your income would be a lot less effective and more complicated without them.
All that said, I strongly advise you to try the game for a few days and if you will enjoy the overall feeling of the game – smash “M” and buy the Currency Tab. It would be the biggest relief for quite some time. It would keep all your currency with a maximum capacity of 5k/each and provide some extra 5k slots for any stackable items you want.
Second purchase in priority list is upgrading tabs to Premium. Premium Tab is the only way to list your items for sale (we want to fill our currency tab, right?). When the tab is upgraded, right click on it and make it public – you will have an option to price items.
Next tabs I would prioritize as following: Fragments > Maps >= Quad. This priority might be debatable between first two but my main argument would be that you won’t really need white and yellow maps in future and you can change 3 same maps for 1 of the higher tier (explanations later).
Also, if you didn’t push your stash space to the limit you might want to wait for – they are very usual.
We are all set.
Early game: Mechanics and Leveling
You’ve made it to the second part?
First leveling part might be your biggest concern (was mine) – you know that the actual game starts after you’ve completed Leveling Campaign but the idea that you might get lucky with expensive item and just throw it away is disturbing.
This part is going to free you from that. We would run through the main aspects of playstyle that you would like to strive for, overview the things that you would want to know while leveling and will overview different kinds of loot and what to do with it.
This is THE MOST important part of the guide for the beginner.
Before we dive into this part. If you like story-parts of the games, you would like to consider taking your time leveling and enjoying the lore of the game. You won’t have time for it later if the game’s roots will take you.
First things first. As I mentioned earlier, . This means that you use every possible tool and practice to accelerate your clear speed and/or experience gain and/or profit gain – all of them should be determined by your current goals. At the start of leveling they are aligned – you rush through Acts to start activities like mapping while you get more experience and those new activities provide (more) valuable loot.
To do that, you would need to cultivate some important habits:
- you literally run through packs of monsters, blast them once or twice and continue running – you don’t have to finish every one of them unless it’s a boss or some valuable for you mobs. This makes active skills like Cyclone dominant because you do both things at once. Most experience is gained by killing mobs (NOT BOSSES!);
- you accelerate your speed as much as possible. This statement consists of: 1. Having one of the movement skills like Flame Dash – Mirror Arrow/ Dash – Leap Slam and constant use of them; 2. Having Quicksilver Flask (and using it) is absolutely mandatory in every build; 3. Boots should have movement speed increase as soon as possible and as much as possible;
- minimize your time doing nothing in the city/hideout. This is obvious and anyway – here we are.
*This type of playstyle was condemned in recent 3.14-3.16 patches and is at a much slower pace now.
In other words, your playstyle would look like you’re always in a hurry. It would stress you out at the beginning with all the new in the game (oh, unique!) but it gets better with experience. Good idea would be to watch some videos with leveling race and get the idea of what the fastest leveling looks like.
Very important thing: you can run through enormous amounts of mobs and get none of the hits from projectiles and spells but if there is only one weakest mob nearby and you stopped to loot something – it might be the end of you. I’m not sure why the system works like that but your stops or slows would be one of the main sources of death.
Second thing – cultivate a habit to use Wiki for everything you don’t know. If you don’t know how to properly find what you search – get to this Guide and find an answer about it. If answer not found – get to me and tell me about it!
Most of the topics with answers to your questions could be found through Categories Tab.
Still sane, exile? Tired of theory? The most rich on answers to your current questions and most practical part is here.
Consider the text ahead in a linear timeline. Things that you would encounter are sorted in order of appearance.
Choose the server with the lowest ping – all the servers can interact with each other so they are simply quality of life. Also, you can always change a server – characters are not tied to them.
We are creating a character in a currently active league. Check the information of the time passed since it was launched – you might want to wait for the new one if a few weeks left.
Mafia, wake up.
Tutorial steps are well self-explanatory. One thing is important to mention though – attack is never used in game (except first zombie in tutorial) and could complicate your movement. Click it on the skill bar and choose “Move only”.
Kill the Boss, head to the city, handle quests, sell the items (you can Ctrl+Click on them to throw into the sell window) and let’s take a look at our UI (open your inventory with “I” and character window with “C”).
Let’s start from the right. We have a total of 10 Gear slots, 5 Flasks and a Bag space for loot. Our main hand (left weapon slot) have a weapon with 2 sockets (link is shown by the brown-ish link) – we have one skill gem and one skill gem. Active skill gem is a skill that we use and put on our skill panel, and support gems – enhance them. If there were no link between sockets – support would not work. In time, you would be able to have up to 6 sockets in a chest and two-handed weapon (or two 3 socket one-handed weapons or one and a shield/quiver) and up to 4 sockets in a gloves, boots and a helmet. Jewellery (rings, amulets and belts) can also have one socket.
At the left, we have Stats and Skills. Stats shows us our offensive, defensive and other powers (by switching tabs) always check what Skill you are checking – right now, it’s Default attack. If we will choose the second icon – it would show us our active skill gem’s stats.
Skill Gems. Most of the gems that you would find in builds would be available from higher levels and certain storyline progress. That is why good builds usually suggest gem links that can be used on leveling. Find your gem on wiki (Active / Support skill gems) to know exactly when they would become available. Vendor stock of gems differs for classes.
Color of the gem indicates what attributes you would be required to increase in order to level it – Red (Str), Green (Dex) and Blue (Int). Gems that require a single type of Attributes would have a higher attribute requirements (which is harder to attain if a gem is different from your class type). If you have grayed out “plus” with the gem on the right (where you level it up) that means you don’t have enough attributes for it (if not enough level – they are not shown). Sometimes you would want to hold on with leveling them even if you can. You can right click on “plus” and it will not be shown.
No matter what build did you choose – you need an active AoE skill gem to clear packs. It can be Multiple Projectiles (MP), AoE Skill or Piercing one – all of them would do. Later, you would be able to pick a single target ability and support it with multiple projectiles (LMP and GMP). When you mouseover a support gem, it shows you what active skill gems can be supported. Superior single target at leveling provided by mines.
Vaal Skill Gems (e.g. Vaal Rain of Arrows) can be found in Vaal Side Areas (red portals with loading screen) or has a chance to be corrupted from a normal version (via Vaal Orb). Each gem has it’s non-vaal part (works the same) and a vaal active skill effect. Their use requires souls – they are acquired by killing mobs and/or by damaging a Rare / Unique ones (1 / 3 souls for 2% HP lost, respectively, with 1 sec cd). Souls are tied to the area, so you can’t carry them for long. After using a vaal skill, you have a soul gain prevention for a short period when you can’t gain souls.
Almost every Act has a vendor with a new gems. After you complete quests with gems as a reward – all of them and a new ones are added to the stock. The first widest stock would be introduced in Act 3 (Siosa, Library).
if you would level different/wrong gems on Leveling (here and later, Leveling is referred as leveling through 10 Acts – Leveling Campaign). Good practice would be to fill your second set of weapons (“X” to switch) with 2 one handed weapons (each with 3 sockets) with socketed gems that you would need later – they receive experience as well. Don’t forget to swap back.
Movement skills become much more comfy to use with “Always attack without moving” option. Also used for spells.
Flasks (heavily nerfed, 3.15). Flasks are very important thing. Mostly, you would have 1 or none as an Eternal Life Flask, 1 (rarely 2) Quicksilver Flasks and others would improve your survivability or damage and would be up constantly. Eternal Mana Flask is also used. Charge gains are 1/3.5/6/11 for every normal/magic/rare/unique mob slain . If flask have something in it visually – there is enough charges for use. Life and Mana flasks seize their effect when their respective resource is full.
Passive Skill Tree (“P”). Nothing very special to note – just follow the nodes in the build. What to level first? I focus on nodes that give attributes (usually you would have 2 beautiful nodes with +30 to attribute of different type – it’s a good idea to pick them if you are really lacking stats), trying to get life leech (if there are any). Passive Skill Points are acquired from levels and some quests on leveling (22 Total + 2 from Bandits).
You can learn skill by Ctrl+Clicking on it (won’t need to click “Apply”). Don’t pick Keystones if you’re not sure what they do.
World Screen (“U”) and Quests. Path of Exile questline consists of 2 parts with 5 Acts each and Epilogue.
Square images under the map show available quests from selected Act and if you click on active quest it will highlight the way to the objective. On the map you can see filled circles, circle with a dot inside and hollow circle – they are showing the waypoint status: active (visited zone and activated), inactive (visited zone but missed it) and a zone without a waypoint, respectively. Btw, you can find legend at the top-left corner of the map.
Entering a new area opens an instance of it. When you leave it, this instance would be destroyed in 8-15 minutes (longer for maps). Sometimes, you might want to farm the same zone (e.g. Blood Aqueducts is a popular place to farm Humility for Tabula Rasa) or there’s a danger and you need to reset it. You can Ctrl+Click on the zone entrance (or zone on a map) and you would be able to open “New Instance” of the area, i.e. reset it.
Colors of the quests on the right indicate the type of quest:
- Master mission (Optional). Masters start to appear randomly from Act 2. They provide themed quests in current area. They would be described in Part 3 of this guide. On leveling, you would want to complete Helena’s mission to unlock Hideout (Act 2). Could be done later as well.
- Prophecy (Optional). Prophecies are provided by Navali. Some of them would appear randomly in areas and some of them have to be sought specifically. Navali also would be described in Part 3.
- The Lord’s Labyrinth (Optional). Also, can be referred as Trial of Ascendancy. Quest indicates that you have one of the uncompleted trials in current area. There are 4 major labyrinths: Normal, Cruel, Merciless and Eternal. Each rewards 2 Ascendancy points, one of the gear enchants and a few chests. To access the Labyrinth you are required to complete number of trials that are easier versions of Lab.
Normal Lab requires 6 trials from Acts 1-3, Cruel Lab – 3 trials form Acts 6-7, Merciless Lab – 3 trials from Acts 8-10 and Eternal Lab requires 6 trials that would be found on the maps. Each Lab completion ramps your power significantly and it’s a good idea to complete them asap. Don’t think much about lab enchants – you would change gear anyway. Some deeper knowledge can also be found in Part 3 of the guide.
- Optional quest. Self-explanatory. You can do them on leveling or after it. Usually they provide additional passive skill points or refunds for them.
- Main quest. They are mandatory in order to access new Acts.
Bandits. Bandits from Act 2 provide different permanent bonuses that depend on your choice (help/kill). Guides usually mention them.
Pantheon. Some of the Pantheon would be opened naturally through leveling but most of them – on the maps.
League Mechanic. In every zone, you are going to encounter current League’s master/mechanic. Since the new mechanics are about to be explored by all players, it’s either good idea to find advantages of them and buy league items required for it (that are cheap) or it’s a bad idea and you would lose tons of time and become broke. Interact with it, learn about it, but the meta level of League interaction would be revealed only in a later game. More about Leagues in Part 5.
Types of Damage, Debuffs (Ailments) and Loss of Control effects. Resistance to ailments heavily nerfed and partially reinstated over 3.14-3.16.
There are 5 types of damage: Physical, Elemental (Fire, Cold and Lightning) and Chaos. Each type can apply Stun (bigger difference between power of hit and target’s HP increases the chance to stun). Physical – Bleed (DoT, and you take x3 damage while moving), Fire – Ignite (50% damage as extra from DoT) and Scorch (lowering elemental resist), Cold – Chill (slow), Freeze (“stun”) and Brittle (increased chance to receive crit), Lightning – Shock (increased damage taken) and Sap (lowers damage) and poison monsters can inflict Poison (physical and chaos DoT). If you’re into player-friendly Blizzard games – beware. You have NO indication that you have received one of them except for “debuff” icon with all your status icons that you never pay attention to. That is why you must always have “red button” option or an option to even ignore them. That is why one of your flasks (usually Life) would be modded with “Immunity to Bleed”, one more flask with “Immunity to Curses” and another with “Immunity to Freeze”. Pantheon’s “Soul of Shakari”
provides immunity halves the damage from poison. You can ignore even Stun and Ailments with the right (expensive) gear.
Chill does not reduce Movement Speed only – it reduces Action Speed.
Another mention is that (Energy Shield) and usually you’re either immune (with CI) or have negative resistance to it.
Charges. Every player can have up to 3 charges of 3 types of charges: (4% to all Elemental Resistances and Physical Damage Reduction), (4% increased Attack Speed, Cast Speed and Damage) and (40% increased Crit chance). You can’t generate them unless you have items that allows you to.
Death penalties. You don’t have any penalty from dying at the beginning; you have -30% to all elemental resistances after Act 5 and lose 5% exp on death; you have -60% to all elemental resistances after Act 10 and you lose 10% exp on death. Death can’t delevel.
Dying is ok.
Experience gains. Experience gains has complicated formulas for the overview. TL;DR – you have no penalty on experience gains in a . Safe Zones are: 3 levels at level range 1-15 and 9 levels at level 96+, others – in-between respectively. If the level difference between you and monster outside of the Safe Zone – experience rapidly decays to a minimum in a few levels. E.g. if you’re level 10, you don’t get penalty for killing level 7-13 mobs.
Grace period on entering an instance provides you with immunity to damage for a minute (sometimes less and GGG frequently change it).
- I think I’ve covered most of things that can frustrate you.
- Wait a minute…
Loot and Gear
The main type of items that we are going to pick up is currency.
Each currency’s price is defined by its effect on items, its chance to drop () and time of the League. For example, Orb of Alteration is used in crafting but it requires huge amounts so it’s price rising in time while Orb of Regret is losing it’s value. All the prices and their graphs could be found here.
Generally, you would be using only two types of currency for trading: Chaos Orbs (“c”) and Exalted Orbs (“Ex”). 1 Ex usually varies between 80-150c and dependent on the time of the League. Finding even 1 Ex on leveling would be considered lucky.
Superb currency is Mirror of Kalandra.
All other currency types is also very important at start and long after it. For example, using Orb of Transmutation on flasks while leveling would be a good practice and trying to roll “Immunity to Bleed” with few Orb of Alteration won’t be a crime.
Pick everything! (currency)
Rarity is not a
pony status of how rarely you can find the item. Ex is not “rarer” than Chaos. It only applies to items that can have different rarities like “magic”. If you want more Exalted Orbs per hour you need to increase your that would affect overall drop of items (Increased Item Quantity – IIQ). If you want more rare and unique items – you increase your rarity (Increased Item Rarity – IIR).
Gear. The main thing to erase and rebuild from scratch in your mind is that items that drop are the same as the items that you can buy and use an Orb on it. Dropped rare bow has the same potential to be good as the normal bow with the same base when you use Orb of Alchemy on it.
There is a much deeper and more complicated system of gear that I would cover in Crafting section.
Loot’s ilvl depend on the monsters – Normal (white) monsters drop items with same ilvl as the area, Magic (blue) – ilvl+1, Rare and Unique (yellow and orange) – ilvl+2.
One more thing to understand is Unique items. As I mentioned, “unique” is also a rarity. So, when you find a normal, magic or rare Glorious Plate, it could have been Kaom's Heart if the rarity rolled one “tier” higher because Kaom has the same . Also would elaborate on it in Crafting.
(that’s why filters are mandatory).
For leveling, rules could be collapsed to following:
1. Acts 1-8. Loot and equip everything you want. As Str based character you would prefer items with Armour, as Dex – Evasion, as Int – ES. All of them would like to have Life and as much resistances as possible. What you would like to pay attention to are between them. More sockets allows you to level more gems and possibly use more skills like auras while links would improve their effectiveness with the right support gems. Don’t hesitate to use Jeweller's Orbs, Chromatic Orbs and Orb of Fusings if you don’t want to change gear but need sockets. There are limitations though – base item level should be 25 to have 4 sockets and ilvl 50 – for 6.
Finding a 6-socket item is not big deal. Finding 6-link item is HUGE. Finding one until questline completion can be also considered lucky. Starting from Act 7 you would really like not to skip Vaal Side Areas because they have a much higher chance to drop 6-links.
Use Orb of Transmutation on white Flasks.
There is also such thing as Vendor Recipe System (covered in the next Part). TL;DR – if you would sell item with 3 different color sockets and link between them you would receive 1 Chromatic Orb and if you would sell 6 socket item – 7 Jeweller's Orb. Selling quality Flasks or Gems with a summary of 40% quality (or 20% from a single one) will grant you one Glassblower's Bauble or Gemcutter's Prism respectively. Gem with 20% quality is better to be sold at start. Selling 6-link will give you Divine Orb but it is more likely to sell it for much more.
Using quality currency on items won’t give you much unless you are trying to roll the amount of sockets and links.
. Valuable ones are unlikely to drop on leveling. Uniques you would like to find are: Tabula Rasa, Goldrim and Ability-specific unique. The latter one has a chance close to nothing (I mean that it would improve your used ability). You might want to check them in Trade – they are cheap. For example, if you level as Summon Raging Spirit (SRS) Necromancer, it’s essential to buy Mark of the Red Covenant because otherwise you are just losing most of the damage (and time).
One rule works for me just fine: if an item looks cool – it’s crap.
You might want to keep any of dropped unique rings though – 60 of them can be exchanged for Loreweave. This one is popular and pricy at start.
With experience, you would not even identify uniques – you would know their value by the icon. I definitely know most of the bad ones.
2. Acts 9-10. Keep the jewellery with high amount of resistances and, ideally, Life – from level 60 mobs can drop items with Tier 3 Resistance that ranges from 36 to 41%. These would have some price. Double resistances from 20-25% would have potential to sell as well.
TL;DR – keep items with huge Life (or ES) and Resistance values, check uniques with an addon.
Your first budget won’t rely on random drop though. It would be acquired through Vendor Recipe System (VRS).
VRS offers you items or currency for a certain “recipe” – list of items that you can sell to a vendor in order to receive them. There’s a solid list of recipes but a few of them are actually used.
So, the recipes with sockets and quality in first set of rules (Acts 1-8) were also VR. From Act 9, we are focusing on the new available recipe for Chaos Orbs. We need to sell of ilvl 60 to 74. If all of these items are unidentified, we would get 2c – otherwise only 1c. . If one of them lower than lvl 60 you will receive Orb of Chance instead. Also, this recipe will be interfered by other VR (e.g. one of the items would meet other recipe requirement like Chromatic Orb recipe).
You can use it until yellow maps and then – with 1 item from this range (usually, we are not looking for Regal Orbs).
To simplify this process, there is a new Tool called “Vendor Recipe Enhancer” that would be covered in Addons section.
On leveling, you would also encounter a lot of other loot like Divination Cards, Fragments, Oils etc. Keep them all.
From the official Devs statistics, most of the players are not getting into maps which means that they don’t complete the Leveling Campaign.
It is sad but understandable. You need a lot of knowledge from the very start and almost every new League adds more and more content. When I started playing, even with a help of my friend who have played PoE for a while, I was extremely stressed by the amount of information.
I can’t insist nor advise you that it’s worth spending tons of time learning about PoE, but from a certain amount of knowledge and experience you start enjoying it and the new challenges only ignite your desire to play. Get a thick skin.
…No, you can’t buy it from a vendor!
It’s too hard
Yes. Yes, it is.
The game and especially first Act is even harder since 3.15.
Not enough Attributes
The main disturbance on leveling comes from lacking of Attributes. If your old item had Attributes on it and some of your Gems were dependent on them – items with these Gems socketed would become unusable. Keeping backup items is a good practice. But if you don’t have them, you have few options:
- Unlearn some of your passive skills and invest them into +to needed Attribute;
- If you have unlocked your Hideout, you can use Crafting bench – in the Act 3 you would learn recipe “+6-9 to all Attributes”. You can craft it on every item;
- Unsocket these gems (their stat will turn red when you mouseover them);
- Hold on with your gear change.
Character stops performing actions in combat
This is most likely happens because you get . The lower your maximum Life and/or the Resistances, the higher the chance to be stunned.
Lacking experience gains
Might not be a common problem but it is about your Safe Zone. Running too fast is as bad as running too slow. Try to keep your level close to the zone’s.
Bosses are not dying
Nothing dramatic if we’re talking about few minutes kill. If we’re talking about actually impenetrable fortresses – you might consider testing different Skill Gems (even with lower level).
The most deadly boss appears to be Merveil in Act 1. There are no complicated mechanics – just very high damage from her frontal lined snowflakes so every cold resist point would help.
Dominus in Act 3 can cause trouble with channeling apparitions – make some distance from him to dodge. On the second phase – don’t leave bubble on the blood rain.
Malachai in Act 4 can appear to be complicated but he’s not – avoid deadly front-channeling tentacles, distance from him on emerge and blast Piety when Malachai is shielded. On phase 2 keep an eye on 3 hearts on the sides – when he teleports to one, it should be killed.
Kitava in Acts 5 & 10 is deadly as he should be. In my experience – get rid of demons in the intermission and hug different side from where the breath started. Other abilities are deadly in combo.
No clue what some mods mean
Completely normal situation. Try to stick to the mods that a guide suggests and/or use the ones that you understand how they work (or you think you do). Interactions would be described in the last section.
Now, you can finish your leveling and I will be waiting for you in the next Parts.
Mid-game. Part I: Preparation and Atlas System
Mid-game part covers the preparation for the core activities of Path of Exile and overview of them. In the first part, we would prepare for the maps and learn about the Atlas System. In the second part, we are going to learn about the activities in the game.
In 3.8 League and before we had one Atlas system, from 3.9 to 3.12 we had another and from 3.13 we have previous Atlas expanded. From the ExileCon (Nov. 2019) we have information that Path of Exile 2 is in development. We had information that at least 4 Leagues (3.9-3.12) would be released before it, and now we’re in the next year-cycle of Leagues (3.13-3.16). It is reasonable to suggest that Atlas System won’t change drastically until then.
League mechanics, on the other hand, can stay in the future, can be partially implemented or disappear completely.
Considering the past years, you can expect huge updates in January/Winter Leagues and minor – on other quarters.
It’s ironic, but Atlas did change in 3.16. Generally, now it’s easier to progress. There are also upcoming changes in 3.17.
From now on, Hideout is mandatory and will serve as the main base of operations.
There are first things you want to do when you get to the Epilogue. First thing is to your Hideout. You can talk to them in Oriath’s Square. To unlock the Map Device in your Hideout, you will need to complete a small questline* with Kirac.
*I had a word that some people are getting confused with it. You will have to visit 3 instances in Oriath’s Square: first would be north-ish, second – north-east and the last one in the south. As a rule of thumb, if Kirac stopped talking in the quest location – you probably can proceed to the next step. The quest also indicates the location you should be in.
Second thing – check your passives from quests (/passives in chat). You should have all of them done.
Got loot? Let’s take deeper look at it.
A lot of Cards/Oils/Maps/Essences are not worth keeping if you’re lacking stash space (you do). All of this is done to stress you with the amount of items and make you buy new tabs (worked for me). Some manipulations are in order though.
- Essences and Oils have tier system and 3 of one tier can be sold to a vendor for 1 of the higher one. Essences have 7 tiers, from Whispering to Deafening, and Oils have 13 tiers, from Clear to Golden.
- 3 Maps of the can be traded for one map of the higher tier (details in the next part). Tier 16 is max.
- 3 Catalyst () or 3 Metamorph parts () can be traded for a random one.
