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Path of Exile: War for the Atlas - Full list of changes. Atlas of Worlds - a major addition to Path of Exile How the Atlas of Worlds system works

  • The Atlas of Worlds is being attempted to be taken over by a mysterious entity known as the Ancient One. He sows corruption and fights for power with the Creator. Find out more about the War for the Atlas at en.pathofexile.com/war
  • Added 32 new cards, including 2 unique ones.
  • New battles with the Ancient One and his four Guardians have been added.
  • Added Modified and Ancient items. They can only be obtained in areas under the influence of the Creator and the Ancient One, or after defeating the Creator and the Ancient One. Altered and Ancient items can have mods that cannot be obtained any other way, as well as higher level versions of common mods.
  • Added a new task, Queen of the Sands. The quest can be obtained from Peter and Ivanna in Act 9 after completing the quest Blade of the Storm. You will now receive the skill book for completing Storm Blade for completing Queen of the Sands. Completing the Storm Blade will reward you with a rare weapon of your choice.
  • Added 48 new unique items.
  • Added 6 new fortune telling cards created by our sponsors.
  • Added a new Dexterity/Intelligence skill gem, Exhumation: The hero fires a projectile that pierces enemies and lands at the target location, creating the corpse of a Bone Archer.
  • Added a new Agility Skill Gem, Cremation: The targeted corpse explodes, dealing area damage, and becomes a volcanic geyser that will continuously fire projectiles over an area around it. Corpse explosion damage is not affected by spell damage modifiers and cannot be reflected.
  • Added a new Intelligence/Dexterity skill gem, Body Swap: The hero's body explodes, dealing spell damage in an area around him. The targeted corpse also explodes, dealing damage in the area around it. The hero's body is transferred to the location of the corpse. Corpse explosion damage is not affected by spell damage modifiers and cannot be reflected. This enchantment cannot be cast again.
  • Added a new Dexterity/Intelligence skill gem, Unstable Corpse: Corpses in the target location explode, dealing damage in a small area, and release orbs at enemies, which then explode, dealing spell damage in a large area. Explosion damage from corpses is not affected by spell damage modifiers and cannot be reflected.
  • Vulnerability is divided into two skill gems: Vulnerability and Despair. Vulnerability, a Strength skill gem, curses all targets in the area, causing them to take increased physical damage and increased bleed damage. Attacks against cursed enemies have a chance to inflict Bleeding and Maim.
  • Despair, an Intelligence skill gem, curses all targets in the area, making them less Chaos Resistant and taking increased damage over time. Cursed enemies also take additional chaos damage when hit. Existing Vulnerability stones will become Despair stones.
  • Added a new Intelligence Support Gem, Lightning Barrier: When channeling a supported skill, creates a protective field around the hero. The field reduces physical and lightning damage taken, and also provides a chance to gain an energy charge when hit.
  • Added a new Agility Support Gem, Volley: Adds two projectiles to supported skills, and the projectiles themselves are fired in parallel from points on either side of the hero. The projectiles fired by the ring (on the Shardlord) currently overlap the source of this stone's parallel projectiles, however, this will be changed in future updates.
  • Added a new Intelligence Support Gem, Spell Cascade: Supported Area Skills will also target areas in front of and behind the main target.
  • Added a new Strength Support Gem, Ancestral Call: Supported melee attack skills that damage one target will target two additional enemies.
  • Added a new Agility Support Gem, Spectral Archer: Hitting an enemy with a supported Bow skill creates a Spectral Archer that will continue to use that skill for some time.
  • Added 3D models for the following items: Mark of Malachai, Diantha's Atrocity, Dendrognev, Solid Blade, Void Accumulator, Red Saber Stompers, and Electrocute.
  • Added a new unique casket created by our sponsor.
  • Added a new wandering exile (winner of the Best Dressed Exile competition).

Abyss Challenge League

  • Challenge Leagues are a great opportunity to start playing in a fresh economy. All of your existing characters and items will remain in the permanent Standard and One Life leagues, but you can create a hero in a new league to complete challenges and show off your Path of Exile mastery!
  • In 3.1.0, three versions of the Abyss league will be available: Standard, One Life and Solo. The mechanics and items are the same in all versions of the league. In the Abyss League, you will find cracks in the ground. As you get closer, these cracks will become wider and spread further, and terrible monsters will begin to emerge from the black depths. Try to keep up with the crack, and you will be challenged by dangerous monsters of the Abyss. If you fail to defeat the monsters in time, the Abyss will close, but if you win quickly, you will receive a chest with valuable rewards.
  • As you play through the league, you will find chasms that will allow you to fall into the depths of the Abyss. In these areas you will encounter many monsters, find valuable rewards and fight a boss.
  • As you explore the depths of the Abyss at high levels, you will be able to fight the Lich Boss. Such a boss is rare, the battle with him is difficult, but the rewards for victory will be valuable. Only by defeating liches will you receive unique Abyss items.
  • Monsters and chests in the Abyss can drop Abyss Gems. Like other gems, they can be placed into sockets on the passive skill tree to strengthen your character. However, unlike other gems, Void Gems have exclusive new properties and can be placed into special Void Sockets on your items! Void Sockets will be found on new unique Void items and a new type of belt: Dark Vise.
  • In the Abyss League, you have 40 challenges to complete. Completing 12 will reward you with the Void Helmet. For 24 challenges you will receive the wings of the Abyss, for 36 - the portal of the Abyss. All of these microtransactions can only be obtained by completing Abyss League challenges.
  • Starting from Challenge 19, for every third challenge you complete, you will receive a piece of the Abyss Totem, which you can place in your hideout. The totem will remain with you forever.