- Divination Cards can only be exchanged for their reward. All of them have different values though – from trash to treasure. For example, Rain of Chaos and Alluring Bounty would reserve the same space but their value is drastically different. Some of the cards like Turn the Other Cheek can be just thrown away.
First steps in mapping and any other activity can cause serious damage to one’s motivation to play. Mostly, it is caused by -60% resistances (survivability) and lack of damage. Our motivation would be just fine. Our first goal would be acquiring 5-6 link item and reinforcing our resistances by all means (resistance cap is 75% – Goldrim can be of a huge help).
Trading in Path of Exile has a disturbing (from the first looks) system but it’s not – you need to contact people! -“Omg, I will need to find right words and make business offers?”
Trading is done as the following:
1. Open pathofexile.com/trade and find your item. For example, we want 6-link two-handed sword.
- If you want an item (particularly, unique) with a certain amount of stats, you don’t have to manually type them one by one in stat filter. You can simply find unique by name, hover mouse over it’s image and choose “Filter by Item Stats” – that would copy all the mods from an item into your Stat Filter;
- search for rare items by their name (“Beast Scalpel” in this example). They are randomly generated;
- To filter items by the price, you need to click on the price area.
2. We have different offers. The cheapest items would be corrupted that means that we can’t change them* – they are acquired from random drops. So, we are looking for required socket colors and potentially strong mods for us.
*sockets can be changed through Crafting bench but it is expensive.
3. Click on “Whisper” from the offer.
4. Pop back into PoE, open chat, paste the line (Ctrl+V) and send the message.
Prepare your currency (right amount in inventory). Seller will invite you to group. You will need to Right-click on his avatar and “Visit Hideout” or simply click blue icon on the bottom-left corner of it. He will invite you to trade and you will exchange.
Voila! Now you can stay in his Hideout and strike some nerves or teleport back to yours :)
Same way you can find jewellery or equip yours from leveling and upgrade your weakest items. This is the easiest way to provide you with right amount of stats.
Note: if seller doesn’t invite or answer you that means that he: 1. has sold this item; 2. Afk; 3. on a map or somewhere; 4. jerk who ignores you (Haha. No.).
Selling. In order to sell you will need Premium Tab. If you have one, right click on it and make it public. Now every item in this tab would be listed in trade (even without a price). To price the item, right-click on it, choose the price strictness (Exact price or else) and put the price in Orbs.
I don’t recommend selling cheap items . Selling in bulk helping other players and allows you to put the higher price on them – both sides are the winners. It’s not a scam – people are eager to pay more for trading less times. You can buy individual items and sell them in bulk with higher price and receive gratitude.
Scam though is to put a lot of individual items with much lower price and wait for players to undercut them in order to buy out cheap.
, you would need to open the price window and type: x/y (“x” – your price for “y” amount of items). E.g. selling 100 Alteration orbs for 20c = 20/100. Currency should be traded from currency tab.
First Mastery – mods
Say, you are lacking 40% Cold Resist and 40% Fire Resist. If you are going to search for them as pseudo* mods, you would find this ring.
*Pseudo and Explicit categories are underlined.
In this example, for the Fire Resist we have a single mod with 41% Fire Resist, but for Cold we have 2 mods with 27% Cold Resist in Suffix mod and 14% in Implicit mod. If we were looking for those Resists as Explicit mod – this ring would not have popped in search.
Second Mastery – mods
Sometimes you would stumble upon a good item that looks good and you are confused why is it cheap. This is the usual case – all the Prefixes or Suffixes are full.
While Prefixes and Suffixes described in Crafting section, their important properties right now are: Empty Prefix allows you to craft Life and/or ES while Empty Suffix allows you to craft Resistance on the Crafting Bench. You can’t craft the same mod if it’s present on an item.
Third Mastery – symbol (“~”)
Remember looking for mod but not remembering exact order of the words? Whatever!
In this example, if you were looking for mod “Enemies You Kill Explode, Dealing #% of Their Life as Physical Damage”, you can just simply filter all mods by “~Enemies Explode Physical” or even less is enough. Remember this tool.
Fourth Mastery – or search
Let’s say you are looking for a Jewel for your melee character who uses a two-handed sword.
If you are going to look for mods that a guide suggests, it is unlikely that you will find one (or it will be extremely expensive). Here comes the “Count” search!
Count searches through all mods that you insert and checks their combinations based on the “min” and “max” amount of mods that you require on an item.
In this example, we have 2 Count categories. First with “# to Life” and “#% Life” with one required mod. This condition allows us to find Basic Jewels (with flat life) and Abyss Jewels (with % Life). Then we “Add Stat Group” that would have most of offensive melee mods that can appear on a Jewels for our character and we require 3 mods to appear. This search would show us a Jewel with Life and 3 offensive mods – it is a lot! If finding all 3 mods would be expensive, you can always cut the search to 2 mods.
This kind of search is used for almost every item. We can find a ring with Life/ES and required Resistances, weapons, Cluster Jewels – anything. It is a huge budget saver as well as your notable increase of power.
Fifth Mastery – searching for Damage with two values
This one took me a year.
DANGER! Math formula.
If you’d like to find Cospri's Malice with a perfect roll of “Adds # to # Cold Damage to Spells”… you can simply click on a mod.
If you want to look for an almost perfect one but still filter by price – use the following formula:
( (Dmax1 + Dmax2) – Dev ) / 2, where Dmax1 – damage in the , Dmax2 – in the second one, Dev – deviation from a perfect roll (for both values).
E.g. if we’re looking for a perfect roll of Cospri’s ([40-60] to [90-110]), we are searching for ( (60 + 110) – 0 ) / 2 = “85”. If we’re fine with 1 point deviation (from minimum maximum damage) – “84.5”. 2 point – “84”.
This way, you are looking for almost perfect rolls (or as you desire) while filtering results by the price.
if you are looking for a mod “#% reduced Mana reserved” – it is “#% increased Mana reserved” with negative values.
You character should be around 70-75 lvl, 5-6 link weapon or chest with a main skill, 4-link connections filled with appropriate gems, resistances as close to 75 as possible, 3/4 Labs done. 5 different flasks depending on your build – all of them magic quality, Life flask with bleed immunity, one with freeze immunity and ideally one with curse immunity. Second set of weapons filled with 6 gems that you would like to corrupt* or sell.
*Skill gems are naturally capped at lvl 20 and can have up to 20% quality. They are usually leveled with the use of VRS: gem leveled to 20 (20/0) -> Vendoring it with 1 Gemcutter's Prism gives you lvl 1 gem with 20% quality (1/20) -> leveling to 20 (20/20). From here, you can use Vaal orb on it that can turn it into 21/20 or 20/23 (not both) OR it can ruin the gem with reduced quality and/or level. 21/23 gems are acquired through random drop or corrupted in Temple of Atzoatl (later).
Now, you need to decide what kind of activities you like the most.
Atlas System and Maps
Atlas System and Maps are the core of the game. Whether you’re going to Delve, fight the Syndicate or Awakener of Worlds – everything would be available through maps.
Atlas has been simplified in 3.16.
Maps are an areas with randomly generated layout with monsters and boss. You don’t have to clear the map from monsters – only boss required for a map completion. Some maps have mostly stable layout while some can be called labyrinths. Some bosses are insane while others could be cleared with packs. Most of the maps have their own unique Divination Cards that can drop, varying in a huge range as well. Item bases are also tied to a certain maps. Those aspects, alongside map’s maximum Tier, determine popularity and value of the map.
You are going to start with first Tier 1 maps. Atlas window (“G”) will become available after you will complete your first map. If you mouseover the map on the Atlas, you would see it’s bonus and Awakening bonus. In order to receive first one, you need to use Orb of Transmutation on the map and complete it. As with gear, it will grant mods. Mods on maps make them more difficult to complete but also increase the quantity and rarity of items as well as a density of monster packs (i.e. more exp and loot). Some of the mods can make the map to finish for your build. If you’re an elemental spell caster and you have “Monsters Reflect % of Elemental Damage”, or your build based on leech and map has “Cannot Leech Life From Monsters” – you’re done. Builds usually warn you about mods that it can’t run.
There are 16 map tiers. Maps with high tiers would require you to complete Rare and Corrupted* Rare maps in order to receive bonus. Bonuses increase your chance to drop maps of a higher tier (you can see the descriptions by mouseovering bonus progress in the center of the Atlas).
*If you have corrupted the map and it became Unidentified – it holds the mods that were before the corruption (i.e. nothing changed).
Awakening bonus requires you to complete maps with the maximum available tier version and from a certain Awakening Level. For example, Beach map can be Tier 1, 4, 8, 10 and 14. We will dive into Awakening system in a few.
Completing all 164/164 bonuses doesn’t provide any additional effects.
Some maps contain bosses whose souls could be contained to improve Pantheon. You will need to insert Divine Vessel into the map device with the map itself and defeat the boss. After that, simply handle filled vessel (pick it from the map device) to Sin in any town.
maps can drop to your current map while maps that you have completed can always drop.
Atlas is divided into 8 regions. Each of them has a certain amount of maps and some of them would be revealed with the awakening progression. Completing all maps in the region unlocks the slot to set a favorite map, completing all bonuses – second slot and all Awakening bonuses – third. Setting a favorite map multiplies the chance to drop by 10 (similar to Fossil mods).
if you struggle to find the map in your Atlas, you can open Inventory and Right-click on it (while Atlas is opened) – it would be shown at the center of the screen.
From 3.13 expansion, we now have two Campaigns – Sirus’ Campaign and Maven’s.
Sirus’ Campaign (Conquerors of the Atlas: Watchstones, Elderslayers and Awakening Level)
Since 3.16, there are no “corner” regions (now only 4), but the system stayed the same. Sirus starts to spawn once you acquire all the watchstones and insert them, i.e. Awakening Level 8.
After you’ve completed the questline with Kirac in Oriath’s Square, you receive the Map Device in your Hideout. From now on, when you run maps you will have a chance* to proc the Elderslayer (aka Conqueror) – one of four mini-bosses. Region would become influenced and the icon would appear on the left bar next to this area.
*First Elderslayer is Baran and he can only appear in the corner region of the Atlas (4 regions are adjacent to Atlas’ middle area and 4 are in the corners). After you defeat Baran and receive his Watchstone (WS), you would have to find another 3 Elderslayers in . After you have found all 4 WS from each Elderslayer, they would be able to spawn in any region.
In order to fight Elderslayer, you will need to complete additional objectives in his area. They are indicated as a progress bar under the Elderslayer’s icon. Yellow node indicates completed step, Gray requires to kill the boss and Teal requires you to clear a certain amount of mobs. In our example, we have 5 objectives in total: 3 were completed, next map in this area requires to deal with the boss and map after that – to kill mobs. At first, progress bar will contain 3 nodes (first 16 kills of Elderslayers) but later on they will contain 5, 7 or 9 nodes (random).
After you have completed these objectives, you will need to talk to Kirac in Hideout and then talk to Zana – she will open a portal to their “domain”. Killing a map’s boss opens a portal to the Elderslayer. Defeating the Elderslayer rewards you (very high chance but not 100%) with a Watchstone. Watchstones inserted in Citadels* (clusters with 4 sockets in every region) and they reveal new maps in the region, increase the tiers of the maps in this region, awakening level and make the area meet the requirements to spawn another Elderslayer.
*When you kill the boss on the in the Region, Zana would appear and open a portal nearby – you should enter it to unveil Region’s Citadel in your Atlas.
Area become unoccupied and the defeated Elderslayer shown* in the center of the Atlas – he would not be able to spawn until you defeat Sirus (or he wins when there are no more portals to use).
*Sirus’ progress unavailable until you defeat 16 Elderslayers (generally, at Awakening level 4). Until then, you simply defeat them and receive Watchstones.
Elderslayer’s influenced items drop only on the maps with their “presence” (Teal squares on the progress bar).
Now, about the tricky parts.
1. Map progression. Let’s say we have Beach map tier 1 (T1) and we have inserted WS in this area. Now Beach map is T4 and adjacent maps are T5 in the Atlas. If we would run our T1 Beach we for adjacent T5 maps to drop – they will drop T2. The only way to acquire T4 Beach map is to run maps that have appropriate tier without inserted WS.
Also, remember the recipe with 3-to-1 maps. Say, you have 4 Beach maps. If you put 3 to sell, you would see the outcome – for example, Temple. If you would remove one Beach map and insert different one – there’s a high chance that you will receive another map instead of Temple. If not, you can try different combinations. Offered maps would be with the sold maps.
2. After you have defeated Elderslayer in the area, you will have indicator that you have obtained WS of appropriate color. You won’t be able to loot it again in this area but the thing that might confuse you – you can insert WS of unobtained color to meet the requirements of area to spawn Elderslayer (e.g. you didn’t obtain yellow WS in the area and it requires 3 WS to be inserted in order to spawn Elderslayer. You can insert yellow WS from another area with 2 more different ones and it won’t block your “yellow Elderslayer” from spawn). “Unobtained” Elderslayer is more likely to spawn in the area.
3. When you’re focusing on which Elderslayers to spawn, watch for defeated ones in the center. They won’t spawn until you finish the cycle with Sirus.
4. Tier of the map should meet the requirements of WS. If you’ve defeated 3 Elderslayers in a region and obtained WS from them, you will need 3 WS to be inserted in this region and they can spawn only with the appropriate tier of maps. In example with Beach, it would be T10 with 3 obtained WS. When you would obtain all 4 WS in this area – T14. You won’t be able to spawn Elderslayer with 0 WS inserted.
Every 4 WS inserted in the Atlas increases Awakening level by 1 and the maximum level is 9 (8 from inserted Watchstones and 1 from an Atlas Ascendancy).
Sirus, Awakener of Worlds. Sirus is one of two Endgame last bosses. Defeating him means that you have completed the game.
Sirus’ difficulty is tied to Awakening Level (AL) – Awakening Level that is on the Atlas. If you will defeat 4 Elderslayers with AL8, unsocket all WS and open the portal to him – his difficulty would be AL0.
Sirus on AL8 also referred as Uber Awakener.
His mechanics would be explained in Boss section.
Maven’s Campaign (Echoes of the Atlas: Atlas Ascendancy, Region Watchstones, The Maven’s Crucible)
System didn’t change in 3.16 – you can still invest 10 points into single region. Examples of Ascendancy nodes might be deprecated or changed.
After you complete Sirus’ Campaign and all Atlas bonus objectives, your Atlas will be looking like this but…
Alongside your Major campaign, you are going to progress towards the second – Maven’s Campaign.
you would start encountering The Envoy – creepy messenger of the Maven. You will need to encounter him times – on the 6th, he would be glowing and this map’s boss would be watched by the Maven. The Envoy spawn on the same map twice – you can only encounter him on different T3+ maps. Region does not matter.
After the first Maven’s encounter, map’s boss will drop The Maven’s Beacon. Using it will upgrade your Map Device and from now on you can* call Maven to watch your fights – she heals, shields and empowers bosses. You can toggle on/off her presence by clicking on her icon in the Map Device.
*You can’t until you open the Citadel in the Region.
Now, each region will have a bar above it’s Citadel. When you will defeat 3 different bosses in the region, the last one will drop an invitation (map) to The Maven’s Crucible. You will have to defeat all 3 bosses inside and you will unlock your first 2 Atlas Ascendancy points in this region.
After your first trip to the Crucible, boss’ counter in this region will be reset and you will need to defeat more. Progression would have to meet some requirements and look as following: 3 bosses (0 Watchstones inserted in the region), 4 bosses (1 WS), 5 bosses (2 WS), 6 bosses (3 WS) and 10 bosses (4 WS). Amount of Watchstones also is a requirement for an appropriate tier of maps.
10 bosses Crucible is a maximum difficulty and these fights could be repeated indefinitely. Each run would award you with a new Watchstone for a fighting region – Chromium, Titanium or Platinum:
- Chromium Watchstones focus on currency drops as a stacks instead of a single orb;
- Titanium Watchstones focus on Master Missions;
- Platinum Watchstones focus on League Mechanics.
Each Watchstone can have up to 2 mods and can only be of a magic rarity. Inserting these Watchstones also provides a progress towards Awakening Level.
Each region can have up to 10 Ascendancy points and will look like this in the endgame:
Most of the nodes in the Atlas Ascendancy Trees are self-explanatory, so I would explain some that could be confusing:
Ascendancy nodes might be shuffled or tuned in the next League, so I will use node’s name and a League it belongs to.
- Buried Riches (Abyss) – are themed “chests” inside Abyssal Depths;
- Great Migration (Bestiary) – literally replacing all monsters on a map as beasts (usually 30+);
- Friend of the Family (Perandus) – Perandus offers item but internally he chooses the rarest of 5;
- Compulsive Hoarder (Delirium) – three additional Reward types means that if you start the Delirium, you have a 15% chance to have four rewards from the beginning instead of one and progress them simultaneously;
- Pathological (Delirium) – dropped maps could be enchanted with up to 5 Delirium Orbs;
- Vaal Oligarchs (Incursion) – Vaal Flesh Merchants are the unique monsters inside Incursions who drop random currency in stacks of more than one orb;
- Resource Reallocation (Incursion) – a room has a chance to double the upgrade. Does not work if the room is empty. No synergy with the next node;
- Contested Development (Incursion) – the bonus of a room does not remove it’s tier – you’re adding one tier and changing the bonus;
- Sulphite Sentinels (Delve) – each Sulphite Vein would be guarded by a small pack of Sulphite-hoarding Monsters. pack will award you with 50-60 sulphite if the Vein itself awards around 900-1000;
- Rogue Trader (Anarchy) – rogue with a Reward is similar to a Legion’s monster with a reward;
- Repeated Experiment (Metamorph) – you would be able to assemble second metamorph using organs i.e. if there was only one boss on a map, you are unlikely to fill the bar (synergizes with High Yield);
- Natural Selection (Bestiary) – you have a higher chance for rarer beasts.
pay attention to the small node effects. They can provide an increased chance of the League appearance as well as being useless. Also, Ritual statistics.
Ascendancy Nodes are extremely potent, rich and awesome. They allow you to do certain activities in a region that provides additional rewards and, at least supposed to, allow you to do your most favourite mechanics. Additionally, there is one Ascendancy that is not tied to the region but to the whole Atlas – The Uncharted Realms.
The Uncharted Realms enriches your Endgame content. Nodes provide you with an additional loot from bosses and boss areas, doubles the amount of maps for Zana Missions and other powerful bonuses. This is probably the only Atlas Tree that you are going to respec a lot.
The Uncharted Realms Tree could be revealed by completing a special Maven’s invitation that has a chance to drop from a regular map bosses. There are 5 invitations that lead to four Shaperguardians, four Elderguardians, four Breach bosses, four Synthesis bosses or five Endgame bosses. These invitations are more difficult and the last one is extremely lethal. The chores are the same – you kill each one of them with the Maven’s presence in their domains and then fight all of them in the Maven’s Crucible. These invitations rewards you with more loot and 2 Uncharted Realms points at first kill. Completing any of these Invitations will show the 9th Ascendancy in the Atlas.
The Uncharted Realms can have 12 Ascendancy points – 10 from invitations and 2 from defeating the Maven herself.
Uncharted Realms points could be obtained right after you complete your very first Maven’s Crucible (example).
To fight the Maven, you are going to collect Crescent Splinters from invitations and 10 of them would be merged into The Maven’s Writ.
Her mechanics would also be explained in Boss section.
Burial Chambers removed from the game in 3.16. Fractured maps are no longer possible to spam since 3.15.
At start, most of the Atlas is covered in fog of war and will be revealed as you dive into the side areas. Maps that you can see without inserted WS can have 5 tiers, maps revealed with one WS – 4 tiers etc.
Basically, you would want to complete new maps as fast as possible. To accelerate this task, you have few options:
- Zana sells maps for a reasonable price. To refresh her stock you need to activate her mission on the map – completing this mission is not mandatory but running it on uncompleted map would contribute towards Atlas progression;
- You can exchange maps 3-to-1;
- You can buy maps from trade as well as selling completed ones. Beware – they are pricy only at start of the league.
Exploring the Atlas is as important as finishing your 4th Ascendancy. All 6 trials can spawn randomly on the maps and they can repeat. What can help:
- If you’re playing with friend or you’re a social person, you can ask them to invite you for certain Trial;
- Activating Zana mission and if she will offer a map with “Complete Labyrinth Trial” this area will contain one of them;
- You can buy ###item:the-dream-trial### prophecy.
As I mentioned earlier, there are easy maps and difficult maps. Latter ones are usually avoided (ran once for Atlas bonuses) unless they can drop valuable loot. Easy maps could be divided by their layout. I’m not sure how veteran players divide them but I prepared 2 types for you:
- Straight (or easy&fixed) layout – , Park, Promenade, Canyon, Mud Geyser, Leyline, Plateau. These maps are easy to navigate and the bosses are easy;
- Fast boss layout – , Bog, Barrows, Park, Mud Geyser, Canyon, Arid Lake, Atoll.
Underlined maps are kings in their category. If you would sell them in bulk they can provide a good profit. As for expensive and popular – there is only one.
Burial Chambers (BC). This map is hunted (Headhunted, if you will) by many players. Any tier is expensive. The reason is The Doctor. Players who farm Headhunter obsessively running this map hundreds of times and rewarded with more than 10 Ex for each card. Sorry, I didn’t introduce you – Headhunter is one of the most desired items in PoE. You can read more about it here. However, these players don’t run these maps with just Orb of Alchemy on it – they are “juicing” them.
Juiced maps. Traditional juicing of a map consists of the following pipeline:
- 20% quality – x4 Cartographer's Chisel on normal rarity map;
- Orb of Alchemy. IIQ should usually exceed 80%;
- Delirium orbs. Usually three or more of them;
- Vaal Orb. Can make the map ridiculously rich with IIQ. Bad mods are put aside;
- x4 Sextants. Sextants are used on WS and provide additional mods to maps in the area. Smashing one Sextant for each WS and running it could work but there are a lot of interactions that could drastically benefit other juicing. As an example, you can have additional Legion encounter on the map, Gilded Legion Scarab (coming up next) and Zana mod (up next later) with an additional Legion encounter – that would make all 3 Legion encounters improved by Scarab. TL;DR difference between types of Sextants – same mod will have stronger effect (e.g. 20/25/30% increased Magic Pack Size) and stronger Sextants can have their unique mods. Very nice table with a Sextants;
if you are rolling something in particular, make sure you roll a sextant on the WS that is inserted into Citadel – mods from another inserted WS would be blocked to proc.
- Scarabs, Map Fragments. You will insert a map and four (explanation in the next part) Scarabs or Fragments. Choosing Scarabs depends – usually, you would like more monsters in general. All the map Fragments ( Sacrifice at Dusk etc – up next later) will give you additional 5% quantity and Mortal Fragments would give 10%;
- Zana mod. When you click on a map device, you have options to add mods – Zana mods. They are different for each League. By default, you get 8% IIQ free, but other mods can benefit a map much more;
- Prophecies. A lot of Prophecies benefit maps’ loot. Tempests provide additional 30% IIQ on a map, ###item:bountiful-traps### and ###item:monstrous-treasure### – more Strongboxes. Those Prophecies does not stack – only 1 can be present and they are not 100% to proc. Some Prophecies could be used constantly (like ###item:waiting-in-ambush###);
- Alva. Alva’s mission is always used on juiced maps to increase the amount of monster packs (the ones in Incursions);
- Party. Running maps in group could benefit all the members. More and even more. Also, Empyrian is always streaming and highlighting group play at the start of the Leagues and might be useful;
- Watchstones. Sirus’ and Region Watchstones are a huge boost for juicing a map.
Traditional juicing is an effective method of enriching your maps but since the Harvest League was introduced – there is a new meta:
Fractured Maps always keep the “juice-enabling” mod on the map. This type of maps are duplicated with Fractured Fossil and ran forever for a huge amounts of currency. Delirium Orbs and the Maps are always a subject to change but the pipeline itself would look similar to traditional one with some additions:
- First step – fracturing the right mod. It is done by Harvest with Tier 4 purple seed until the right mod is fractured;
- Enchanting the map with “Map does not consume Sextant Uses”. Also provided by Harvest;
- 35% quality – since you will have to do this only , it is worth to improve the quality to 35% with a Syndicate (Rank 3 Hillock in Intervention, later part). Quality can also be rolled to 30% with Perfect Fossil;
- Delirium Orbs used only since you are duplicating the same map;
- You don’t use Vaal Orb on it since you would not be able to duplicate it with fossil.
After you have completed manipulations with the map itself, you use the Fractured Fossil on it and run the duplicated map.
you can duplicate the map with more than one fossil. If you would use Corroded Fossil alongside Fractured Fossil, your map would not be able to roll Elemental Reflect mod, Metallic Fossil – Physical Reflect, Pristine Fossil or Dense Fossil – Players cannot Regenerate Life, Mana or ES.
This kind of juicing requires initial investment but rewards you with an enormous amount of currency.
Map Device. There are 2 things to mention:
- Zana mods. Zana mods can appear to be the same as the mods from Orb of Alchemy but they are not. Using Zana mod makes a League-Specific Area. The most common example here is Nemesis mod. When you apply Nemesis Zana mod (if its present in the current League or Infused Nemesis from Harvest), you can Orb of Chance or Ancient Orb the Headhunter but if you have Nemesis mod from Orb of Alchemy – you can’t.
- Slots. Your map device has 4 slots by default but can be expanded to 5. It is done by using 4 different Legion Emblems in your 4-slot map device.
Types of maps:
- Influenced maps. Some of the maps can have influence and/or Elder guardian in it. There are 2 types of map influence: Shaper and Elder ones. Those influences allow maps to drop respective influenced items. Shaper Guardian maps (e.g. Maze of the Minotaur Map) and Elder Guardian maps (e.g. Map is occupied by Constrictor) are always influenced by them. Also, there are 4 Elderslayer influences – they have a chance to drop when you run a map in areas occupied by them. Influences provide additional pool of mods for the items. has a 100% chance to contain one of the influence mods (while crafting does not).
- Unique maps. Unique maps provide special scenario maps. Some of the maps can only be obtained in Delve or from Zana. Most of the unique maps can be chanced (maps have their corresponding normal version) though maps like ###item:cortex### can’t (at least not with the default conditions).
- Fragment maps. Map fragments (who would’ve guessed?) can open portals to special areas with bosses. While Fragments require 4 pieces to open (inserted in the right order – Uber Atziri is responsible for this clarification), Breachstones are opened solo and Emblems require 2+ (different) pieces. Sacrifice and Mortal fragments can be used solo – they would open portals to vaal side areas.
- Blighted maps. Blighted maps are tied to the Blight League. These maps don’t have usual habitants and layout – only one Fungal Growth with 20 portals. More info coming up in league descriptions.
- Synthesis (unique) maps. Synthesis maps tied to Synthesis league. These maps have increased experience gains and unique bosses with exclusive loot. More in league descriptions.
Now, let’s explore the actual events that would happen on the maps.
Mid-game. Part II: Masters, Leagues and Bosses Overview
This part will show you how vast and rich this game on activities. The main philosophy here is getting the most. Every one of them can provide valuable loot that you can exchange for desired one from other activities.
Masters are NPCs who can offer missions on the maps. They can appear randomly or you can use their mission if you have one. Every day you accumulate one mission for each master (mission’s color depends on the last map you’ve done before the reset) and you have a chance to receive one on map completion. Also, you can roll their presence via Sextants (###item:prime-sextant### and Awakened Sextant) and Prophecies (Master Seeks Help).
Ctrl+Clicking on them in your Hideout would instantly open respective League window.
Zana, Master Cartographer
Zana is best known for her phrase: “Still sane, Exile?”
Are you, btw?
Missions. Her missions have two benefits: resetting her Map Stock and the Mission itself.
1. When you open the map with her mission – new stock available. Even before you enter the portal. This is a very good way to explore the Atlas. On higher levels, she would be able to offer influenced maps, guardian maps and expensive maps like ###item:cortex###.
2. When you find her on the map, she would offer mission with an objective in one of the maps. The advantage of them are:
- Completing the map counts toward Atlas progression (check rarity to be appropriate for bonus);
- Objective determines what kind of event would be present. So, Labyrinth Trial, Harvest etc. – you know that they would wait for you;
- Map pool is larger and can contain expensive (Cortex) and unobtainable (Untainted Paradise) maps.
You can the amount of offered missions with the “Paths Not Taken” node in the Uncharted Realms Tree.
Zana’s Missions benefit from the Atlas Region Ascendancies, nor from the Watchstones, nor from the Sextants.
Also she opens portals to the Elderslayers and Sirus.
Very useful Master at the League Start and for targeting activities that can’t be forced (Labyrinth Trials, Harvest).
Niko, Master of the Depths (Delve League – 3.4)
Notable crafting recipes: socket colors, up to 6-socket, up to 6-link.
Since 3.16, if you are ignoring Delve when mapping, it will dig to the appropriate level of monsters as on your maps. It is also much more rewarding at lower (closer to surface) levels and gets harder much faster with the depth. Few fossils were changed or replaced.
Delving is one of the most popular Leagues and activities.
In general, you are following the cart, slaying monsters and doing event at the end. In order to start the cart, you would need a Sulphite – it is gathered on the maps with Niko present. of the map affects the amount gathered.
As a reference points, monster levels are:
- 68 lvl. Tier 1 map or depth 35.
- 73 lvl. Tier 6 map or depth 65.
- 78 lvl. Tier 11 map or depth 110.
- 83 lvl. Tier 16 map or depth 171.
Deeper delve has the same monster level but the difficulty (amount of mods in areas and monster damage) and the amount and quality of the rewards will increase. Example of the Delve 10k deep.
From a certain depths, you would be able to encounter cities that can contain respective to the area boss – there are 3 of them. If you die on a boss, you can infinitely repeat the fight – there are no portals but every time you would lose sulphite to travel to the node.
Delve is almost infinite vertically and infinite – horizontally.
Delve nodes consist of currency, items, Leagues mechanics etc. Such nodes as “Contains Cold Items” will contain an items with Delve-specific mods that can only be dropped in this type of nodes and be rolled with Fossils (for example, “+1 to maximum number of Spectres” on a chest pieces, “Minions deal #% increased Damage” on a rings and other mods). Maximum ilvl of these items is 83.
Areas, Fossils and Fractured Walls. Delve has 6 areas – each of them has their effects.
You might learn about it for the first time even if you have delved for a some time but the area can overlap deadly on a boss by increased damage or else.
As we can see, some fossils can drop in a certain areas. Mostly, they are found behind the Fractured Walls (FW).
– Where the f are they? – would be exactly my words, translated into English, when I did that by myself. FWs are found on the sides of the cart’s path.
That means, in order to find FW, you would need to dive into the dark side areas (with mobs), check their presence and run back. One tip is in order: they are certainly found on the long paths.
FW should be blasted with a Dynamite. FW serves two purposes:
- Hiding rooms with loot (usually contains Fossils or Resonators);
- Blocking the way to the hidden nodes (nodes without a path). Sometimes, their location could be ridiculous.
There are such a method as darkness farming – you’re simply running the path and looking for loot in the side areas. You break the FW or the path would not reset next time you run it. Possibly you should not kill mobs either but I’m not sure.
Delving is a very good way to make currency. Useful video about Delving.
Example of a well-written Deep Delve Build.
Niko Missions are less useful because Scarabs provide an additional Sulphite.
- Fractured Fossil can only be found in the nodes with Fossils and much more likely in the hidden nodes;
- Bosses with an unluck spawn can be impossible to kill with a specific to your class area mods;
- Running faster than a cart (ahead) makes it also move faster;
- Shift + Clicking on a “Craft Flare” will buy the max amount.
Einhar, Beastmaster (Bestiary League, 3.2)
Notable loot: Farrul's Fur
Notable crafting recipes: *beastcrafting.
Einhar received many new recipes in 3.15. Duping items is no longer possible since 3.14.
Bestiary league makes you hunt beasts. When you catch beasts in the area, they depart to Menagerie and wait for you to be slaughtered at the Blood Altar that will award you with quite a few things.
Most recipes require one Red Beast (who determines the outcome) and three Yellow Beasts.
Usually, you come to Menagerie, click the recipe, release the hounds and kill them – and that’s about it. But what you don’t usually do (or don’t know) is:
- Easier craft of Flasks. You can mod a flask with “Immunity to Bleed” (that is “of Staunching”) or to Curses or other with four yellow beasts only;
- All the unique items made at the Blood Altar can result in a League-specific unique;
- There are 4 spirit beasts (notably – Farric Tiger Alpha) who can open portal to the respective boss. Farrul drops Farrul's Fur;
- Beastcrafting. There are a lot of useful recipes that can help you with craft. I will explain it in the next part in Crafting section;
- All the beasts can be sold.
Selling beasts. Beasts can be really expensive (Farric Tiger Alpha, Fenumal Plagued Arachnid, Craicic Chimeral etc). For example, Farric Tiger Alpha has a chance to drop Farrul's Fur. Farric Ape creates unique belt – players buy it to chance Headhunter. Fenumal Plagued Arachnid and Craicic Chimeral are used in Crafting (most expensive).
To check what beasts you have, you need to open Bestiary Tab (“H” by default), open the tab with captured beasts and search for them with the search window on the bottom.
Some Beasts have the requirement to the level of the area. The highest requirement is level 80 (T13, Farric Tiger Alpha).
To wrap the beast into sellable item you have to buy Bestiary Orb (from Einhar in Menagerie only) for 1c, find it in your Bestiary Tab and use orb on it. Now you can sell it!
Missions are also less useful because of the Scarabs.
Atlas Ascendancy nodes considerably improve the effectiveness of each mission: “Natural Selection” will provide a much higher quality of beasts while “Great Migration” would have a chance to stuff your bestiary with 30+ beasts from one mission.
Note: I didn’t find any information nor did a detailed research but I’m almost certain that Beasts are tied (or at least more common) to a certain areas. Therefore, if you are looking for Amphibians (which is one type of beasts in “The Deep” family), you will need to find them in muddy areas (like Marshes or Mineral Pools map). In general, beast’s looks should match the area. I always had one and more beasts of the respective family on a map.
Alva, Master Explorer (Incursion League, 3.3)
Since 3.14, it is possible to postpone your run by stashing the “plan”.
Incursion League features Temple of Atzoatl. First, you “build” the Temple with rooms and then raid it after 12 Incursions (preparations).
At first look, it has nothing and entering Incursion instantly one shots you from time to time. Though, it has notable rooms and items but first we would understand how the Temple works.
Temple consists of 13 rooms though only 11 can be upgraded. Starting layout provides a few rooms with Tier 1.
Your goal is:
- Make connections from the Entrance to the Apex;
- Upgrade important rooms to Tier 3.
Every Incursion has 2 Architects who determine what upgrade the room would receive. One of them upgrade the current room and he is always on the . Despite logic, you need to kill the Architect to receive his upgrade. Their upgrades are shown before the Incursion. Also, you can see the doors that are leading to the other rooms – opened (green) and closed (red). While on Incursion, one or two Stones of Passage would drop to open the closed doors – plan which one you would open in advance.
If you forgot which Architect to kill during the Incursion, you can toggle Temple’s window with “V”.
Incursion rooms proc . Your Temple can have multiple Tier 3 rooms as well as none.
When you complete 12 Incursions, you can’t do more to upgrade rooms – Temple is built. Alva would offer to open portals to the Temple. If you have failed to open the door to Apex (or any room that you need), you can use explosive from Explosives room (if its present. You can protect your run by building/saving it before you finish building the Temple).
Temple should not cause any problems and the boss is relatively weak. Boss can drop a Vial that upgrade items from the Temple. Each Vial has its own corresponding item. Upgraded versions of these items makes them valuable.
Temple’s level of the area tied to the highest level of the map you ran Incursions on and is not capped at level 83.
Rooms. Most important rooms are: Doryani’s Institute, Apex of Ascension and Locus of Corruption.
Doryani’s Institute allows you to double-corrupt gem. : this is the only way to upgrade gem to 21/23. As every corruption works – you can receive double degraded gem (usual effect).
Apex of Ascension allows you to sacrifice unique item and receive another one. Level 2 (Hall of Offerings) allows league-specific item to drop and level 3 can serve 2 purposes:
- You put the vial and corresponding unique to upgrade it;
- Sacrificed item can also be League-specific and of the (unique belt).
Locus of Corruption allows you to corrupt an item and make it:
- With all white sockets;
- Add 2 vaal implicit mods;
- Make it influenced rare item;
- Make it disappear!
In my experience, Apex of Ascension provides stable profit with upgraded items while others just ruin items.
If you upgraded Tempest room to Level 3, Corrupting or Radiating Tempests would appear in your Temple run. In order to receive their bonuses, you need to soak them (or mobs can soak Corrupting one). Same with Vaal Winds on the maps.
Other rooms are very specific but also could be built.
Some people sell rooms but in order to use it buyer should handle his item to the seller. It’s very unsafe operation unless seller is streaming the process.
Alva’s missions are usually used for an additional monster count on a map. Temple itself is not that profitable*.
*Temple can provide you with an extremely high profits from a gear with an Incursion mods drop but it is usually done by experienced players (for example, ilvl 85 Fingerless Silk Gloves with a mod “#% increased Damage with Hits against Chilled Enemies”).
If you’re really into Incursions, Atlas nodes “Resource Reallocation” and “Contested Development” would rain down desired Tier 3 rooms for your Temple.
Jun, Veiled Master (Betrayal League, 3.5)
Notable crafting recipes: Reduced Total Mana Cost of Skills, Cannot be Frozen, Hits Can’t be Evaded, Increased Damage, etc.
New system since 3.14 – tier 4 rewards from Mastermind (+1 level to current safehouses). Now, she’s worth running.
Stay sane, Exile. This master was hyped recently and I’m hyped to hype you as well!
Jun has the most
complicated unfriendly League system that most likely scared you away.
When I was researching the mechanics, I might be crazy but I started considering their behavior as a real human’s. So don’t be rejected by some of my following terms.
Jun’s missions consist of encounters with the Immortal Syndicate and manipulations with the Deck. You click something randomly and something random happens.
Syndicate consists of the Syndicate Leader (Mastermind, Catarina) and 17 members – your deck can only have 14 of them. Deck is divided into 4 divisions – each division have the leader and one follower (there must always be a Lich…). That leaves us with 6 members who can be unranked (no division) or in any of the divisions.
There are a maximum of (Leader and 4 followers). Members of the division are linked by yellow ropes and have respective symbol at the top-left corner of their cards.
When we start our first missions with Jun and complete encounters, we are going to reveal the members’ personalities. Each mission consists of 3* encounters:
- Transportation or Fortification;
When we trigger the encounter, random of the respective division (very rarely – Leaders) join the fight and random unranked members (very likely) can appear as well.
Winning the encounter gives us an opportunity to decide their fate:
- Execute ranks the member up. If the member was unranked, he is joining the encounter’s division. There are 3 ranks.
- Interrogate throws the member into jail for 3 turns in order to obtain intelligence about the division’s safehouse. Also lowering member’s rank by 1. If the member become unranked, he loses division. 1 turn = 1 encounter. Interrogating higher rank members provides more intelligence.
- Bargain can be:
- A loot drop;
- Granting a few intelligence (of encountered division);
- Befriending with member (making Trust link / neutral);
- (making Trust link and making him join the division);
- Removing from the Syndicate (new member would join – one of 3);
- Setting interrogated members free (in understandable term – making their turns happen. E.g. rank 2 member with 2 turns left which would give 7 intelligence per turn would become rank 1 member and will grant 14 intelligence);
- Swapping with the member of different division ();
- (of encountered division);
- Removing all rivalries.
- Betray always lead to link and can be:
- Encountered division’s intelligence and rivalry link;
- +1-3 ranks to member and -1-3 ranks to target member (depends on target’s rank);
- Removing target member from syndicate;
- Member become leader of division (leader doesn’t lose ranks);
- Release the target doesn’t make any change to the deck. It is a very usual option. Always available at the bottom-right side of the deck.
In vacuum, these options won’t make any sense. Deep diving into interactions.
Trust link allows “trusted” members to join encounter (). These members would be able to grant intelligence to encounter’s division.
Earning trust. Trust can only be an option from of the encounter. Methods that can accelerate the process of trusts:
- Having unranked members. They are more likely to be recruited;
- Avoiding same ranks from important members (which would make swap option unavailable);
- If the previous option (on current encounter) was rivalry, trust option appears to be more likely to pop.
If there are 2 trusted members left after the encounter, their next option will be Rivalry.
Rivalry also allows linked members to join encounter and grant intelligence but with different options for the deck.
Making rivalries. There are 2 scenarios to make rivalry:
- 2 members left after the encounter;
- 2 members – leader and follower (only follower will have option to become leader of the division and betray);
TL;DR: Trusted deck allows you to accelerate the process of linking while Rivalry deck is best to farm.
- Don’t have an option “Remove rivalries” that interferes with the last member’s option of the encounter (it is very usual);
- Don’t have the last option “Become neutral” with other members instead of Trust;
- If there are only 2 members on the encounter, none of them could be ranked.
: vice versa that leads to more Ranks -> more intelligence.
– build as much trusts as you can and then upgrade the deck to rivals. Don’t rush the farm.
More important interactions.
- When 2 members left, check options from both – they are different.
- Relations between members are cyclical: Neutral -> Trust -> Rivalry -> Neutral.
- “Destroy all items” can appear as pre-last and last option. Pre-last would make rivalry while last option just destroys them.
- “All prisoners are set free” can appear only if there are 2 or 3 members interrogated one of them from current encounter. Option appears as last one.
- “Removing the member” preserve links. New member would retain them.
- Interrogation has many scenarios:
6.1.a. there are unranked members and you interrogate Rank 1 follower of the division. Random unranked member will take his place the next turn;
6.1.b. there are unranked members and you interrogate Rank 2 or 3 follower of the division. Nobody will take his place. If interrogation doesn’t end before next mission, this division will not appear on the map (0/2 encounters);
6.2. there are no unranked members and you interrogate Rank 1 follower of the division. He would return as Rank 1 member after interrogation;
6.3. If safehouse’s (or Mastermind) intelligence became full, prisoners would be released (still losing rank);
6.4. Higher Rank members provide more intelligence (3, 7, 12 per turn respectively);
- If you defeat member from the division, supporting members would try to flee the encounter; leave no prisoners.
Filling the bar of the division’s safehouse allows us to raid it. Every member of the syndicate has it’s own reward table for the each safehouse.
Ultra best and none can be better table. Clicking the cells would make them filled with green/yellow/red background and for the next visits.
Raided safehouse would consist of the leader and current members of the division. Leader provides double reward.
Defeated leader would always be interrogated and all the members lose their ranks.
Now, how to apply all this knowledge practically.
. Doing that will wipe the whole deck of links. And, no – there IS a profitable deck :)
In Delirium, mainstream members were: It That Fled (Lead) with Vorici in Research and Gravicius (Lead) with Cameria in Intervention. Explanations are in order.
It That Fled provides an option to upgrade Breachstone (Rank 3 – Pure). Chayula’s Pure Breachstone sells for a few Ex while Breachstone itself costs much less. These Breachstones provide the best leveling option. Vorici adds white sockets to an item. For profit, it is used on The Pariah ring for MF builds and there’s some profit from it. Vorici even have to be Rank 3 for it!
Gravicius provides the most expensive Gilded Divination scarabs while Cameria – Sulphite ones.
There are a lot of notable options like Cameria in T, Hillock with quality options, Tora in R with gem exp, etc.
selected not just for their good reward options but also for their constant appearance on the missions.
Safehouse loot is not the only way to get profit. There are expensive veiled items that a certain members can drop on the encounters. (veiled items can have it’s own tag in mods) is most sought for it’s “Reduced Total Mana Cost of Skills”. also have a price.
If you don’t have one of your members – remove members from Syndicate until you do.
Making any connections would make unwanted members to take the support spot on the encounters instead of our profit makers.
After you have revealed all the members, while making the connections (more in blocked safehouse – later).
If you will run the Safehouse with unranked member, he would take leaders spot! And since he don’t have many links, he would occupy this spot for good.
I would recommend starting to allocate members with at least 20-25 links and most importantly links between division members. Each member of the chosen division should also have a link.
If you struggle to allocate last unranked member it’s ok to recruit him with unwanted link. It won’t do much harm and could be removed later.
From now on, you are focused on making profit from chosen Safehouses. This means, that when you encounter your division, you (in order of priority):
- Rank members of chosen division;
- Make rivalry* (that usually also provides intel). Both sides of conflict have different options that would come with rivalry;
- Interrogate the leader of chosen division if he should be a follower (to promote right lead);
- Interrogate members from other divisions* who provides intel about chosen Safehouse;
*Be careful with these options. If you have an option of rivalry with -1 Rank of target member’s division – make sure there are no Rank 1 members – it will lead to a huge setback of deck and you will delay raiding the Safehouses until this member would be allocated again. Same rule applies for Interrogation.
After your Safehouse raid, leader is always interrogated (for 1 turn if Mastermind is ready) and your follower become unranked. Since there were no unranked members before, deck will push follower to the leader position. This way, . That is why it’s important to have all members allocated.
Don’t run unwanted Safehouses.
Trust options still would have place but much more rarely.
Blocking Safehouse is more of a passive result that would appear from time to time. It means that one of the Safehouses is ready to be raided but you don’t care.
(encounters)! To be exact with counting: you have interrogated member and in the next turn Safehouse intel would become filled; next (after interrogation) and 3 more encounters you would see that Safehouse is ready.
- If you have blocked T or F, your mission would still spawn 3 encounters without one that is blocked;
- if you have blocked R or I, your mission would spawn 2 encounters.
Encounter will not spawn:
- if the next turn would make Safehouse ready;
- if current turn made Safehouse ready and you didn’t finish this division’s encounter (they would retreat).
If you have blocked some of them will unblock and spawn on the map.
Tip: You can run the Safehouse while on the map mission and more encounters have left. This way you won’t lose raided Safehouse on the next map.
Since your Mastermind intel would be filled, your leader will be interrogated for 1 turn. If you will start new mission, this division would not spawn (no members except new leader) but if you will do remaining encounter on the map – this turn will tick and next mission would have 3.
You also have an option to free the member after Safehouse (even if it was after the last encounter) but it still does the same – consume one turn. It is done by proccing the encounter in leveling areas. If you don’t have encounter, you open new instance of this zone, check and so on. They are checking the encounter proc by latency check – I don’t do that but if you’re interested: video
Happens. Try moving people on your deck or use different options that you usually don’t.
Let’s take a look at some particular cases.
We have ITF and Elreon trusted. We don’t want Riker in Research. We want ITF to be Leader.
Step 1. We Release Riker (so we would have ITF and Elreon as Rivals next step;
Step 2. ITF Betrays Elreon (Elreon losing his ranks or just steps away from Lead);
Step 3. Elreon Bargain with Research intel or makes Trust with somebody.
We have Gravicius and ITF trusted. We want ITF in Research.
Step 1. We Rank up ITF (so she have Rank 2 – same as Vorici). And we won’t have second option Rivalry if we rank Vorici. We probably don’t want Gravicius in Transportation but ITF is more important.
Step 2. We Release or Execute Gravicius (not interrogation);
Step 3. Vorici most likely have Bargain to switch places with ITF (same ranks). If not – maybe trust with somebody useful. Or useless option – we tried though.
We have Tora and Guff trusted. We have Gravicius and Guff rivals. We want both Tora and Gravicius to Rank up.
Step 1. We Rank up Tora. If we Rank Gravicius first, our second step would be Tora and Guff Rivalry because they are trusted.
Step 2. We Rank up Gravicius.
Step 3. Whatever Guff does.
By checking current prices on poe.ninja or manually in Trade.
Catarina can provide valuable loot like Cinderswallow Urn (expensive with “Crit Chance During Flask Effect” mod) but she is currently less worth than running Safehouses.
Defeating Catarina will reward you not only with her loot but also with a Safehouse with a rooms . Rooms benefit from their . Leaders* assist her in fight and their rooms also provide 2 rewards.
*Catarina will be assisted by current Leaders but it can happen that one of them won’t.
*I’m still not sure why Tora joined the fight instead of ITF. It’s either you can’t spawn Leaders twice in a row or sometimes it can be random.
Atlas Ascendancy nodes, such as “Test of Loyalty” is absurdly strong for running Syndicate for both Safehouse and Catarina farming.
Betray and prosper, Exile!
Master Favour (Removed in 3.16)
Since 3.16, Masters don’t have levels and everything is free.
I actually didn’t know about this until I was making the latest update for the guide.
What are these beautiful locations? Those are handmade Hideouts!
Completing a Master Mission rewards you with a Master Favour – a currency for Hideout’s cosmetic content. Each Master in exchange for Favour points offers you their unique Decorations that could be used to create truly remarkable Hideouts.
Players (or I would actually call them Artists) can share their Hideouts and they could be imported and used by any player.
From a brief overview, I’ve found the site Hideout Showcase that help players to share. I didn’t experience with importing one (since I like mine) but it looks easy: you find the Hideout you like, check if it requires MTX decorations and how many Favour Points it will cost, check if you have required Hideout and then download preset and use “Import” in your Hideout.
Also worth to mention that Masters have Decoration Level that is leveled by earning Favour. Honestly, I can’t remember when my Masters (last time whipped me, haha) were not at Max Level, so it should not be a problem to level them.
Favour is account-wide and cross-League. Atlas Tree points that are tied to Masters also make their Missions to grant increased Favour.
If you are tired of smashing monsters and/or like this kind of activity – you can try diving into it!
In 3.13, almost every second Hideout I visited was this one – 2B Hideout. Danger!: almost NSFW.
As I mentioned earlier, Leagues can stay in a game in further Leagues, can be implemented partially or simply removed. Usually, Leagues will carry on their new loot and will have a chance to appear on the maps.
Every League provides it’s unique feel that is expressed in pacing, wealth and fun as a whole. Leagues like Delirium, Metamorph and some other are fast-paced and enhance your mapping experience. Delve and similarly Blight are an actual games inside a game. But none of the Leagues were loved by everybody…
Let’s overview most of them!
you can toggle the League window (where applicable) by pressing “V”.
In the 3.14-3.16 Leagues, there has been many changes and I urge you to carefully check the information if you’re reading it after 3.16.
The Lord’s Labyrinth (Uber Labyrinth)
Notable for: Enchantments
Since 3.14, enchanted helmets are much more cheaper – now at the end of the Lab run, you can choose between two Helmet enchantments, one for Gloves and one for Boots. Also, you can run a random trial for Uber Lab by inserting Offering to the Goddess in your map device.
The Lord’s Labyrinth is used not only for Trials of Ascendancy – it’s also used for Enchantments. Only four items could be enchanted: Boots, Gloves, Helmet and Belt.
When you finish the Lab(-yrinth), you can enchant one of the items once. If you would run Lab with ###item:twice-enchanted### prophecy – twice. If you will find Darkshrine with an additional enchant – thrice. Gift to the Goddess provides you with 6 more uses and Dedication to the Goddess allows you to enchant belts.
People who enjoy the Labs make builds to run them as fast as possible, enchant the right bases and when they are lucky – selling them for quite a fortune. Video with an example of such builds.
To know what bases to enchant, you will need knowledge of builds and classes but as a starting point you can check poe.ninja and choose “Helmet Enchants”.
Chests at the end of the Lab is also important and you can collect a lot of keys every run. Everything about Lab here.
This video explained a lot to me!
you run Labs to enchant Helmet.
Navali (Prophecy League, 2.3)
Notable for: Crafting Recipes, Prophecies (###item:trash-to-treasure###, ###item:the-queens-sacrifice###, ###item:fated-connections###, etc)
Prophesized to be changed or removed in 3.17.
Prophecy League is in the core of the game. Navali would provide you with Prophecies and exchange your collected stacks of Divination Cards.
There are many useful prophecies for constant use.
If you have tons of ###item:silver-coin###s, you can gamble your prophecies to try acquiring an expensive one. You can do that by sealing prophecies.
The Pale Court is generally done once for the Crafting recipes: each of four “Prophecylines” consist of five quests and will reward you with a Key for the Court and a recipe tablet that would appear on the spot of the final (5th) completed quest (near the mobs that you kill for it). The 5th recipe “Can have up to 3 Crafted Modifiers” would be found in the domain of The Pale Court.
Cassia (Blight League, 3.8)
Since 3.16, new Blight-ravaged (Uber) maps drop from Blight ones. Tainted oils drop only from corrupted maps.
Blight League is a local Tower Defence (TD). There are small events on the map (1-8 portals) and a huge 5-minute defense at the Blighted map (20 portals). Successfully defending the Purification Pump provides you with blighted chests from each portal and a loot from killed monsters.
Towers are used for damage as well!
Blighted maps are ok to run without any mods but it’s important to anoint them.
Cassia offers many options but generally you would like x3 Teal Oils. Teal oils make two chests lucky. Luck means that possible outcome from the chest and the best outcome will drop.
Anointing rings would also help – they will improve your towers.
There are 6 Towers with 4 Tiers and each 4th Tier has 2 types (12 overall).
- Chilling tower. Slows enemies. Glacial Cage – imprisons; Freezebolt – pierces in line with high damage.
- Fireball tower. Damages with fire. Flamethrower – AoE, Meteor – single target with high range and damage.
- Shock Nova tower. Damages with lightning. Arc – chains on monsters; Lightning Storm – AoE.
- Seismic tower. Stuns enemies. Temporal tower – fading slow; Stone Gaze – fully stops for a small amount of time.
- Summoning tower. Minions stop monsters until they die. Sentinel – fatso minion; Scout – 10 small minions with high concentrated damage.
- Empowering tower. Increases attack speed and damage of towers in range. Smothering – lowers enemies resistance; Imbuing – empowers players. .
All of them can do well and can be used, but, in my opinion, priority as follows:
- AoE. Arc and Flamethrower towers.
- Single target. Meteor and Scout towers.
- Slow/CC. Chilling T3 and Seismic T3 towers.
- Empowering T3 tower.
- Last resort. Glacial Cage and Scout towers.
Portals can have respective to towers icons. This means that they are to damage and completely ignore negative effects from the respective towers.
towers deactivate if you are (about a screen long). If you are going to help one side, be sure to hurry up back.
Blighted chest’s loot is not tied to the map while loot from monsters .
Some of the map mods can be applied to blighted maps (Monster Life, Monster Speed, Damage Reflect, etc) while some mods don’t (Area is Inhabited by Goatmen, etc) but still provide quantity.
Planning your offense and defense allows you to run Blighted maps solo much earlier. Don’t forget to anoint your rings (recipes are not updated on wiki as for 3.16)!
Blighted maps drop from a small TDs on the maps.
Amulet anointment is a very solid upgrade for your character. There are some notables from the anointments with unique effects that the passive tree does not have.
you can view required Oils for the Notable on your Passive Tree by hovering over it and holding Alt.
Tane Octavius (Metamorph League, 3.9)
Notable for: Catalysts
Metamorph League allows us (if event is up) to collect parts from monsters and “make” monsters with predetermined skills and effects. Metamorphs, assembled on a map, have a chance to drop unique organs that we can use in Tane’s Laboratory.
Nothing really special to mention. Sometimes you would be making metamorphs that would make you… watch the spells you put into them. Probably, the most lethal, voluntarily summoned, League mechanic.
Catalysts are used to improve quality of amulets, rings and belts.
Tane is the only NPC who would instantly open “Sell” window on Ctrl+Click (that is why you would see him in player’s Hideouts).
Synthesis League, 3.6
Synthesis League can be encountered in the four unique Memory maps and in the ###item:cortex###. First ones have relatively easy bosses while Cortex has a solid one.
Rarely drop from high tier map bosses, rarely offered as Zana missions and much more rarely – sold by her.
Nebulis is one of the most expensive items with “Enemies You Kill Explode, Dealing 3% of Their Life as Physical Damage” and “Spells Have a #% Chance to Deal Double Damage” mods.
Synthesized items are tied to this League but mostly obtained through others (Harvest, Heist, etc).
Running these maps with “Vivid Memories” node from the Uncharted Realms Tree would rain down synthesized items while “Synthetic Source” would guarantee 3-implicit uniques from the map bosses.
Legion League, 3.7
Notable for: Incubators, Timeless Jewels
Since 3.16, Unrelenting (Uber) Emblems started to drop.
Legion League is encountered as a Timeless Monolith on a map. Clicking it will spawn Legions that you need to break from their stasis and then kill. Generals are very lethal. Killing enemies rewards you with Timeless Splinters that can be assembled into Emblems. If there are a General present, there would be a purple beam from the Monolith that points to his/their locations.
Domain of Timeless Conflict.
Inserting 2 or more Emblems in the Map Device will open portals to the Domain of Timeless Conflict. Emblems provide respective Generals in this domain.
Generally, you need to start the event by staying for a few seconds in the inner circle, kill important enemies in the outer one, reset in the inner circle and so on until the timer ends. Loot that you will receive is shown at the bottom of the screen.
Breach League, 2.5
Since 3.16, Flawless (Uber) Breachstones started to drop.
Breach League is encountered as a breach on a map. Killing monsters that spawn inside rewards you with (Breachstone) Splinters that could be combined into Breachstone. Breach uniques can drop from either bosses inside Breachlord’s Domains or from a Breach monsters on the maps.
Inserting a Breachstone into the Map Device will open the portals to the Breachlord’s Domain.
This is the same Breach but longer and at the end you will encounter a portal to the Domain’s boss.
There are four qualities of a Breachstone: Normal, Charged, Enriched and Pure. Their differences are the level and difficulty of the area.
Breachstones can be divided into 3 groups:
- Xoph’s, Tul’s and Esh’s (70, 74, 79, 81 levels of area);
- Uul-Netol’s (75, 78, 81, 82);
- Chayula’s (80, 81, 82, 83).
Breachstones (Pure Chayula’s) notably used for power leveling to the level 100.
Harbinger League, 3.0
Harbinger League is encountered as a blue-glowing unique monsters who summon – more monsters. Harbingers themselves are immune but killing their summons makes them lose HP. When they are defeated, they reward you with currency shards.
You can also find The Beachhead (Tier 15) – Harbinger map. Map will contain a few harbingers on the shores and 6 – on top of the hill. Last boss also will drop one of the unique pieces for Harbinger League-specific unique. Uniques themselves are usually cheap and that’s where comes Infused Beachhead.
Infused Beachhead is a high-level area with a stronger enemies that can be obtained through Harvest, Heist and other sources. Defeating last boss on this map will reward you with a scroll that upgrades a certain Harbinger unique. Those uniques will have the price, especially The Torrent's Reclamation.
Harbinger's Orb is a good choice to upgrade maps at the beginning of the League. Also, using it on a map of 10+ Tier can make this map The Beachhead.
“Diplomatic Escort” node in the Atlas Tree is an absurdly potent way of making currency with the use of the new Watchstones with a “Harbingers in Areas drop rarer value Currency Shards” mod and fractured juiced maps with “Nemesis” mod (Meta in 3.13).
Abyss League, 3.1
Abyss League is encountered as a crack on the ground that would move and spawn abyss monsters from it. In order to move forward, they must be killed. At the end of the trail it will yield Abyssal Trove or open the hole into the Abyssal Depths.
Abyssal Depths is a small area with a boss at the end. There are two types of bosses: Stygian Spire and Abyssal Liches. Latter ones are rare and are much stronger bosses but they are the only ones who can drop valuable loot – Abyss Uniques and The Samurai's Eye.
When you enter Abyssal Depths, you can understand which type of bosses are present by the loading screen. Liches have a “boss” loading screen (same as Sirus) while Spire has a Shore. Also, if the crack does not open the hole into the Abyssal Depths on the first stop – it won’t.
There are many interesting nodes in the Atlas Tree but I did not test them (and neither watched about) to provide valuable tips.
Delirium League, 3.10
Notable for: Delirium Orbs, Cluster Jewels, Voices
Since 3.16, Simulacrum has 30 waves.
Delirium League is encountered as a foggy/frosty/broky-mirror and when you touch it, area becomes filled with fog and Delirium monsters appear. Map’s Delirium can have up to 4 different rewards – they are added at: level 1 (always), level 3, level 5 and level 7 (I believe you can do more with Patch 3.13 Atlas nodes). The faster you clear monsters, the more progress you get. Notably, when you interact with Breach, Cassia or some other League mechanics – Delirium timer will be paused.
At the end of the Delirium, you are rewarded with respective type of loot, Simulacrum Splinters and have a chance of a drop of Delirium Orbs.
Delirium Orbs are used on a map and make their area to always have Delirium. 3 or more Delirium Orbs make the map significantly harder but also more rewarding.
Simulacrum Splinters could be assembled into Simulacrum.
Simulacrum appears as one of the city areas. It has 20 waves of monsters with increasing difficulty, % experience and level and amount of the rewards. Simulacrum always contains a Delirium boss.
Delirium Orbs are the main source of the “juice” for endgame maps. They can also be obtained in Heists and exchanged in Harvest.
Perandus League, 2.2 (RIP 3.16)
Notable loot: Seven-League Step, Any Item
Perandus League is encountered as a golden glowing Chests and as Cadiro Perandus himself. Perandus can offer you an item from his huge list (League-specific included) for a certain amount of ###item:perandus-coin###.
###item:the-perandus-manor### map contains three bosses and one Perandus-league unique is guaranteed to drop.
“Friend of the Family” node in the Atlas Tree is bonkers! Cadiro starts to offer you the rarest item of five and it does make the difference. Many reports about people looting Headhunter, Shavronne's Wrappings and other valuable items in a considerable time.
“Infused Perandus” Zana mod (from Harvest) alongside ###item:gilded-perandus-scarab### will not spawn two Peranduses on the map.
selling x5 ###item:perandus-coin### to a vendor will exchange them for x1 Scroll of Wisdom.
Harvest League, 3.11
This one is my favourite and I am very passionate about it. It was re-implemented terribly.
Notable loot: Crafts
As good as dead since 3.14. It still has some uses, but now ridiculously expensive. Generally, now it is used for crafting super-endgame items or to exchange currency.
Harvest is encountered as a blue magical bush that consists of a garden with a seeds inside of it. These seeds will not grow cucumbers! You are going to choose the crop with a desired effects and defeat the monsters. After, you are going to distribute these crafts on the items.
Each seed has a few options of the outcome. All of them you can find here (the names of the seeds does not matter anymore – only their effects).
Harvest is probably the most complicated League for the new players and the most rewarding – for experienced ones. In order to efficiently use it, you would need to understand how crafting works. It would be described in Crafting section as well as Harvest crafting itself.
Nevertheless, I would share some of the methods that can result in your profit. Seed effects:
- Add a random Atlas Influence to an item – best way is to use it on popular that can be found here during the League. Usually, they are: Armour – Titanium Spirit Shield (Shaped, 86+), Astral Plate and Vaal Regalia (Crusader/Hunter/Shaped, 86+, 6L, 30% quality); Jewellery – Opal Ring and Steel Ring (Shaped, 85+), Crystal Belt (Crusader/Shaped, 84-86+); Weapons – meh, not really;
- Synthesize an item – you can use it on jewels (and then price them on trade) or you can synthesize Imbued Wand (86+) and if it will proc “Enemies You Kill Explode, Dealing 3% of Their Life as Physical Damage” – you are at least Mirror-rich;
- Attempt to upgrade a Scarab – Scarab has a much higher chance to receive +1 rank, so use Gilded ones. Which one – depends on the League. Check here;
- Attempt to Awaken a level 20 Support Gem – usually, the most promising gems are Multistrike Support and Spell Echo Support;
- Effect that locks a random modifier – Fracturing, used only to fracture Suffix (1 of 3) or Prefix (1 of 3) – never random mod (1 of 5). Fracturing is only worth: a.) for a certain items that does not require Influence; b.) only Tier 1 mod (preferably, max roll). I would recommend Fracturing: Prefix – Exquisite Blade, Vaal Axe or Karui Chopper with T1 “#% Increased Physical Damage”; Suffix – Imperial Bow with “Bow Attacks Fire 2 Additional Arrows”;
- 6-link – mainstream uniques ( Farrul's Fur, Kintsugi, Shavronne's Wrappings, Loreweave);
- Reforge Physical – any 85+ Crusader chest. Reforge until the mod “Enemies You Kill Explode, Dealing 3% of Their Life as Physical Damage” proc. Then sell.
- Reforge Critical – Cobalt Jewel. Multiple Cold/Lightning/Global Crit Multipliers would have a price and will ramp even more – with “#% increased Energy Shield”.
Also, the seed effect “Infuse Zana’s crafting options” could provide you with currently absent in the Map Device Zana mods (e.g. Nemesis for gambling Headhunter).
Other options require more manipulations and check-ups.
You have an option to store up to 10 crafts for future use (ridiculously small amount) in the Horticrafting Station in your Hideout. It can be found in Decorations tab.
Harvest is absurdly rare, even with an Atlas Tree nodes, so the best targeting technique – fast-running white maps and using Zana Missions that can offer Harvest.
Sometimes, instead of the seeds, you would stumble upon boss encounter (huge tree on the pedestal in the center of the garden) – Oshabi (Heart of the Grove). She can drop Harvest-specific uniques, Infused currency (Winged Scarabs, Lures, Infused Beachhead, etc). In general, finding the boss is a waste.
Harvest was considered an “experimental” League. You had to spend a lot of time planning the garden, planting the seeds and even longer – sorting out the crafts. In the end, for the players who at least tried to dive into it, crafting started to make much more sense.
Harvest was one of the most hated Leagues until…
Heist League, 3.12
Heist is not encountered on the maps – it is tied to it’s unique area – The Rogue Harbour. In order to access it, you are going to collect Rogue’s Markers on the maps that could be used to open a portal. Additionally, you are going to collect Contracts and Blueprints that can drop from monsters or can be found in Smuggler’s Caches.
I am totally unexperienced at this League since I skipped the entire League and not planning to change my mind – this League is filled with a ton of uninteresting complicated mechanics. That is why I will provide links with a useful information and some tips.
- Rogues, their unlocking and gearing;
- Cheat Sheet with rewards that you can get, depending on the Job and Companion;
For me, this League consists of two following activities:
Anyways, aside from that, I can still provide a few tips:
- When running a Contract or a Blueprint, you can leave and re-enter the Heist area as many times as you want before the alarm; this means that if you have found something expensive and do not want to risk it, you can run back first, “uncontraband” the items and then – complete the run;
- Completing Unique Contracts is trivial with a good gear. Don’t risk dying on a boss, losing all loot and hate the game;
- Each Blueprint has a description (Heist Target) on the top about the reward in the end;
- Make sure to make use of Safes around the Heist Targets – they are rich;
- Heist Locker capacity for each Contract is 66 (haha).
No, you can neither stash nor delete your green contracts except for completing them. p.s. you can leave them where they dropped.
Ritual League, 3.13
Notable loot: Any Item
Ritual League is simply a blessing for each type of players. It is encountered as a Ritual Altars on a map. Completing a Ritual offers you to an item that you want from a random generated stock.
If you are a new player – you get the currency and getting richer. Veteran player – use some advanced identification of an items, but in general – get the currency and get richer! You will always be satisfied with the reward since you take what you . Awesome!
Each Altar has it’s effect on monsters and for the player: Grasping Vines (Foul Altar), Chaos Purple Ball (Malevolent), Speed Altar (Invigorating), Atziri-themed (Vaal, corrupting items), Currency Altar (Opulent, offers same type of rewards), Undying (Fortressed) and others that you don’t even pay attention to.
Ritual Splinters are used to assemble Ritual Vessels that can store monsters and bosses from an encounter and augment the rewards of all Rituals in the later maps with the Blood-Filled Vessels.
From an experience and videos, efficient interaction* with the Ritual League looks as following:
- After completing all the Rituals on the map, you check the rewards: if there are no Ex+ rewards and you have 5k Ritual points – reroll the rewards. Having less might lead to being unable to Defer an expensive item (this is truly heartbreaking). If you’ve got less – reroll if complete crap or pick what you want. Idea is simple: quantity of the rerolls increases your chances of finding a valuable item;
- Fill the Ritual Vessels when the Ritual rewarded 2k+ points. Note, that the last Ritual does not necessarily award the most points;
- Run Blood-Filled Vessels in bulk and put all four with a map in the Map Device. If you would run one map, you probably will not notice much difference except for a huge amount of points. Vessels does not guarantee to offer expensive rewards.
*Keep in mind that these tips are tied to currently active Ritual League. It might change in future Leagues.
Blood-Filled Vessel’s tooltip says that each of them improve Ritual’s rewards by 20%. When I was using them, I have found Exalted Orb in stacks of x4 and x5 as well as a valuable uniques. But finding anything Ex+ was about one in five maps.
Juicing the map increases the amount of monsters that leads to more points from the Rituals.
you can’t pull monsters to the Altar – only the ones around it counts. Also, killing all monsters around all Altars and then using them would not result in spawning of all monsters each Ritual.
if all the Ritual Altars covered in deadly poop or some Beyond pepega denies you from interacting with one – use the League window from any part of the map (“V”).
Leagues in this category does not appear as an event but as a monster modifiers or does not have any notable loot.
Since 3.15, Headhunter can drop everywhere. 3.14 Ultimatum came and gone, 3.15 Expedition – unfortunately, didn’t, 3.16 Scourge is a meme-generator of items.
Beyond. Beyond is a utility League – it provides a huge amount of (rare) monsters on the map which makes it’s synergy with Nemesis even more significant. But Beyond bosses are very lethal.
Warbands. The Pariah. League can be encountered in a certain maps.
Bloodlines. Utility League – providing more magic monsters on the map. Corrupted Blood and huge circles on death – this League.
Ambush. Utility League – providing Strongboxes on the map.
Rampage. Provides you with a Rampage passive buff (additional AoE damage on kill streaks).
Onslaught, Torment, Invasion. None.
Killing endgame bosses is honorable but it’s not a big deal. After killing them a few times, they would never cause you any issues… except Sirus.
There is not much to say about bosses – it is best to watch the video and see what happens there. Consider this section as a set of tips – most mechanics are really trivial. I would cover the opposite ones.
If you’re interested in detailed, well-written and shown guides: POELab
Sirus, Awakener of Worlds
Access: defeating four Elderslayers
Sirus is the first of two endgame bosses. Sirus’ difficulty is tied to the . This means that if you will defeat Elderslayers at AL8 and then unsocket all WS (left panel is made for it), the difficulty of the Sirus would be AL0. Sirus at AL8 referred as Uber Awakener.
Sirus’ fight is divided into four Phases and three of them are relatively easy (Intermissions are more deadly than Phases themselves).
Last Phase though may ruin your whole run. It is caused by the overlap of two abilities: Clones and Homing Multi Beam. To make things even worse – four Lasers piercing the fighting area.
Multi Beam (MB) is usually cast at your previous location: he locks into the position where you stand, starting to cast and cast it to your (previous) position. This type of MB is used at the first three Phases and by Clones. Avoided by simply moving after he teleports.
Homing MB is used at Phase 4 instead of MB. He locks into you and the first Beam will always* be cast at your current position and the following ones would be cast with a rotation towards you (usually, you would be already released at your last Checkpoint).
*in general case – yes. However, his line of sight is a cone and when he starts casting, his rotation speed is limited.
How to avoid. There are two deadly scenarios: Clones followed by Homing MB (or he starts the cast of Homing MB, cancels it for Clones and cast it right after Clones’ MB) or he activates Lasers, Blinks and uses Homing MB. In any case, you should be close to the real Sirus in order to jump/run* from his focus area:
*high movespeed can work as well
- Since Clones cast a simple MB, you can stick inside their circle. Move a bit when one of the Clones start to cast and move to him as close as possible. After this cast, he will teleport and immediately cast Homing MB. If his jump was not followed by your jump – next map portal awaits;
- Lasers’ main purpose is to distract and stress you. in them does a lot of damage alongside stacking the slow but it is fine to run through. However, avoid them if you can.
Certainly, you would have rare overlaps that are even worse. Everything can happen so fast that you might not be able to react. Or you can enter the area after death and he will MB you from offscreen – it’s cool (not).
If you have died, Sirus’ timers would be screwed up for the last Phase! Ultimately – screwing you. So, don’t.
- There are all types of damage: always a Physical part, mostly Fire and Lightning parts, sometimes Cold part (1 of 3 beams) and Chaos part (Tempests, Bowling, Lasers, Black poop);
- When Sirus spawns Lasers, he himself would Blink and appear first – and then will be joined by three copies. You can damage him, leech and so on;
- There are two types of Corrupted Blood – one from a Laser and one from a Physical beam (1 of 4). First one can’t be cleared but the second can with an anti-bleed Flask;
- If you feel that you are encountering Sirus too rarely, you can use . You will need a lot of short normal maps which you would simply rush to the boss. Portal – Insert Map – Repeat. Tactic from this video;
- Don’t forget to allocate “Thaumaturgical Awakening” – it works really good!
-Psst, Exile, wanna know how GGG targets their game audience? Here’s how:
Notable loot: Maven’s Orb
Access: The Maven’s Writ
The Maven is the second and the latest endgame boss. You are going to encounter her on the maps where she would empower map’s bosses and throw some non-accidentally ambiguous phrases at you. Oof!
After you defeat enough bosses at her Invitations and collect x10 Crescent Splinters, you would be able to enter her domain and fight The Maven herself.
The fight has four Phases and is quiet intuitive – avoid Projectiles, don’t stay in Cosmic Poop and move from the Laser Saws. She does only Elemental damage. At the start of the Intermissions, move to the extended piece of platform and wait for the bubble to burst. Also, she likes to use the tactic of her predecessor – blink offscreen and snipe your butt. The truly difficult mechanic reveals on the last Phase.
Memory Game. You are going to deal with a Memory Game at the start of each new Phase. You are simply remembering the highlighting sequence of three platforms and then repeat it by stepping on them. You are going to deal with it at least three times – 2nd Phase (three steps), 3rd Phase (six steps) and last Phase (six steps) on the last Phase you are going to watch for the Lasers as well as remembering the sequence. Just like the greatest Caesar – thinking about two things at once.
Well, there are no honorable way to cheese it. If you step on the wrong platform – the whole platform will be covered in poop in a second. Mostly, you just Die Trying and sometimes you succeed. Anyway, of course, when you farm The Maven, you don’t like it.
(requires one portal): relog. Either if you’ve stepped on the wrong platform or just simply don’t care. When you re-enter the fight, you would have one minute grace period – it is enough to wait out this ability.
Maven’s Orb is an extremely powerful endgame crafting tool. Current estimated chance to drop – one in five runs.
Atziri, Queen of the Vaal
Access: four Sacrifice Fragments (Normal), four Mortal Fragments (Uber)
Atziri is the oldest Endgame boss but is still extremely deadly to encounter.
Despite her looks, she does . Her damage consists of a very high Physical damage as well as Fire and Lightning ones from spells. High Physical damage means that you have a high chance to receive bleeding and some of her abilities reduce it’s duration (=same damage done but faster).
She reflect 2% of Physical and Elemental damage. For a strong Single Target build (for example, EH Deadeye) it is lethal and should be bypassed with reduces to Reflects (for example, Sibyl's Lament, Pantheon’s “Soul of Yugul”, etc).
She reflect all the incoming curses ( Blasphemy Support included). Make sure they does not benefit her more than you.
Intermission is deadly and this is the cornerstone of your fight. Atziri spawns four copies: with a Firehand, with a Spear, with a Thunderhand and the one with . Copy with a mirror Reflects all damage taken. Do not AoE/Chain/Cleave it or dead. Kill one of the remaining copies and proceed to the next Phase.
On the other hand, in order to reach Atziri herself, you would encounter two bosses that might appear to be lethal as well.
Vessels of the Vaal (first boss) enrage when you kill one of them. Try to kill them .
Vaal Council (Band? Friends?) consist of three bosses: A’alai (Girl), Y’ara’az (Fire Guy) and Q’ura (Cyclone Guy). Girl casts Firestorm, Rain of Arrows and shoot Projectiles – all of them very lethal. Fire Guy does insane damage with a huge MS and AS increase when enraged (and this Fire damages ignites you). Cyclone Guy leaves Red Patches that deal Chaos damage and his Cleave applies Corrupted Blood (lethal).
When one of them dies, Black Fog will appear at his place and start to spread. Fog spawns ranged mobs and has a noticeable damage inside of it (Chaos, I presume).
I would suggest killing them in the following priority: Girl -> Cyclone -> Fire.
Venarius is a boss in the ###item:cortex###. His fight consists of five phases: Fractal Gargantuan (Golem), Synthete Masterpiece (Humanoid), Portals Phase, Fractal Titan (Golem+) and Synthete Nightmare (Humanoid+). Bosses do Physical and Lightning damage.
Golem’s (Phase 1) abilities mostly directed in front of him while some do short AoE around. Golem+ (Phase 4) additionally spawns two types of Spheres: should be intercepted and after all the Spheres gone he will do AoE, improved by each Sphere absorbed (damage and range). explode if you enter their area.
Humanoid’s (Phase 2) abilities are area-based with clear animations. When would appear around him in a converging circle – jump through them and wait for the wide explosion around him. Humanoid+ (Phase 5) additionally will rapidly teleport and shoot projectiles (one per teleport). Another ability will spawn blue spheres that will travel towards one spot.
Portal’s phase is made to reset your flasks.
Nebulis is very expensive with the mods “Enemies You Kill Explode, Dealing 3% of Their Life as Physical Damage” and “Spells Have a 8-10% Chance to Deal Double Damage”.
Catarina, Master of Undeath
Notable loot: Cinderswallow Urn
Access: Mastermind Investigation on the Syndicate Deck
Catarina’s fight consists of three Phases and the last one is rich on lethal abilities. Mostly Physical with an occasional Fire damage.
Phase 1. Catarina would mostly cast spells at the targeted area (yours), spawn Skull that deals damage in front of him, summon adds and perform an X-pattern attack after she throws something into air (one line of “X” would go through Catarina’s and your position, additional Fire damage).
Phase 2. Flasks reset.
Phase 3. Watch out for in the center – it will constantly cast waves in a line. When would appear from your character – run to the corner Pylon that it points to (area around the Pylon would glow and after you disable it, this area would become deadly). When she Ascends in the air and spawns glowing Skulls – trample them as fast as possible. Untouched Skulls would be revived later and will crawl towards you – triggering them is lethal.
Don’t forget to loot Safehouse.
The Shaper, The Elder, Uber Elder
The Shaper, The Elder and Uber Elder are extremely cool bosses but they are not hard to kill currently. Few notes for each boss.
Notable loot: Starforge, Uber Elder Fragments
Access: four Fragments of Shaper Guardians
Shaper mostly does Cold damage. When he casts a huge above him, it will be followed by teleport to your location and smash – lethal Physical damage. His jump in must be followed by your jump out. When Zana conjures a around her – get into it to be protected from small Projectiles (this ability is usually followed by a huge Beam). Huge Beam deals all three Elemental parts of the damage and very uncomfortable to take pleasure in.
Notable loot: Watcher's Eye (2 mods), Uber Elder Fragments
Access: four Fragments of Elder Guardians
Elder mostly does Physical and Cold damage. When he casts a around him with another one – expanding and covering most of the area, you should be inside the inner one at the end of the cast (completely safe until then). on frontal wide Cone of DoT – survive for a few moments and jump.
Access: four Uber Elder Fragments from Shaper and Elder (two from each)
Uber Elder is a fight with both the Shaper and the Elder. The most uncomfortable situation happens with an expanding Circle, Elder’s Slow and Shaper’s range Spells.
Watcher's Eye is one of the most popular and potentially expensive upgrades for the character. You can sell them Unidentified for a reasonable price or gamble – make sure to price it on Trade.
Drox, The Warlord
As a quick note I would like to mention Drox. When he is in the Intermission Phase (purple bubble), he is attackable all the same but takes less damage. Moreover, he should be attacked to end the Intermission at 40%. Also, his Banners provide immunity only inside their Circle and you don’t have to kill them.
- Make portals before the bosses.
- Hide map on bosses.
And concluding Boss’ section, always take the advantage of the following practice:
Watch videos, Focus on the fight… and go for the head.
Endgame: Crafting, Understanding and Polishing (Beginner+)
Your Mid-game would slowly turn into the Endgame in time. You will start to feel the power of your character, improve your filter strictness, less loot invaluable items, speed up the clear speed, vaporize the bosses and so on. It will slowly turn into a routine that you will get bored from.
Some people would stop playing and take their time off until the next League. However, there are a lot of things to try or do. Such things are:
- Crafting. Despite the fact that experienced players take advantage of the Crafting from the start of the League, you might want to try it and experiment with.
- League Challenges. Challenges Tab (“H”) consists of 40 achievements that you can complete in order to receive seasonal unique Microtransactions. Veteran players usually stop playing after completing them.
- Alternative Characters. Some players choose the League-starter builds, make their first budget and level a new character to farm. Leveling with a cool uniques is much easier, new build feels fresh and it’s always a pleasure to gain levels and gear up a new character.
- Experiments! Do whatever you denied yourself to do before. Use your stockpiled Scarabs, Map Fragments, Sextants and Currencies. Try gambling. Try chancing items. Buy Exalted Orb and destroy it – why not? Find patterns of loot drops or interactions between unknown things (and share it with community). Have fun!
At this point, you might have thought that this nightmarish amount of Guide’s text is going to end but I will disappoint you. There are even more things to know! I will cover Crafting, Mod Interactions and would leave some miscellaneous tips for you.
Longer is Better!
: We won’t be able to make the best gear with a box of scraps. Practically, we won’t be able to make it at all – Crafting requires hundreds and thousands of Exalted Orb or enormous amount of Harvests to make something worth. Anyway, we would know how to do it.
Crafting plays a huge Part in Path of Exile and is the only (or one of a few, at least) activity that can’t be taken as granted. In order to take advantage of it, you would need to understand the Mod System and Interactions between Mods themselves. To make profit, you would need to know the mods that different builds use and be in touch with the current meta and economy.
Disclaimer: Some topics, like the use of Mirror of Kalandra, would not be covered in this Section.
To understand Crafting, we have to start from the Essential knowledge of the items.
There are four types of Rarity: Normal (no mods), Magic (1-2 mods), Rare (1-6 mods) and Unique (predetermined mods). Normal items are called Bases. Each item with a higher rarity has a base and modifiers (Mods). Most of the bases have Implicit Modifier – mod that is tied to a respective base and can’t be replaced with another (unless Corrupted or Synthesized). Explicit Modifiers (or Affixes) – Prefixes and Suffixes – could be added, removed and changed by multiple tools.
Items have Item Level (ilvl). Item Level determines which mods and mod Tiers items can have. Tier of the mod determines it’s effectiveness. Item Level increases the chance for higher tiers (not a reliable info).
Different types of items have unique mods that can appear on them only. Additionally, Influences, Fossils, Essences and Crafting Bench can add their unique mods to the mods pool. There are also unique mods from some activities like Incursion and Delve.
Influence is a special status of an item – it is shown by a special symbols on the sides of item’s name and by a glowing or special background on the item itself. There are six Influences – Shaper, Elder, Crusader, Redeemer, Hunter and Warlord Influence.
Mods can have a Mod Group. Only from a Mod Group can appear on an item.
Mods can be Global or Local. This difference can be found mostly on a . affect Character’s Stats while affect an Item or Socketed Gems. For example, “Adds # to # Physical Damage” on a Weapon affects only this Weapon while “Adds # to # Physical Damage to Attacks” on a Gloves affects any Attack from a Character.
Quality improves stats of an item. 20% Quality on a Weapon equals “20% Increased Physical Damage” (Local), on an Armor – equals “20% Increased Armour/Evasion/ES” (Local), on a Jewellery – depends on the used Catalyst and also Local. Quality also improves the .
Mod Lists are found on wiki and on PoEDB. Each resource has it’s own Pros and Cons. Wiki has more comfortable interface, has an expanding dependent Mod Groups and notes on a Global/Local mods. PoEDB has a Mod Weights (chance to appear), Mod Tags and allows you to hide mods when using Fossil Crafting.
Crafting Recipes are scattered throughout all of the PoE activities and should be searched individually.
: you can craft – Weapons, Armor, Jewellery (Belts are also considered Jewellery), Flasks, Jewels, Cluster Jewels, Watchstones and even Maps and Strongboxes.
Traditional (Basic) Crafting
This type of crafting is unreasonably expensive and entirely random. Only first part of this method is really used.
Despite a prejudice, Crafting is not tied to the Crafting Bench – it’s one of the tools that augment this process.
I have divided Basic Crafting into two Parts: getting two mods on a Magic Item and Post-Magic Crafting.
Preparation step is to acquire a base – choose an Implicit Modifier, check ilvl and possible mods. Choose a few strongest and rarest prefixes and suffixes that you want on this item.
Step 1 in crafting is simply using Orb of Transmutation. Now, it’s already a crafted item! After, we check mod’s Tier by using “Alt” when mouseovering our item.
Step 2. Using Orb of Alteration until we get desired mods. If we’ve got one mod and it’s good – Orb of Augmentation. If we’ve got two mods but one of the mods is extremely rare, we can try using Orb of Annulment to get rid of the bad one.
It is your choice how good both mods should be, but generally you proceed to the next Part with one rarest mod and a satisfying one. Traditional type of crafting implies that you would clear all the Prefixes or Suffixes later on.
This Part is extremely long and sometimes require thousands of Orb of Alteration. However, it’s a cheap Part.
- If you are crafting in the Currency Tab, you can type your chosen mod in the Search Window below and when the mod will appear on the item, it will be highlighted. you should type it in double quotation marks for the exact search (e.g. “Increased Physical Damage”). Otherwise, Filter would check the whole item for separate words.
- (Just in case) Use Shift to use Orbs multiple times. You can also use Shift+Alt modifiers to always track mod’s tiers.
Magic item can have up to two mods and we have them. For the further upgrade, we have to make our item Rare. It is done by using Regal Orb that will grant random third mod.
If we got lucky with our third mod – we have opened the new horizons and have two options:
1. Mostly, Crafting stops at this step. We are crafting the mod “Item Can Have Up to 3 Crafted Modifiers” on the Bench and add them. .
: Suffix mod “Item Can Have Up to 3 Crafted Modifiers” is also a mod. This means, that we can add +only two useful mods+*.
*We can remove this mod, leaving an item with two useful ones. More in Mastering Crafting section.
2. We want more. From now on, we will throw multiple Exalted Orbs for random mods.
So, we have three mods. Now, we need to have . This is the time when we learn about Blocking.
Blocking utilizes the ability of the Crafting Bench mods to be added and cleared on demand, and is used to improve the chances of mods to appear in the right Affix Group or not to appear at all. There are three types of Blocking:
- Blocking one slot in the Affix Group. This is the most universal and common method in Crafting. We craft mod that we don’t want to appear or – to the Affix Group, opposite of our targeting one. I.e. if we have two Prefixes and one Suffix and we are planning to fill our Prefixes – we craft a Suffix. Now, we would have a 50% chance that our Exalted Orb will add a Prefix;
- Blocking the Affix Group. This one makes use of the Bench mods “Prefixes Cannot Be Changed” (Suffix) and “Suffixes Cannot Be Changed” (Prefix). Adding this mod on an item completely protects the Affix Group from the changes. Using Orb of Scouring or Orb of Annulment would clear all or one of the mods from the opposite Group, respectively (crafted mod included). Using Chaos Orb would reroll mods in the opposite Group only;
- Blocking mods by Tag. This one blocks the ability of mods to appear. It is also divided into two types: simply crafting mod (e.g. Mana) and adding the mods “Cannot Roll Attack Mods” or “Cannot Roll Caster Mods”. Second type would help targeting the next Exalted Orb and has a very niche use. Nevertheless, this type of blocking is most important in the Harvest Crafting.
Fossils and Essences respect Crafting Bench mods.
So, we block the mod and use Exalted Orb on our item.
New mod is bad. In this case, we don’t smack Orb of Annulment (or scream at the monitor). We are blocking useful Affixes Group. we use Orb of Annulment. If we have removed good mod – back to Part 1. ! If you have got third Prefix or Suffix, you’re in deep… You gamble with Orb of Annulment then.
3. When we get an item with three good mods in one Affix Group (and possibly one – in another) – it is just a safe routine crafting. We are certainly saving our Affix Group and when we get a bad mod – Blocking –> Clearing –> Blocking –> Repeat. Even if we annul our fourth good mod from the opposite Group, we would still continue doing the same.
Thousands of Exalted Orbs has vanished by a single players, using Traditional Crafting – and they would never return back from the endless void. To watch this process yourself, you can try this slightly outdated video or any old crafting session on youtube.
However, we would take advantage of other Crafting Tools and mix them.
As of 3.16, Harvest is a luxury now. In general, Crafting now target a single mod via “Prefixes/Suffixes cannot be changed” and Reforging with required Tag. Other uses are absurdly expensive and rare to find or were removed in 3.14.
WARNING! Harvest Section is in trouble! At the time of updating this Guide, GGG released Development Manifesto about Harvest Crafting. If this would come to pass, we can forget about Harvest big time.
Harvest is the most powerful tool for Crafting. Period. As well as the most difficult to be properly used.
Starting to Harvest Craft is the same as switching from Automatic Transmission to the Manual one – Harvest is being worshipped due to it’s controlled manipulation of mods on items. That means, from now on, we can’t ignore PoEDB tables of mods in any way.
Fortunately, learning how to Harvest Craft would make other types of Crafting trivial to understand. Harvest League took the Crafting to a brand new Level.
Let’s start from the Technical questions:
- Harvest is a rare League to encounter and it can’t be forced. Even worse, we can encounter Heart of the Grove* and lose the whole set of cucumbers. That said, we should squeeze as much as we can from each one;
- We can take an advantage of Horticrafting Station that stores up to 10 Crafts for a later use. It’s a drop in the ocean;
- Harvest Crafts have Level that equals to the Level of the area. Crafts can be used in a range. Crafts from Level 76 (Tier 9 Maps) could be used on ilvl of items;
- The outcomes from each seed could be found here or here.
*Harvest is probably the only League when a rare event feels like a punishment.
So, what’s the fuzz about?
Generally, we are going to work with the effects that target a specific Tags of mods. We would be able to:
- Reforge an item ( Chaos Orb) with one or more mods with a Tag;
- Reroll the numeric values ( Divine Orb) of mods with a Tag;
- Augment an item ( Exalted Orb) with a random mod with a Tag;
- Remove ( Orb of Annulment) a random mod with a Tag;
- Augment/Remove a random mod with a Tag;
- Remove a random (without targeted Tag) mod and add a random one with a Tag.
There are 11+1 Tags that can be targeted*: Attack, Physical, Caster, Speed, Critical, Fire, Cold, Lightning, Chaos, Life, Defences and a unique to Harvest – Influence Tag.
*There are some other Tags that can be targeted by Fossil Crafting.
Effects above would always be focused on these Tags. Let’s take a Ring as an example – open PoEDB mods and choose a Rings category.
Having an honor to showcase their new design.
This is a pool of mods that can appear on a non-Influenced Ring. Here, you can see that each line with a mod consists of:
- Amount of Tiers that can appear on an item with this mod (number in the first Teal circle);
- Required ilvl for the highest Tier of the mod (number in the Gray circle);
- Mod’s Title;
- of the mod (multi-colored texts in a Blue-Gray circles);
- Weight of the mod (chance to appear on an item).
If we would any Ring with Cold mod, it would be guaranteed to have one mod with this Tag (i.e. “Adds # to # Cold Damage to Attacks”, “#% to Cold Resistance” and “#% increased Cold Damage”) and other mods from the pool.
For the sake of the example, let’s say we have crafted the weirdest Ring ever.
We have three Prefixes and three Suffixes – no more space for the mods. Our Suffixes has no Tag to target so we forget about them for a while. Our Prefix mods have:
1. Life Tag;
2. Life, Physical and Attack Tags;
We want to get rid of Life Leech. If we would “Remove Life”, we would have a 50% chance to remove (1) or (2) but if we would “Remove Physical” or “Remove Attack” Tag, we are 100% sure to remove it.
Oh my! We want it back!
Since there are only two mods in Prefixes pool with a Life Tag (“# to maximum Life” and “…Leeched as Life”), we can “Augment Life” and we have a 100% chance to get it.
That’s, actually, most of the Target Crafting to know about. Combining these Harvest crafts on different items allows you to make the best items in Path of Exile. This is how you craft “#% chance to gain Elusive on Critical Strike” on the Boots – this is the only mod with a Critical Tag. This is how you craft “Enemies you Kill Explode, dealing #% of their Life as Physical Damage” on a Crusader Influenced Chest – there are only three mods with a Physical Tag. I hope you’ve got Eureka feeling at this point.
But let’s take a step further while stepping backwards – not everything is as shiny as it looks by now.
We’ve got our Ring with two Prefixes and three Suffixes.
This is the perfect Ring of our dreams but the “#% increased Rarity of Items found” let us down. We have a single efficient option – “Remove non-Life/Add Life” (there are no craft that removes non-Life Tag only).
In this case, we block Suffixes with “Suffixes Cannot Be Changed” from the Crafting Bench and smack it. We are getting back our long-forgotten mod “…Leeched as Life” and removing it by Physical or Attack Tag after.
if we have had both Life Tags and were trying to attempt to remove non-Life (when there are no more Life Tags) – we would not be able to remove it**.
*True, if we pretend that we still have Blocked Suffixes with a fourth Prefix (which is impossible). In-game, if we have two Life Tags and “Rarity” in Prefixes and non-Life Suffixes, we gamble with a 25% chance to success.
If we have a mod “# to maximum Life” less than a Tier 1, we use paired “Remove/Add Life” or separate crafts to reroll it. Note, that you would be bouncing between two Life mods (it is not guaranteed to reroll into the same mod).
Same idea goes for Influenced items with an additions to the mod pool. However, it is very usual to be able to target Influenced mods.
From here on, we know: Harvest Crafting Bench mods and Harvest can’t do on it’s own.
Let’s see what it can do more.
50 Shades of Harvest
1. Fracturing locks one random modifier on your item.
It might seem like a lackluster option since it on Influenced nor Synthesized items. But, obviously, it’s not – it is the strongest Crafting tool for the items that does not have to be. Examples here are: Bows (“Bow Attacks Fire 2 Additional Arrows”), Physical Weapons (T1 “#% increased Physical Damage) and most importantly – items with Delve or Incursion mods (Minion Damage on a Rings, Minions Double Damage on a Convoking Wand, etc). These options are the ones that I know about and are not limited by this List.
Fractured item can’t be of lower Rarity than Magic.
2. Synthesizing augments (or changes) a normal (non-Influenced, non-Fractured) item with 1-3 Implicit mods.
It is a debatable option – look at the List of possible outcomes! Since it is also a Rare seed, it’s a very low chance that you will hit the right mod on your already crafted item. That is why you are going to buy an already Synthesized Base (for example, a Jewel) with a required mod and craft on it.
As for using it – as I wrote in the League part of the guide – it’s an option to gamble cosmic Implicits. These are: Imbued Wand with “Enemies You Kill Explode…” (by far the most expensive) and other cheaper options would require more than one Implicit mod, like a Rings with “+1 to Maximum Power Charges” + “Gain an Arcane Surge on Hit with Spells”, etc. It is difficult to even find an example – you got my point.
3. Add an Atlas Influence augments a non-Influenced with a random Influence (1 of 6).
This option is most popular for augmenting a Base with an Influence and if it hits a mainstream one – sell it. I’ve wrote some examples of use in the League section.
On the other hand, it is a very strong and a very niche Crafting tool – it is the only option to augment an item with a Shaper or Elder Influence. Furthermore, it does not require an item to be Rare (despite the Elderslayer’s Orbs). My best example here – crafting an item with a Delve or Incursion mod (with the use of Imprint from Beastcrafting) until you hit the right one.
4. Change the Type of the Resistance – straightforward option.
Even with a word “similar” in the description, it always changes to the Resistance with the Tier.
5. Effect that Reforges an item.
“Reforge an item, keeping all Prefixes/Suffixes” – very strong option when you, obviously, fill one of the Affix Groups and craft another.
it is the same type of Reforge as a Chaos Orb – the item would have 4-6 mods and if you have, for example*, three Prefixes and a Fractured Suffix, you would simply clear Suffixes most of the time (Reforging with 4 mods are the most common outcome).
if you have had Prefixes in the example above, your Reforge would have a chance to add a new Prefix. Same rule applies to “Prefixes Cannot Be Changed” mod – you Block the existing mods but not the Affix Group.
“Reforge an item with a similar mods” are not recommended on an already good item. Very high chance to reroll with the same mods but it can… not.
this option recognizes mods from the Crafting Bench.
6. Enchant a Weapon/Body Armour.
This is a very good option and should be used with caution*. Enchant replaces natural effect from a Quality to another one. There are 6 enchants for a Weapon and 8 – for a Body Armour. I do not recommend adding them on a crafted items that you are going to sell, especially on a Physical Damage Weapons (since they lose Physical Damage).
you remove an enchant by any means. You can only change it.
7. Set a new Implicit on a Basic, Prismatic, Abyss, Timeless or a Cluster Jewel.
Nice option to have if your Jewel is already good but it’s weaker than Synthesis or Corrupted Implicits. Could be rerolled.
List of possible mods can be found at the bottom of each type of Jewel at PoEDB.
8. Upgrade item’s Rarity and add new mods. Upgrades a Normal item to a Magic item with 1-2 mods or Upgrades a Magic item to a Rare item with 2-4 mods.
Meh-option without any high potential – outcome is too vague. If it’s used, then only with an “Add a High-Tier mods”.
9. Modify an item, resulting in Lucky modifier values.
“Reroll the Prefixes/Suffixes” is a vice versa description of the “Reforge …, keeping all Prefixes/Suffixes” mods with the same effect (always read the effect). Lucky values is barely an advantage since you can always Divine Orb an item.
These seeds are also a source of an “Augment an item with a new modifier, with Lucky modifier values” – this is exactly the same as Exalted Orb, but Lucky!
Other options like “Change a Weapon into Belt” are either a very specific and require in-depth knowledge, or a very vague Crafting options.
when you are going to watch videos about Harvest Recipes (like this) that were made the Harvest – make not mistake! Players had plenty of required Crafts that were stored in endless amount of Horticrafting Stations. The prices* now would be different as well as the method**.
*Prices in these methods were taken from The Forbidden Trove Discord Community. If you are ok to handle your items to another person and pay for a Craft – this is the way. Prices are also different from ones in a videos.
**Method itself works just fine as a sequence of Harvest Crafts but, most likely, there be more efficient method in a current League. Harvest was an experimental League and GGG, “learned from their mistakes”, made the Harvest much more rare to appear. In my opinion, this was made to raise the value of other types of Crafting – and it did, while making Crafting itself more expensive.
You have survived the Harvest lecture and now we dive into other less brain-intense tools of Crafting.
3.16. New/changed fossils.
Fossil Crafting is used for targeting mods by removing unwanted ones from the mod pool. I.e. Fossils are usually chosen for their “No Mod” effects rather than “More Mod” ones.
Fossils should be inserted into Resonators. As with Chaos Orbs, Fossils would reroll an item with 4-6 mods. “More” mods on the Fossils multiply the chance of the respective mods with their Tag to appear by 10.
Crafting with Fossils requires you to know which Tags associated with your mods. For that, we head to PoEDB. Let’s start with an example.
One of the most common recipes for Fossil Crafting is a Bow with +3 to Level of Socketed (Bow) Gems.
When you would check a Corroded Fossil and a Metallic Fossil in the Bows category, you can see that their use would shrink the Mod Pool to three Prefixes (to two, if the Bow < 83 ilvl). Since you are guaranteed to have at least one Prefix, it takes a few rerolls to hit +3 Gems.
: Fossils mods from the Crafting Bench.
There are also Delve-specific mods that can appear from Fossils or they can drop from a special Delve nodes. To determine this affiliation, we also look at PoEDB table.
Zeros (“0s”) in Red Circles mean that these mods are from drops and others can be acquired via Fossil Crafting. Fossils to provide you with one.
If you want an example of practical use, you can check this video.
Fossil Crafting is also essential for the endgame items – it is the only source to provide an item with 30% Quality via Perfect Fossil. Don’t forget that it would also increase it’s chance to Link* as well as providing more Stats.
*For the Linking, you would also like to use Crafting Bench to add a mod with an additional Quality (up to 18%). That would improve Linking chance even further.
If you want to calculate efficient combinations of Fossils for your Crafted Item, you should definitely use Craft of Exile. It would take some time to understand how to use it.
Some more information on Fossils:
- ###item:encrusted-fossil### your Sockets and Links if you have 6-link. This way it only rerolls Colors;
- ###item:enchanted-fossil### has a pool of Enchants from both Uber and lower Labs;
- Gilded Fossil’ed items can provide you even with an Exalted Orb and a Mirror Shard.
Beastcrafting makes Crafting more predictable as well as add some unique ways of interaction with an items.
1. Create an Imprint (Craicic Chimeral)
Imprint allows you to create a save copy of your item, stored in Imprint. It is extremely useful and allows you to:
- Preserve Quality, Sockets, Socket Colors, Links, Influence, Enchant;
- Imprint an item with one best mod, add a second one with Orb of Augmentation and get back to the Imprint version (easier way to obtain best mods on the Magic item);
- Imprint an item with , add a third mod with Regal Orb and get back to the Imprint version (no need to start from scratch);
- Add an Influence via Elderslayer’s Exalted Orbs or from the Harvest and clear it (i.e. clears the Influence);
- Add a second Influence to an Influenced item via Awakener's Orb* and clear it (clears only the new Influence); *Imprinted item should not be a donor.
- Add a Synthesis mod and remove it; Need to double check but worked in Harvest.
- Imprint clears even the from an item.
What imprint does not do:
- Imprint work on Corrupted nor Fractured items;
- Imprint can’t be a donor to another item.
Beasts for Imprints are not cheap, and trade is full of scam traders, but it’s definitely worth your currency.
2. Split an Item Into Two (Fenumal Plagued Arachnid)
Used on a item, splitting item’s mods evenly (if possible) while preserving the Base, Sockets, Links and Quality of the item.
Yes, you can make 30% Quality 6-link and Split it into two identic 30% Quality 6-links.
Keep in mind, that this Craft:
- on Influenced items;
- on items with an Enchant or Catalyst quality.
: splitting 5-mod item would always result in while splitting 4-mod item can result in (depends on the amount of splitted Prefixes and Suffixes on the item).
3. Corrupt an Item to Have 30% Quality (Craicic Vassal)
It does only what it says – changes the Quality of the item to 30% and makes this item Corrupted.
random things as Vaal Orb do. Just this.
4. Add a Prefix, Remove a Random Suffix (Farric Wolf Alpha) and Add a Suffix, Remove a Random Prefix (Farric Lynx Alpha)
5. Reroll Mod Values – Both Implicit and Explicit Mods of a Rare Item (Farric Frost Hellion Alpha)
Stronger than Divine Orb if everything is bad. Not as strong as other types of Beastcrafting.
6. Craft an Aspect Skill onto an Item (respective Beast from a Portal)
Adds an Aspect mod to an item (Aura, Suffix). Items like Farrul's Fur augment their respective Auras – in this case, Aspect of the Cat will reserve no mana and will have some effects, associated with it. Sometimes, this mods can fill the gap in your item if you have enough mana to turn them on – for that, most common Aspect of the Spider.
You can craft it per run to the respective area (first, you “Open a Portal…” to the Beast’s domain where you capture it for the Aspect Recipe).
7. Add a Mod to a Flask (x4 Level 20+ Rare Creatures)
Main source of Bleed-, Curse- and Freeze- Immunity on the Flasks.
Don’t neglect this option.
keep in mind that you always need a Yellow Beasts for Beastcrafting. If you would only buy Red ones, you will run out of them very fast and will be unable to use the Recipes.
Essences are used for:
- Adding a mod to an item that can’t appear naturally or with a higher max values;
- Forcing a mandatory mod to an item and adding any others. Generally, when you don’t care much;
- More efficient Chaos Spam when there is no better method for targeting.
Let’s elaborate on them, starting with the First.
Essences can provide higher stat values and even mods than can’t appear on an item naturally. Examples here are:
- Deafening Essence of Zeal adds up to “30% Attack Speed” to a Weapon (cap is 27%) and up to “8% Attack Speed” to a Ring (cap is 7%);
- Deafening Essence of Scorn adds up to “25% to Critical Strike Multiplier” to a Ring (cap is 22%) and does not require an Influence;
- Deafening Essence of Loathing adds up to “5% Reduced Mana Reserved” to a Helmet (Elevated mod’s cap is 7%) but does not require an Influence;
- Deafening Essence of Doubt adds up to “600 to Accuracy Rating” to a Quiver (cap is 480);
- Essence of Insanity, Essence of Horror, Essence of Delirium and Essence of Hysteria all have Unique mods.
Essences can also provide less values. For example, Deafening Essence of Contempt adds an equivalent only of a Tier 2 flat “Physical Damage” to a Weapon.
Second Use – Forcing a mandatory mod and any others.
Generally, this is the type of Crafting at the start of the League. Deafening Essence of Greed and Deafening Essence of Woe for a Life and ES mods, Deafening Essence of Contempt for a Physical Damage Weapons, etc.
An exception would be Deafening Essence of Zeal that adds “32% Movement Speed” to a Boots (cap is 35%). This one sometimes used throughout the entire League.
Keep in mind, that all of these examples are based on my experience. Their use is much more broad.
Third Use – No sufficient method for targeting (you need an Essence mod and a mod without a Tag).
When you are targeting a mod without a Tag and all other Crafting methods let you down, Essence could be the most efficient way to Craft.
As an example, crafting a Bow with +3 Socketed Gems (two Prefixes) and a mod “#% increased Elemental Damage with Attacks Skills” looks to be the most efficient with Shrieking Essence of Dread (or Deafening) that provides a mod “+2 to Level of Socketed Bow Gems” while a “+1 to Level of Socketed Gems” could be easily targeted after the two required mods.
: Essences mods from the Crafting Bench.
Essences with a Tiers below “Screaming” have a restrictions to the Level of Properties (High Level mods can’t appear from the weakest Essences). Furthermore, they do not reroll an item but upgrade it from a Normal Rarity.
Influence Crafting is arguably a self-sufficient method but the use of the Orbs, affiliated with Influeces, is crucial for the endgame Crafting.
1. Elderslayer’s Exalted Orbs (e.g. Crusader's Exalted Orb)
Elderslayer’s Exalted Orbs work the same way as an Exalted Orb but instead of a random mod they add a respective Influence to an item and add a random mod from the pool of Influence Mods. Applying a Quality or Catalist’s Quality to an item increases the chance for the mod that matches applied Quality type. Example – using Turbulent Catalyst on a Ring and applying Warlord's Exalted Orb would increase the chances of “elemental_damage” mods to appear.
Elderslayer’s Exalted Orbs the mods from the Crafting Bench.
: Elderslayer’s Exalted Orbs could not be used on an Influenced items.
Awakener's Orb an Influence Mod from one item and it to another Influenced item. New item would have Level/Sockets/Links/Quality/Enchant from the Recipient item, both Influences, one Influence Mod* from each item and a random mods.
*Having two or more Influence Mods on an item would choose a one.
using Awakener's Orb would reroll numeric values.
Also, an item with two Influences considered as an item with Influences.
3. Maven’s Orb
Maven’s Orb is a late endgame Crafting tool due to it’s expensiveness and RNG.
Maven’s Orb chooses one mod, removes it and upgrades another one (or a one if more than two present) to a Tier higher. If you upgrade a Tier 1 mod, it becomes Elevated and receives additional or improved effects. Maven’s Orb can be used on Body Armours, Boots, Gloves and Helmets.
Obviously, you can merge two Elevated mods via Awakener's Orb.
: Maven’s Orb mods from the Crafting Bench.
Other sources of Crafting
There are some other Tools that could be used in Crafting – for “eventual” use rather than a complete method.
Syndicate benches were changed a few times in the past few Leagues. Didn’t even track changes.
Syndicate Crafting Benches tied to Syndicate members and can provide you with:
- Hillock. Provides up to 28% Quality to Weapons and Armour and up to 26% to Flasks.
- Aisling can add up to two Veiled mods to a Rare item (two useful Crafts for a 4-mod item).
- Jorgin can turn your amulet into a Talisman. As far as I know, it changes Implicit mod of a Rare Amulet and corrupts it. Anointment, Quality and mods (even crafted) are preserved.
- Vorici can turn up to three sockets into White sockets*.
you can’t use this craft if the item already has one – you will need to recolor the item and then use it.
- Leo can provide you with free Exalted Orb for craft. Can’t keep it!
2. Vaal Orb
Vaal Orb can’t be called a Crafting Tool because this is you can do to the item. This means, that you have to craft a good item before you use it. However, it can:
- Change the color of sockets to White (1-6);
- Make the item Rare, Reroll the mods and/or change Sockets+Links*;
*In the example, Kaom's Heart has no sockets baseline and it made 6-L Rare Body Armour.
- Change an Implicit mod (or add one) – mostly, used for this option;
- Some Gear and Jewels turn into another Unique versions.
As an example, it can be useful for the items like Convoking Wand. It’s Implicit allows you to roll Minion modifiers on a Wand and, when you did, you can corrupt it to change useless (already) Implicit – mods will stay. Or it would be rerolled!
you change number of Sockets, Links and Colors after corruption via Crafting Bench. It will additionally charge the same amount of Vaal Orbs as respective recipes.
3. Temple of Atzoatl
Locus of Corruption is more or less of an item and has a chance to:
- Change the color of all sockets to White;
- Add two Implicit mods;
- Add an Influence;
- And most notably – destroy the item.
- Tempering Orb adds or replaces an enchantment on a Weapon;
- Tailoring Orb adds or replaces an enchantment on a Body Armour.
Since 3.14, Beastcraft can now be only used once on an item – it becomes Splitted.
There are three ways to copy your item: Mirror it, Mirror rerolled copy or Split into Two items via Beastcrafting:
- using Mirror of Kalandra on an item makes an and the new item becomes “Mirrored” – can’t be modified further.
- using Fractured Fossil your mods on the current item (like every Fossil does) and makes Mirrored copy of a new one – can’t be modified further.
- using Beastcrafting’s “Split an item into Two” splits mods from an item and creates a copy of the base item. This way, you receive two non-mirrored copies of an item (Quality, Links, Socket colors preserved) but the mods are split (which can be an advantage) – could be modified further.
In this section, we are going to use multiple Crafting Tools at once for a single item.
Our Complex Example is one of the best Bows for the Elemental Hit Deadeye build that I’ve actually crafted in the Ritual League.
This example utilizes every type of Crafting. Estimated price to craft ~ 150 Ex. Let’s begin!
Step 1. Choosing the Mods
Our guide suggests that we should use a Bow with the following mods:
This Bow must have mods that grant “+3 Gems” – they are hard to target when we start crafting, so we are going to fill the Prefixes first and then – Suffixes.
This Bow does not require Influence but we will check anyway. There are good mods – for example, Shaped (Attack Speed with Double Damage, +1 Chain, +1 Frenzy Charge). We can’t target them or they interfere with our Tags. Since they are extremely hard to craft and not game-changing, we drop this idea in favour of Fracturing.
We also check Synthesized Implicits. There are some good ones – “#% to deal Double Damage”, “+2 to Level of Socketed Support Gems”. Shouls we Synthesize or not depends on your amount of currency, time and dedication to craft. I’ve found it unrealistic and, again, dropped it in favour of Fracturing.
we stick to our six normal mods.
Step 2. Choosing the Base
In this Step, we should choose a Base and decide what ilvl it can be.
Choosing is a no-brainer for this build – Imperial Bow is the best Bow with “#% increased Elemental Damage with Attack Skills” Implicit. Why not a Solarine Bow? Main reason – easier to obtain 6-L with 100 ilvl. Imperial Legacy is a card with a very high chance to drop so the Trade is filled with them.
What ilvl? From the table above we can see that the highest Tier of mods appear on ilvl 86. So, 86+.
Does this Bow requires an Influence or should be Synthesized? No.
we have chosen a normal Imperial Bow with a 86+ ilvl.
Step 3. Fracturing a Mod
With a normal bow, we can’t miss an opportunity to Fracture it and make it easier to craft.
Since we are filling our Prefixes first, we should check if we can target any of them. We can target “+1 to Level of Socketed Gems” (Step 6) which means that we have to craft only two mods – +2 Bow Gems and Elemental Damage. They are not excluding each other so, at this point, we change our focus to Suffixes.
We can target Crit Multiplier (there are only two Critical mods) and we can target Attack Speed (only two Speed modifiers). Speed modifiers are extremely rare in Harvest but we still favour “Bow Attacks fire 2 additional Arrows” since it has a lower Weight. So, we are going to Fracture it.
Now, we are crafting Arrows mod with any method or we are buying a Bow with it (additional advantage of the Imperial Bow). Now*, we fill the Bow with three Suffixes (one can be from the Crafting Bench) and search for a respective Fracture in Harvest. We continue buying/making Bows and Fracturing them until we succeed.
*We can also check a Bow with already Fractured mod because it can be cheaper to simply buy it (always faster, at least).
we have a Fractured Bow with a fractured “Bow Attacks fire 2 additional Arrows” mod.
Step 4. First Iteration of a Crafting method
We should choose a Crafting method for two Prefixes. We have too many Attack mods in Prefixes and we can’t target gem Tag nor an elemental_damage Tag. That means that Harvest is too early to consider.
If we would try Crafting them with Traditional method, we can easily get one but the second – too vague of a chance. That leaves us with two options – Fossil and Essence Crafting.
1. For the Fossil Crafting, we can try finding a good combination on PoEDB by checking Fossils or we can go to Craft of Exile site and let it do the calculations for us.
We are instantly dropping an option with Faceted Fossil since it is a very expensive Fossil that is used for many crafts – and it’s not a very high chance to hit, to say the truth.
We are sticking to the Cost Efficient method – Frigid Fossil, Scorched Fossil and Metallic Fossil. Frigid and Scorched Fossils excluding each other’s mods while removing unwanted ones, and Metallic Fossil removes a ton of Physical mods while significantly raising the chances of Lightning mods to appear. That means, that if we hit our two required mods, we, most likely, are going to have the following mods.
Not bad at all! We can safely remove any Lightning mod (even more, Lightning is very usual in Harvest).
2. For the Essence Crafting, we have an insanely potent option – Shrieking Essence of Dread.
This one us to have “+2 to Level of Socketed Bow Gems” each reroll! Always the highest of two Tiers and not even a Deafening. Furthermore, any unwanted Prefix can be removed with Harvest targeting. Awesome! The downside here is that we would have the whole pool of mods.
So, which one? It is entirely your choice.
I have tried both methods on two of my Bows. First time, I managed to hit these mods with Fossils ( Frigid Fossil, Scorched Fossil and Prismatic Fossil) – I found Metallic Fossil less potent since it procs too much Lightning Prefixes, potentially overriding Elemental Damage. At the same time, I spent over 150 Essences and didn’t hit them (only T2).
Second time, I was trying to roll with the same Fossil combination with no luck and tried yolo Essence – and I have hit it from the first one (it’s not an exaggeration to impress you – it really did).
we have one of two methods (or both) – Fossil and Essence Crafting.
Step 5. Crafting Prefixes with the chosen method
Before we start crafting our mods, we should add 30% Quality first. Spamming Perfect Fossil until success. Only then we buy Fossils and/or Essences and craft.
Always keep in mind that you can eventually roll good combinations of mods. So, if you’d have like T2 Elemental Damage and a High-Tier Attack Speed, you might better polish this Bow a bit and sell (or use yourself) – it would be already pricy.
It is a very long process and entirely about luck. I’ve used more than 150 Resonators before I’ve hit those two.
When you did, you remove third Prefix with Harvest.
we have two required Prefixes on our Bow.
Step 6. Filling 3rd Prefix
Filling third Prefix on this Bow is much easier than it looks – “+1 to Level of Socketed Gems” is the only mod without Attack Tag. This means that if we would add a mod “Cannot Roll Attack Mods” (Suffix) from the Crafting Bench and use Exalted Orb, it is the only possible outcome in Prefixes but we also have one open Suffix.
In this case, we should do the following sequence:
- We craft any Prefix from the Crafting Bench (Blocking Prefixes);
- We augment Cold/Fire/Lightning in Harvest to get a second Suffix (that we would be able to Remove later);
- We remove third Prefix and add “Cannot Roll Attack Mods” Suffix;
- We use Exalted Orb*.
*Instead of Exalted Orb we can use both “Add a Prefix, Remove a random Suffix” craft from Bestiary as well as “Augment an item with a new modifier” craft from Harvest.
After, we remove both unwanted Suffixes and now we are done with crafting Prefixes. You can now also remove Suffixes with Harvest’s “Reroll…, keeping all Prefixes”.
we have three required Prefixes and a Fractured Suffix.
Step 7. Crafting Attack Speed
For me, this was the longest part as well as the most expensive.
You have three options:
- Add/Remove Speed modifier (absurdly expensive and rare option but the most accurate);
- Block Prefixes and Add/Remove Attack modifier (much more cheaper option but very inaccurate);
- Reroll an item, keeping all Prefixes (frequent option but completely random and mostly does nothing);
- Block Prefixes each reroll and Reforge an item with Speed modifier (middle ground between first two).
First option is not an option if you are not going to buy Harvest crafts in TFT Discord. I didn’t.
Second option – Add/Remove or separate crafts are still rare but it is ok option. If you hit Attack mod that can’t be removed with other Tag – you Remove all Suffixes and Block again.
Third option – since you reroll an item with 4-6 mods, this option would leave you with what you already have most of the time. It is a good option to clear Suffixes.
Fourth option – my go-to option. You block Prefixes with 2 Ex each time and Reforge with Speed. This way you are guaranteed with a Speed mod and your chances are pretty high.
This one took me over 100 Ex for T1 Attack Speed.
we have 5-mod Bow with Attack Speed.
Step 8. Crafting Critical Strike Multiplier
This step is a no-brainer – you Augment* Critical modifier and reroll it until you hit it T1. Fast and cheap.
*If you don’t have Augment but you have Add/Remove Critical mod, you can craft any Critical mod from the Crafting Bench and use it.
Only thing left is to add “Elemental Damage” Quality from Harvest (you would have plenty of them during Crafting process) and now we have an identical Bow.
When you will get into flow of Crafting, you won’t need any “youtube recipes” – you would simply use it.
Tips and Tricks
This section is going to be a fast-forward sprint since Crafting section is already enormously huge.
- Off-coloring Sockets (Vorici Method)
Vorici Method is the most effective and cheap method to off-color sockets.
socket colors tied to the required Attributes on the Base. Off-coloring means that you want colors, different from the Base’s.
Off-coloring done via Crafting Bench as following:
- Forcing two required colors on the item with two sockets;
- Alternating between three and two sockets until required third is added;
- Alternating between four and three sockets until required fourth is added.
You can start with three sockets if you want to accelerate the process.
- Duping Items (deprecated since 3.14)
Duping is a process where you duplicate a Magic item with one or two mods.
Done in Bestiary as following:
- Making Imprint of an item;
- Making an item rare and Splitting an item into Two;
- If the item with your mods from the Altar – you use Imprint on the item inside it and you have two items with the same mod;
- If the item with your mods is the Altar – you Split an item until duplicate drops with these mods. No need to Imprint again.
Item, that you used Imprint on, will stay in the Altar and remains eligible for Imprint. The one that drops – duplicated, and you can’t use Imprint on it.
dropped item with no mod has no potential price and that is why most of the 6-L White-socketed items are being Gilded Fossil‘ed – they have a chance to return your expenses.
- Two crafted mods from the Crafting Bench
It is possible to craft Multimod on an item, craft two mods (Prefixes) and remove Multimod.
It is done to an item with one Prefix. You craft two more Prefixes and then remove Multimod with Harvest’s “Reroll…, keeping all Prefixes”.
- Triple Elevated mods
Triple Elevated mods are easy to figure out if you’ve read Crafting section carefully.
It is done as following:
- Merging two Elevated mods (via Awakener's Orb) of the same Affix Group;
- Clearing* the item from other mods;
- Blocking this Affix Group;
- Augmenting two Influence mods (one of them you want to Elevate) and using Maven’s Orb;
- If wrong mod Elevated – Augment again (don’t have to Remove Elevated one) and repeat until success.
*When clearing an item from Untagged mods after Awakener's Orb, it is most common to forget about Harvest’s “Remove non-Influenced mod” that is most potent for this case.
Video if you need to see it practically.
- Strange Mods and Where to Find Them
Most of the time these mods are Incursion or Delve.
But, for example, there is a mod “-8 to Total Mana Cost” on a Rings that has no source and it is not crafted. It’s a mod from a Blessing of God cards that rewards you with a random Magic ring with this mod.
I’m sure that there are other mods like this but I did not encounter them.
- Crafting Timeless and Cluster Jewels
No, don’t get me wrong – you can’t change mods on Timeless Jewels. But there are a very unobvious thing.
As an example, we can take Glorious Vanity. It has “…# Sacrificed in the Name of …”. While there are only three predetermined “Names” that come with the drop, the “# of Sacrificed” is a changeable part via Divine Orbs.
Why? Glorious Vanity changes passives in radius – Passive Skills, Notables and Keystones. Keystones are predetermined by “Name” but the first two change their mods, based on the number of poor sacrificed souls. So, if one of the Passives gives you Cold Damage and you are anything but cold damage dealer – use Divine Orb. Full list of transformations can be found here.
Same Keystone effects, provided by a Timeless Jewels, stack.
Each Cluster Jewel can have up to mods, but:
- Large Cluster Jewel has 2 Jewel Sockets and can have . 8-12 Passives.
- Medium Cluster Jewel has 1 Jewel Socket and can have . 4-6 Passives.
- Small Cluster Jewel can have . 2-3 Passives.
Always check Notables whether they are a Prefix or a Suffix – you can’t have three of one Affix Group. And make sure you are not trying to roll 4 Notables on a Large one!
- “Prefixes Cannot Be Changed” works for Divine Orb;
- Veiled mods from Veiled items can be removed (considered as a mod from the Crafting Bench);
- Re-veiling the same item with Aisling’s veiling will never unveil already unveiled mods; Again!
- 6-Link can be acquired through ###item:fated-connections###;
- If you spam Jeweller's Orbs or Orb of Fusings for/on a 6-Socket item, they would automatically stop at maximum result;
- Don’t forget about “Remove non-Influenced mod” craft from the Harvest;
- If you can’t find a good Prefix on Gloves – use the ones from the Crafting Bench (Damage during Flask Effect);
- If you have “Remove/Add” craft but you need an “Augment” – check the Crafting Bench for a mod with required Tag;
- Harvest respects mods from the Crafting Bench but players report bugs when using “Cannot Roll Attack Mods” with “Remove/Add” craft (interaction between these two);
- You can obtain a magic Wand with a mod “.
Crafting Section Conclusion
There are endless ways to improve your gear. Chances to make BiS (Best-in-Slot) Gear is close to nothing and that is why there is no such thing.
Crafting an item is an interesting and notable thing – finding a way to efficiently craft it sometimes can be a real challenge. Selling an item is also a challenge – it is hard to sell even a good item from an unpopular Guide/Build.
Most guides provide you with a required set of Gear and give you Mod recommendations – this way you simply pick mods that are easier to craft or you think are best. But if you want to consciously choose the mods that are best for your build – the Next Section awaits.
Understanding Stats, Mods and Their Interactions
WARNING: This Section is rich on formulas and math as a whole. If you can’t bear sorting the numbers out, you might be driven mad.
Let me tell you about this feeling – you are playing for a while already, feeling yourself confident, but you don’t know how to understand when you have enough Critical Strike Chance with Bottled Faith?
Or you are killing Siruses and Mavens for the 51st time and never noticed that Gems tend to do “more” damage instead of “increased”? What’s the difference anyway?
Sounds familiar? The answers you seek lie within!
I am very sorry for my language, but the interaction in Path of Exile between players and game mechanics is bullshit – you don’t have exact Stats in-game, some Stats simply hidden, understanding what most of Stats mean should be found in community-based topics on forums or reddit (!), and even worse – these topics consist of opinions and guesses. Even the fact, that I need to look into PoEDB to find Sirus’ Health is ridiculous (and you have no idea if it’s a lot or not, because you don’t know your damage!). Import your character in PoB, you pleb!
And yet, the game is so good that we are digging into this. Our digging would unveil variety of mechanics: mods and stats, gems, types of damage and damage calculation, critical strike, defense, curses, conversion and more. We would cover how damage is summarized on some examples and other cases you would be able to figure out yourselves if you will put your
life mind into it.
To the death!
There and Back Again (Essentials)
Let’s start from a reminder to avoid future confusion. Mods are on items and they give Stats (as well as a Passive Tree, Auras and others). Stats show character’s effectiveness in combat. Attributes are not Stats.
in formulas, Percents are converted to Decimals. “100%” is “1”, “50%” is “0.5”, etc.
Mods and Stats
We have touched previously and in this section it is essential to differentiate them – our base Stats would be multiplied separately. We would get to this soon.
There are two important types of :
- When Dual Wielding, you get “+15% Chance to Block Attack Damage” and you get “10% more Attack Speed”;
- Body Armours and Shields reduce your Movement Speed by 3% (Body Armours with Str base have -5% MS).
There are also many hidden Caps (like Life Leeched per second). We would overview some of them later.
Classes start with different amount of Attributes but each level they get the same amount of Stats:
- +12 to Life;
- +6 to Mana;
- +3 to Evasion.
you get Attributes per level.
What do we get from Attributes:
- +10 Strength – “+5 to maximum Life”, “2% increased melee Physical Damage”;
- +10 Dexterity – “+20 to Accuracy Rating”, “2% increased Evasion Rating”;
- +10 Intelligence – “+5 to maximum Mana”, “2% increased maximum Energy Shield”.
Mods can give stats, stats and stats.
Main formula to calculate Stats is the following:
Stat = ((summ of Local flat Stats) * (1 + summ of Local increased Stats) + summ of Global flat Stats) * (1 + summ of Global increased Stats) * (1 + Global more Stat1) * (1 + Global more Stat2)…
Kinda scary and makes not much sense in vacuum. Let’s implement it to our Attributes!
All the Stats above are Global. At level 1, we have 50 Life. We have killed Hillock and leveled up. For us, its easy:
Life = ((0) * (1) + (50 + 12)) * (1) = 62 Life. There are no Local Life in the game. After, let’s say we’ve added “5% increased maximum Life”:
Life = ((0) * (1) + (50 + 12)) * (1 + 0.05) = 62 * 1.05 = 65.1 Life.
We would dive deeper into this in Damage section where it is more interesting.
There are no “X% more Life” mods but if there were, our example above (with “10% more Life”) would look as following:
Life = Life = ((0) * (1) + (50 + 12)) * (1 + 0.05) * (1 + 0.1) = 62 * 1.05 * 1.1 = 71.61 Life.
If you have a “more” mod with “20%” value, it gives +20% of ALL stat, i.e. results exactly in 120% stat.
There are also “Less” mods that work the opposite way and reduce your Stats much more drastically (or reduce incoming damage much more effectively, e.g. Kintsugi).
It is time for the most important and interesting Part.
Damage is the main topic where we are going to use this knowledge. We are going to take a closer look at Gem’s descriptions, diffirentiate types of damage and look at their features, calculate the actual damage with different increases, convert damage, overview Critical Strike Chance and Multiplier, Accuracy and so on.
There are four sources of damage: Attack, Spell, DoT and Secondary Damage.
- Attack damage based on Weapons and Skill Gems, and usually originate from Melee Weapons or Bows;
- Spell damage based on Skill Gems and it’s damage is not tied to Weapons;
- Damage over Time damage based on Skill Gems or power of Hit (Ignite) and is not tied to Weapons;
- Secondary damage is mostly explosions and they benefit from mods other than to Attacks, Spells or DoTs.
We would mostly focus on Attacks and Spells.
Let’s take a look at Attack and Spell Gems.
On the top of each Skill Gem’s description we have Tags. They determine the type of mods that will affect them. And this is where their similarity ends.
Attack Gems deal “X% of Base Damage” which means that any damage on the Weapon would be dealt by each Attack from this skill, at X% of Base value. Also, Attack Gems tend to modify Attack Speed when using this skill.
If we’ll take our formula for Stats, we would have the following:
AtkDmg = ((flatBaseDmg + flatLocal) * (1 + LocalIncreased%) + flatGlobal) * (X% of Base) * (1 + GlobalIncreased%).
Spell Gems deal flat Damage and any other “Added flat Damage” would by multiplied by “X% Effectiveness of Added Damage” (flat Damage on Gems is not “Added”). Also, Spell’s base Cast Time and Critical Strike Chance originates from this Skill Gem.
SplDmg = (flatSkillDmg + (flatGlobal * X% Effectiveness)) * (1 + GlobalIncreased%).
Let’s summarize and compare:
- Damage. Attacks – X% of Weapon’s damage. Spells – Skill Gem’s flat Damage;
- Attack/Cast Speed. Attacks – X% of Weapon’s AS. Spells – Skill Gem’s CS;
- Critical Strike Chance. Attacks – Weapon’s CSC. Spells – Skill Gem’s CSC;
- Added Damage. Attacks – X% of Added damage (same X% as for Damage). Spells – X% of Added damage.
you can easily find all Attack or Spell Gems in this wiki List, sorted by Tags.
Now, let’s get more in-depth into each of those.
Let’s say we are going to use the following Axe:
Damage is calculated as an average of min and max values, multiplied by Attacks per Second (ApS), so we have:
Pdps = (560 + 967) / 2 * 1.15 = 878 Pdps Axe. If we would like to calculate mods, we would first calculate Physical Damage (not Pdps) of a normal version of the Vaal Axe:
Pdamage = (104 + 174) / 2 = 139 Physical Damage. Now, we would apply Stats:
Pdamage = ((139 + (35 + 66) / 2 ) * (1 + 0.48 + 1.79 + 0.76)) = 189.5 * 4.03 = 763.7 Physical Damage. So, here we summed flat damage on the Weapon, and our increased Damage consists of “Base Damage” + Quality (48%) + 179% + 76% increased Physical Damage. If we now multiply it by 1.15 ApS, we get:
Pdps = 763.7 * 1.15 = 878 (values are rounded).
If we would use this Axe with a Level 1 Cyclone:
Pdps = (139 + (35 + 66) / 2 + (5 + 8) / 2) * (1 + 0.48 + 1.79 + 0.76)) * 0.44 * (1.15 * 3) = (139 + 50.5 + 6.5) * 4.03 * 0.44 * 3.45 = 1199 (Cyclone have “5 to 8 Added Physical Damage”).
Now, if we equip Steel Ring with max rolls, we would add:
Pdps = (4 + 14) / 2 * 0.44 * 3.45 = 13.66 to our Cyclone, or (4 + 14) / 2 = 9 Physical Damage because Ring gives a Global value.
If we would have 90% increased Physical damage in our Passive Tree, 20% increased Damage on a Ring and we would be under the effect of Lion's Roar, we would have the following:
Pdps = ((139 + 50.5 + 6.5) * 4.03 + 9) * 0.44 * (1 + 0.9 + 0.2) * (1 + 0.25) * 3.45 = 798.9 * 0.44 * 2.1 * 1.25 * 3.45 = 3183 Cyclone Damage. All applicative Global mods are additive with each other (increased%) and “more” mods are each multiply the Damage.
It is getting too complex but it is important for you to understand where the numbers come from.
Now, if we would add “Increased Area Damage”, “Increased Damage with Two Handed Weapons” and other applicative to Cyclone damage mods, they would be added to the sum of Global mods (1 + 0.9 + 0.2) in the example above. If we would link Brutality Support to our Cyclone, all the damage above would be multiplied:
Pdps = 3183 * (1 + 0.4) = 4456.
If we would add Elemental or Chaos damage from any source but Weapon, Cyclone would have a separate calculation for them as a Global flat mod. Example for “Adds 10 to 18 Fire Damage to Attacks” on a Gloves:
FireDamage = (0 + (10 + 18) / 2) * 1 * 0.44 = 14 * 0.44 = 6.16 Fire Damage to Cyclone (not dps).
If we would have Elemental Damage and would add a mod “40% Increased Elemental Damage with Attack Skills”, it would affect our Elemental Damage with Cyclone.
FireDamage = 14 * (1 + 0.4) * 0.44 = 8.62.
Mods like “Increased Melee Damage”, “Increased Area Damage” would affect Fire Damage while “Physical…” and Quality would not.
Cyclone with 20% Attack Speed on a Weapon?
ApS = (1.15 * (1 + 0.2)) * 3 = 4.14. Attack Speed is local so we multiply the Local value.
Cyclone while Dual Wielding with “20% increased AS” on one One-Handed Weapon and “10% increased AS” on another (if Base ApS is 1.15)?
ApS = ( (1.15 * (1 + 0.2)) + 1.15 * (1 + 0.1) ) / 2 * 3 * (1 + 0.1) = (1.38 + 1.265) / 2 * 3 * 1.1 = 1.32 * 3 * 1.1 = 4.36. We take the average ApS of two Weapons and additionally multiply by “10% more Attack Speed”.
Dealing Damage with two weapons would alternate Hits between Main- and Off- hands.
Critical Strike Chance for Attacks derives from Weapons. “% increased Critical Strike Chance” on our Axe is Local and multiplies the Base Crit Chance:
CritChance = (5 * (1 + 0.38)) = 6.9%. If we now would use Bottled Faith with 2% value:
CritChance = (5 * (1 + 0.38) + 2) = 8.9%. 2% is a flat Global value.
Now, if we would add “25% increased Global Critical Strike Chance”, we would have the following:
CritChance = 8.9 * (1 + 0.25) = 11.1%. Adding flat values is usually more valuable than increasing them.
Accuracy is only valuable for Attacks (Spells are not tied to this mechanic). Last change for Accuracy was made in 3.7 (post) and has a really vague calculation.
Formula for the exact value has no sense since you never know the values of monster’s evasion. So, the only recommendation here: aim for 3000 Accuracy Rating to have a 100% chance to Hit normal level 83 monsters. Tooltip in-game considers monsters to be of the same level as you, so it is diminishing after level 83 (or 86, since it is max with 3x Watchstones).
For example, The Maven and Sirus have 8548 Evasion Rating, which means that you need 3100 Accuracy for 100% Chance to Hit. On the other hand, at level 83, in-game tooltip shows that you need 3780 Accuracy for 100% Chance to Hit against Evasive monsters.
Accuracy is most important to cap on Crit Builds. If you are using Diamond Flask, you roll the chance to Hit also twice (for each Crit Chance).
When calculating Spell damage, we don’t have Local* values and deal solely with Global mods. Let’s understand which mods from this Wand are used.
*The only exception that I know is Spellslinger Support that takes Attack damage into consideration.
- “Increased Spell Damage” is a Global mod, so it affects our Spells;
- “Adds # to # Fire Damage” is a Local mod and it does not affect Spells (only for Attacks);
- “Increased Cold Damage” is a mod;
- “Increased Physical Damage” looks the same as previous one, but it is a mod (only for Attacks);
- “Adds # to # Cold Damage to Spells” obviously adds a flat damage to any Spells.
Let’s calculate the damage with this Weapon, using a Level 1 Freezing Pulse!
ColdDamage = ((8 + 12) / 2 ) + (32 + 51) / 2 * 2 ) * (1 + 0.19 + 0.36) = 93 * 1.55 = 144.15. We have Effectiveness of Added Damage 200%, so we multiply flat Cold Damage from the Wand by 2, and our increases are to Cold Damage and Spell Damage.
If our Gem would be linked with Arcane Surge Support and will trigger it, we would have:
ColdDamage = 144.15 * (1 + 0.1) * (1 + 0.1) = 174.42. We have two multipliers – first from Arcane Surge, and second – from “Supported Skill deal #% more Spell Damage while you have Arcane Surge”.
Cast Speed has the same calculation as for Attack Speed, but you would have CpS:
CpS = (1 / 0.65) * (1 + 0.1) = 1.69. We divide one second by Cast Time and have 10% increased Cast Speed from the Arcane Surge.
DPS = 174.42 * 1.69 = 294.77 Cold Damage per Second. Of course, it is Damage in “turret-mode” and you would need to continuously hold your button to achieve it. So, it makes a little sense to calculate. Much more sense to calculate Damage, since “one shot – one kill”.
you might have noticed that many Builds note that Arcane Surge Support must be of a certain level. It is done so you would proc Arcane Surge from a single use of linked ability. For example, Level 20 Vortex would proc up to Level 4 Arcane Surge Support.
Equipping two Wands would benefit your Skill’s damage from both.
Critical Strike Chance has a Base crit on a Skill Gem (our Freezing Pulse has 6%) and calculation is the same as for Attacks.
So, if you’ve played for a while, you might have noticed that players tend to play Lightning Spells. Why? Because you can benefit from the Damage Conversion.
I would take this video as a Starting point and take a step further.
So, we would divide Damage Conversion into two types: “Converted to” and “Added as”. “Converted to” converts one type of damage into another. By this statement itself, it looks good if you want to deal Elemental Damage instead of Physical, or you want some Chaos damage. “Added as” does not remove the part of the damage that it converts from – only additional damage.
Conversions works only and only .
Conversions happen modifiers are applied the output Damage benefits from mods of damage types in the conversion chain.
Which, in practical language, means – if you convert Lightning into Cold, your Damage would benefit from increases to types.
Before we dive into most interesting Part about conversions, there are a technical question.
Conversion from Skill Gems always have a full percent conversion and the remaining percent can be converted by other means. If you have Skill Gem with 50% conversion Physical to Lightning, 50% conversion Physical to Cold and 50% conversion Physical to Fire from Gear, you would have:
- 50% converted from Physical to Lightning. (100% – 50% = 50% remaining);
- 25% converted from Physical to Cold;
- 25% converted from Physical to Fire.
If we would link Physical to Lightning Support to our Skill Gem, we would have 100% of Physical to Lightning and conversions from gear would have no effect.
Now, let’s calculate!
1. Converting to a single type.
We have our input, now we calculate the output damage.
P = 500 * (1 – 0.6) = 200 Physical Damage. First, we have found Physical Damage after the conversion.
P = 200 * (1 + 1.2) = . And now we added “% increased Physical Damage”.
Now, we calculate the Cold Damage. It would consist of two parts: part that was Physical and now Cold, and pure Cold part.
P -> C = 500 * 0.6 = 300 Cold Damage. Converted from Physical.
P +> C = 500 * 0.25 = 125 Cold Damage. Added as Cold.
Since both of them has the same conversion chain, we can add them together:
Cc = 300 + 125 = 425 Cold Damage. Cc = Cold converted.
Cc = 425 * (1 + 1.2 + 0.8) * (1 + 0.18) = 1505 Cold Damage. All increases to Physical and Cold Damage are applied.
Now, we calculate pure Cold Damage:
Cp = 150 * (1 + 0.8) * (1 + 0.18) = 319 Cold Damage. Cp = Cold pure.
After that, we can summ both Cold parts:
C = Cc + Cp = .
2. Expanding first example with one more damage type.
We have our previous setup and ontop of that we add Cold to Fire Support, 50 Fire Damage to the Weapon, 20% of Physical Damage as extra Fire (Shaper mod) and 40% Elemental Damage.
For P, nothing changed.
P = .
Part of Cold Damage is now converted to Fire but we still have two origins of it:
P -> C = 500 * 0.6 * (1 – 0.5) = 150 Cold Damage. We convert 50% of Cold to Fire.
P +> C = 500 * 0.25 * (1 – 0.5) = 62.5 Cold Damage. Same.
Cc = (150 + 62.5) * (1 + 1.2 + 0.8 + 0.4) * (1 + 0.18) = 853 Cold Damage.
Cp = (150 * (1 – 0.5)) * (1 + 0.8 + 0.4) * (1 + 1.18) = 195 Cold Damage.
C = 853 + 195 = .
Now, it’s gonna be spicy!
Physical converted to Cold converted to Fire:
P -> C -> F = 500 * 0.6 * 0.5 = 150 Fire Damage.
P +> C -> F = 500 * 0.25 * 0.5 = 62.5 Fire Damage.
P -> C +> F = 500 * 0.6 * 0.29 = 87 Fire Damage.
P +> C +> F = 500 * 0.25 * 0.29 = 36.25 Fire Damage.
Since we have the same types of damage in the chain, we can summ them:
Fcc = (150 + 62.5 + 87 + 36.25) * (1 + 1.2 + 0.8 + 0.4) * (1 + 0.18) = 1347 Fire Damage. Fcc = Fire converted converted.
Second in line – pure Cold to Fire.
C -> F = 150 * 0.5 = 75 Fire Damage.
C +> F = 150 * 0.29 = 43.5 Fire Damage.
Fc = (75 + 43.5) * (1 + 0.8 + 0.4) * (1 + 0.18) = 308 Fire Damage. Note that we also use “more Cold” mod even that it is Fire Damage.
Now, Physical added as Fire.
P +> F = 500 * 0.2 = 100 Fire Damage.
Fa = 100 * (1 + 1.2 + 0.4) = 260 Fire Damage. Physical added as Fire benefit from Physical and Fire (Elemental) mods.
Last – pure Fire.
Fp = 50 * (1 + 0.4) = 70 Fire Damage.
F = Fcc + Fc + Fa + Fp = .
Using “#% of non-Chaos added as Chaos” is just bonkers when converting as bigger chain as possible. I was planning to make a big chart with the whole hypothetical 100% chain of conversions but it is just too much.
Conversion is the main reason Aurastacking builds use Lightning Spells like Spark or even Penance Brand, Call of the Brotherhood in both Ring slots and use dual Nebulis with All maximum Resistances at 90%. For example, if you’d like to see a Carry in a party play – here.
We have overviewed how Critical Strike Chance is calculated in Attack and Spell parts. There is also a Critical Strike Multiplier.
It might be a surprise for you but in Path of Exile, when you Crit, you deal only 50% more damage! This means, that your base Critical Strike Multiplier is 150%.
Critical Strikes inflict Ailments (such as Ignite, Freeze and Shock).
There are not much to say about it – it is always recommended to stack if your Build based on Critical Strikes. As higher your Critical Strike Chance is – as valuable your points into Critical Strike Multiplier.
Controlled Destruction Support Critical Strike Chance by 100% which means that this value is subtracted from other Global modifiers to Critical Strike Chance (not a 0% chance to Crit).
Damage against Resistances
If we are dealing Elemental Damage, it is essential to have Elemental Resistance Penetration or apply “-#% to Elemental Resistance” to enemies. Let’s see how they work.
Players and monsters have maximum Resistances (aka “Effective Resistance”, if capped) and uncapped Resistances. Maximum Resistances are capped at 75% by Default but can be modified further up to 90%. Uncapped Resistances can go as high as they want.
Damage against Resistance can be shown in the following formula:
Damage = Damage * (1 – Resistance). So, in general, it is another More/Less modifier.
When we Penetrate Resistance, we ignore Resistances that go above 75% cap and subtract straight from the cap (if capped). If we curse enemy with Elemental Weakness, we subtract it’s value from the uncapped Resistances.
In general, monsters and bosses does not have more Resistance than capped. Sirus, for example, has 50% Elemental Resistance and 30% – Chaos (but he has 66% less effect from curses).
Resistance Penetration can reduce monster’s Resistance to negative values. Let’s talk about it’s effectiveness.
If a monster has 50% Resistance, we deal: Damage * (1 – 0.5) = Damage / 2. This means that 50% Resistance against our Damage will reduce it by a half.
If we would Penetrate 50% Resistance, we would our Damage.
If we would Penetrate Resistance further, say, to -50%, we would deal: Damage * 1.5. This means, that we would only add 50% Damage now. This is why Penetration is most effective against positive Resistance values and less – when negative (but still good).
Resistance Penetration and -% Resistance would summ if monster’s Resistance is not capped.
. This one is not common to encounter. For example, The Eternity Shroud. When you Ignore Resistance, your Damage is calculated as if target has 0 Resistance. If you would curse or Penetrate this Resistance to negative values, it would still be considered as 0 (so, you would actually lose damage).
Shock is an Ailment, associated with Lightning Damage but can be applied by other sources.
Shock apply a debuff that makes a target to take “up to 50% increased Damage”. The formula is:
D – Lightning Damage, T – enemy’s ailment threshold, M – increases to effect of Shock.
Enemy’s Ailment Threshold usually considered as it’s maximum Life. Exceptions are bosses who have reduced Ailment Thresholds. So, let’s calculate an example.
If a monster has 10000 Life and we deal 1000 damage, Effect of Shock would be:
((1000 / 10000)^0.4) / 2 * (1 + 0) = 20%. If we deal 2000 damage instead, effect is ~26%.
For example, level 20 Skitterbots would apply Shock with 15 * (1 + 0.19) = 17.85% effect.
Effect of Shock can be considered as another multiplicative mod. This means that if you would apply Shock with 20% effect, the next Hit target would take (Damage * (1 + 0.2)).
Shock is with other . If you deal Physical Damage and your Helmet have mod “Nearby Enemies take 9% increased Physical Damage”, your Damage with 20% effect of Shock would look as following: (Damage * (1 + 0.2 + 0.09)).
There are some mods and interactions that you might be wondering about.
1. Does it matter where you have your 6-L – in Body Armour or a Weapon? – No, unless you have mods like “Socketed Gems supported…”.
2. How to calculate Flasks? – Flask mods considered Global.
3. Does Global mods benefit Minions? – No. Minions only benefit from mods that have “Minions have…”, linked Support Skill Gems and Auras.
4. DoT’s Damage (particularly, Ignite) does not benefit from enemy’s lowered Resistance nor from increases to this type of Damage.
5. Rampage mod. Rampage is added as a Passive when you equip an item with “Rampage” effect. It has different damage effects on a certain kill streaks.
6. “…while Focussed”. When you equip an item with this conditional mod, you get the skill “Focus”. It is an active ability with 4 second duration and 12 sec cooldown. When you use it – you are Focussed.
7. How nearby is “nearby”? Nearby distance differs from source to source. It can be found here.
3.15 added new Defense mechanic – Ward. Dodge was removed and Spell Suppression (not even on the wiki, lol) was introduced in 3.16.
Defenses in Path of Exile are “Layered” – incoming damage would go through the following succession of reductions:
Let’s get right into it!
Defense section is mostly taken from this video with some notes. In case you’re tired of reading, you can watch it!
Defense should take much more attention from you than Damage. Long streaks of one-shots when you can’t understand what kills you might test one’s dedication to play. That’s why you should build a strong defense that would consist of many types of reductions.
We have five Layers of Defense: Prevention -> Damage Shift -> Damage Mitigation -> Damage Taken Reduction -> Damage Application.
Prevention consists of Evasion -> Dodge -> Block mechanics. They prevent 100% of Damage.
gives you a chance to evade Attacks. It is a very common Stat and can be increased up to 95%. The downside of Evasion is that it is entropy-based – every time you evade an Attack, your subsequent chance to evade lowers and you will eventually get Hit.
is divided into two separate Stats: Dodge Attacks and Dodge Spells. Dodge is less common and it’s chance can be increased up to 75%. Unlike Evasion, you can Dodge indefinitely and be never Hit. The highest chance of Dodge is obtained through Acrobatics and Phase Acrobatics Keystones, Evasive buff and through Quartz Flask.
is also divided into Block Attacks and Block Spells. Block, as a Dodge, also harder to be capped (75%) and can be chained indefinitely. You can Block if you are using Shields, Staves or Dual Wielding. Most popular item for Blocking is Rumi's Concoction.
2. Damage Shift
When we failed to prevent Damage, we start from Shifting.
This type of Defense shifts one type of Damage into another. Mostly, it shifts from Physical to one of Elemental types of Damage. Since Elemental Resistance is usually capped, it would reduce Damage much better.
3. Damage Mitigation
stops 100% of the Damage and works like Block. Capped at 75%, can be found in Pantheon, Passive Tree and mods on Gear.
Further mitigation has different calculations for Physical Damage and Elemental/Chaos Damage.
reduces the damage by percent of the effective respective Resistance and can be found in Character window.
Damage Taken = Damage * (1 – Resistance).
mitigation is more complex to calculate and Character window does not show the truth (same as with Accuracy).
Physical Damage is mitigated by a sum of Armour and flat Reductions.
mitigates damage from Hits and does not mitigate damage from DoTs (like Bleed or damage from traps in Lab). Armour is strong against small Hits and much less against big ones. It is calculated as following:
ADR = (Armour) / (Armour + 10 * Damage).
reduce damage like Elemental Resistances – they give flat percent damage reduction (“#% Additional Physical Damage Reduction”) and work on DoTs. Most popular sources are Basalt Flask and Endurance Charges. It is much stronger against big Hits.
Both Physical Damage reductions summed into Total Physical Damage reduction.
4. Damage Taken Reduction (“Damage Taken” mods)
Here, Damage further reduced by mods that reduce flat amount of Damage or reduce Damage Taken.
reduces incoming Damage by flat amount (e.g. Perandus Blazon).
D = Damage * (1 + 0.5 + 0.15) = 1.65 * Damage (i.e. we would take 65% more Physical Damage).
D = Damage * (1 – 0.25) * (1 – 0.2) = 0.6 * Damage (i.e. we would take 40% less Damage).
These numbers reduce Damage rather than (reduced from Damage after Step 3 – not from the initial Hit).
5. Damage Application
The last step is subtraction of mitigated Damage from our Resources. Our Resources are Life, ES and Mana.
Non-Chaos Damage would be subtracted from ES and then – from Life. If we have “Mind over Matter” Keystone, then 30% of Damage would be subtracted from Mana instead of Life.
Chaos Damage will bypass ES and reduce Life. Using Shavronne's Wrappings would make Chaos Damage respect ES and subtract from it first.
Life Leech is not exactly a Defense, but can be considered as an extra Defensive Layer – it does not reduce your Damage Taken but it can top off your Life pool very fast.
If you’d like in-depth knowledge about it, you can find it here .
Life Leech recovers Life over time. The cornerstone points of Life Leech are:
- Baseline, you can Leech up to 20% per second but it can be modified by Stats “increased total Recovery per second from Life Leech”;
- Life Leech has Instances. You can have up to 10 Instances at a time and each can recover up to 2% of maximum Life per second;
- Baseline, when your HP is full, Life Leech effects are dropped (like a Life Flask). It can be modified by Slayer or Ascendant Ascendancy or by some items with “Life Leech effects are Not Removed at Full Life”;
- Most powerful mods to Life Leech are found on: Atziri's Acuity, Vaal Pact Keystone, Slayer and Ascendant Ascendancy, Soul of Arakaali;
- You don’t need to stack a huge amounts of “#% of Damage Leeched as Life” – a few nodes would be enough to reach the cap.
don’t confuse Life Leech and “# Life gained for each Enemy Hit by Attacks” – latter one applies instantly and uncapped.
1. It’s funny but one of the most popular types of Defenses is Logging Out (Alt+F4). When you get back to the map, you get one minute (*subject to change) grace period when you completely ignore all damage. Overutilized at Maven’s Mindgame;
2. Does Dodge Spells apply to AoE Spells? – Mostly, yes – they should Hit in order to be dodged;
3. What are Global Defences (e.g. Veil of the Night)? – Global Defences are Armour, Evasion and ES.
4. Do you need to cap Elemental Resistances with Endurance Charges? – Completely your choice. They do not make you mitigate more Elemental Damage but they remove the chance of spiked damage before you ramp your Charges and provide an additional room for Elemental Weakness.
Understanding Section Conclusion
You know what – I wrote all of this and I feel that I’m wasted my time learning about it. It’s a game and it is not worth that much time – you would be just fine without these numbers.
If you’ve read all of it and understood – You rock!
There is PvP.
There is no fishing.
Here comes the chaotic huge List of tips and my personal tip on Leveling Alts.
- Answering to the last person: Ctrl+Enter (works poorly though);
- Buying whole stack of currency from a vendor: Ctrl+Shift+Click;
- Ctrl+F to use the search window;
- Double click “Z” to reset loot Tags to their respective locations;
- Linking item in chat – Ctrl+Alt+Click;
- Unstack currency – Shift+Click;
- Ctrl+Click – move an item from Inventory to trade window and back;
- Guild does not provide any bonuses;
- You can place your instant Skills on moving button – they would be used on cooldown;
- You can legally play from two accounts , even in one party, but you should manually control both (or ban for botting);
- – “My character looks like poo-poo, what can I do?”
- Equip an item that you like how it looks (not recommended);
- Buy via Microtransactions (no free transmog options).
- Make use of the search window at the bottom of Tabs (use for everything!);
- means that if you fail to crit, game will roll it’s chance one more time;
- Remnant of Corruption is used on trapped monsters and works similarly to Vaal Orb: can upgrade essences’ tiers, drop additional essence, change essence type from Misery, Envy, Dread, Scorn to Essence of Hysteria, Essence of Insanity, Essence of Horror, Essence of Delirium respectively;
- /played shows your played time;
- /deaths shows amount of deaths; Mine are 1310! What’s yours?
- /hideout to teleport to your Hideout from the City (rested) areas;
- Culling Strike – Execute at 10% HP;
- Many unintuitive mods have their in-game description – like Culling Strike (hover over the item with Alt);
- Headhunter can only be Orb of Chanced or Ancient Orb with Nemesis mod from the Map Device;
- Flasks does not affect Minions;
- Porcupine Goliath (Hedgehog + Troglodyte creature, or “Spiker”) – worst mob in PoE. Shoots spikes on death. There are some known ways to avoid them as bruteforce player: You can freeze them and kill – they won’t shoot spikes (they would be Shattered. For example – CoC Ice Nova Build ); You can equip Crusader Chest with “Enemies You Kill Explode…”, Pyre, Devastator, Occultist’s “Profane Bloom”, etc – exploding/removing corpses denies them from using on-death effect; Void Sphere – suck them in!
- Leveling to 100 is done by boringly running safe activities (lower/easy maps, Breachstones in party, experience gains – Untained Paradise – etc). Important information about experience – wiki;
- – I’ve installed Uber Strict filter and still see crappy uniques – wtf?
- Items are filtered by Base. This means, that unique Leather Belt can be Wurm's Molt as well as Headhunter;
- Your profit depends on your game knowledge;
- Use Vaal Orb on Strongboxes with Armour and Weapons for Corrupted 6-L;
- Try farming Vaal side areas after you leveled up – they have a very good chance to drop 6-link items. Thanks to: video;
- Dropped Influenced items have a 100% to contain Influenced mod;
- Unequip/equip Flask in your Hideout to reset Charges;
- There are no damage meter;
- Selling 1x Orb of Transmutation grants 4x Scroll of Wisdom;
- Selling Skill Gem with Orb of Scouring lowers Gem’s level by 1;
- If you want to open and sort your Stacked Decks fast (and you have a good filter), you can teleport to any area (Delve, for example) and simply throw cards from your inventory onto the ground – good ones would be highlighted;
- If you are going to buy an item but it is suspiciously cheap – most likely it does not have an Open Suffix or Open Prefix;
- There are such thing as Private Leagues – they are organized by players as a branch from current League with a choice of different mods (whole game becomes modded as a map). Those events require invitations and usually shared by streamers or the community;
- Proximity shields (Yellow bubbles around monsters) are tied to Physical Damage packs;
- Sextant mod “Unique bosses drop one unique” means “Each boss does it”. So, running City Square map with 3 bosses will reward you with 3, if you have twinned bosses – 6, etc;
- Sextant mod “Nemesis monsters drop 3 additional currency items” making your map to rain gold if you combine it with Beyond mod (lots of rare mobs) and Nemesis mod (which makes every rare mob – Nemesis mob);
- You can buy and sell specific Syndicate veils. For example, there are filters for “Elreon’s Veiled”, “Rin’s Veiled”, etc.
If you’ve played a League for a while, most likely you have wondered about leveling a new character.
In any case, it was too complicated. In Delirium, very viable leveling strat came from One With Nothing Jewel. You are obliterating monsters throughout an entire Campaign with unequipped Weapon and Gloves slots. But the downside of it is Range.
So, I found a way for a relaxed (one gear for the whole Campaign) and reasonably fast (I have no idea which quests reward passives and which don’t, and it took around 6 hours with breaks) leveling. It is not min-maxed but I would recommend using it if you have around 5 Ex to spare.
In two words, you get over-decent damage from the Sword (which is also talking to you… and it’s a “she”) and you simply stack AoE radius and blast. If you don’t have enough damage – change AoE Gems for the ones that deal more Damage.
If you’re playing a Witch, you don’t have much Physical and Sword nodes there, so I would recommend using Physical to Lightning Support and ###item:hrimburn### and stack Elemental Damage. Easy!
don’t buy Corrupted items and don’t Enchant Boots – they would have much higher level requirements.
: for PoE considered third-party tool and is not clearly allowed to use.
3. How to trade currency fast? Use AutoHotKey Macro. I named it PET. In order to use it, do the following:
Works this way:
- does nothing until turned on;
- enable it via hotkey (“Num2” is default; Choose yours* here!);
- your Left Mouse Button now fires rapid click events when you hold it;
- use hotkey to turn it off.
*To change the hotkey button, open .ahk file with Notepad and change “Num2” to your hotkey.
So, basically, you just hold your Ctrl + Left Mouse Button and mouseover your currency;
Done by myself, based on a macro from Suli_Taruu in PoE.
: PoE Trade Macro is completely different thing.
5. Lab Runners – PoE Compass;
6. Multi-Purpose Addon, notably can be used to track buffs/debuffs (far from, but close, to WeakAuras in WoW).
- pathofexile.com – Anything about everything;
- pathofexile.com/trade – Trading;
- poe.trade – Trading (backup);
- poe.ninja – current economy and current build popularity;
- Path of Exile wiki;
- Path of Building – simulate or build your characters;
- Syndicate Chart;
- PoELab – Lab’s daily layouts, boss guides;
- Engineering Eternity’s youtube – hope he would come back and make video guides great again;
- poebuilds.cc – builds from pathofexile.com
- craftofexile.com – play with crafting and know your chances to succeed;
- Sextants Overview;
- Notables Chart – grouped by type;
- PoE University by Zizaran – very nice guides from a veteran player and the most popular PoE streamer;
- PoE Planner – plan your Passive Tree online;
- Aura Calculator – calculate your Mana Reservation!
There are many things to learn and many things that would be added to the Path of Exile in the future. This game constantly improves* and developers making it great. Committing your time into learning about it would definitely be worth your time if you don’t like “jumping ships”*.
*After the 3.14-3.16 Leagues, I’m not so sure about those statements.
On the other hand, each time I update this Guide and get to the conclusion, I have so many bad things to say about it…
From my first notes for the Guide, I had a line “PoE is a hostile place” – and, sadly, it is. There were many improvements since it was launched but, in my opinion, it is not enough for the huge broad audience, which this game really deserves. Furthermore, there are essential practices from other games (which the community knows and tells about) that must be of the top priority. They can be found in games like WoW and DotA – Death Recap (you should know what kills you to learn from your experience) and Journal (to know what kind of activities are in the game and to overview abilities, damage and HP of bosses). You can’t practically check the Damage of your Hit – there are no Damage meter, so all the numbers in Guides are in vacuum. Nobody takes responsibility for bugs, – and some bugs are actually not bugs, but you have an impression that they are – so the Game is always in Beta and you are allowed only to test it. It feels like they are consciously holding back the growth of their community.
I love it and I hate it.
Anyway, my concluding for you: Git Gud! lol!
Thanks for sticking up with me and the Guide. I did my best compiling the most important things and the things that you are unlikely to find by simply surfing the internet with exact searches. I hope that I’ve saved you enormous amount of time sorting these things out.
If you’re a beginner and still have questions after reading it – PM me and I will add them to the Guide. Don’t hesitate – I don’t usually bite.
This is probably the last update but I still hope for a feedbacks – if you don’t like to register here, you can send it directly to me in PoE.
Upvoting the guide might help other people finding it.
And consider supporting me on Patreon.
Tags: poe, poe beginner guide, poe comprehensive beginners guide, poe beginner guide 2021, how to: poe, poe guide 3.12, poe guide 3.13, poe guide 3.14, poe guide 3.15, poe guide 3.17, poe guide to endgame, poe guide to delving, poe harvest, poe heist, poe leagues, poe leveling guide, poe atlas guide, poe mapping guide, poe crafting guide, poe syndicate guide, poe beginner tips, poe beginner guide harvest, poe beginner guide to maps, poe beginner leveling guide, poe delve beginner guide, poe beginner build guide, path of exile guide 2021, path of exile for beginners 2021, poe guide to passive skill tree, poe ritual, echoes of the atlas guide poe, poe 3.13 guide, poe 3.14 guide, poe 3.15 guide, poe 3.16 guide, maven guide poe, uncharted realms poe, best poe guide ever