Other changes:

  • Improved target selection for many skills, especially large target selection like Kitava and Arakaali.
  • Item frames have been updated to match the current UI.
  • Updated storage chest model. Now it sparkles with newness!
  • More detailed guidance has been added to the tutorial system for players who experience difficulties at the very beginning of the game.
  • Added training page about portal scrolls, updated training page about portals in areas.
  • A noticeable barrier to the entrance to Lioneye Outpost has been added to the training system. The barrier will disappear after distributing a passive skill point.
  • Now you can open the help window with the ";" key. The key can be changed in the settings menu.
  • You can now turn off notifications about help pages by right-clicking on them. They will disappear on their own after 6 seconds.
  • You can now turn in Divination Cards to Navali in the Epilogue or at your hideout. The description of the "Prediction" achievement has been changed accordingly.
  • The Forsaken Masters have returned to Oriath and can now be found in the Epilogue.
  • Corpses that disappear when the limit on the number of corpses created by Desecration or Exhumation skills are reached will now play a visual effect.
  • Shock and Chill effectiveness values ​​can now be found in the character panel.
  • Added a system for scaling visual effects of states depending on the size of the monster.
  • Added voice acting for many NPCs and lore objects that were missing in The Fall of Oriath.
  • Added images that appear when hovering over an area on the map for new areas from the Fall of Oriath.
  • An option to leave the current group has been added to the drop-down menu on the character portrait.
  • The league filter selection on the character selection screen now retains its value.
  • Improved interface for selecting rewards for completing a task.
  • A timer has been added under each flask icon, showing the remaining duration of the effect of that flask.
  • Debuffs are now displayed separately from buffs, flask effects, and charges.
  • Auras that affect you that you have enabled yourself are no longer displayed in the buff panel as a skill icon. Auras received from other sources will still appear in the buff bar.
  • Skills with modified cooldowns now show their final cooldown values ​​instead of the cooldown multiplier.
  • Monsters now display their rarity as they rise from the ground.
  • The challenge panel now displays the number of challenges completed.
  • The default dynamic resolution minimum fps is now 30. You can change this value in the settings.
  • Improved rarity and condition effects on monsters.
  • Added support for subsurface scattering. Pay attention to the ice and candles!
  • Improved the performance of many skills, areas, monsters and effects.
  • We continue to improve the sound, effects and environment.

Character balance

  • Intimidated enemies now take 10% increased attack damage (instead of 10% increased damage).

Skill Balance

  • The existing stones of Vulnerability became stones of Despair. Despair curses all targets in the area, reducing their resistance to chaos and taking increased damage over time. Cursed enemies also take additional chaos damage when hit. The new Vulnerability stone is now red.
  • Your minions (and their minions) will no longer deal or take damage while you are dead.
  • Dark Pact no longer gains range when using your health. The increase in damage when using your health grows more slowly as the level of the stone increases, now at level 20 the skill deals 76% more damage (from 95%).
  • Detonating a corpse now deals spell damage based on skill gem level, in addition to damage based on the corpse's maximum health. The base fire damage dealt by explosion spells has been increased significantly. The skill now gains additional area of ​​effect as it levels up, and base critical strike chance has been increased from 5% to 6%. Casting time reduced to 0.6 seconds (from 0.8).
  • Conjure a Wraith now grants wraiths additional hit rate based on gem level.
  • Bear Trap and Vaal Rain of Arrows now remove all movement speed instead of reducing it by 300%.
  • Raging Spirits now have a "15% less" added damage multiplier, down from 30%.
  • Conjured Skeletons now have a "50% more" added damage multiplier instead of "30% less".
  • Raging Spirits, spiders created by Fang of Arakaali, and spectral skulls from Essence of Madness can no longer taunt enemies.
  • The amount of burning damage dealt by the Burning Ground from the Burning Arrow of a character with the Pitch Darkness gem is now determined by the level of the Burning Arrow gem.
  • Storm Orb can now trigger lightning strikes from channeled skills.
  • Desecrate: Now creates 5 corpses (up from 3). The cooldown has been reduced to 3 seconds per charge (from 5), and the cast time has been reduced to 0.8 seconds (from 1). The maximum level of Desecrated corpses constantly increases as the level of the stone increases. The skill can now create higher level corpses at most gem levels except level 19, where the maximum corpse level has been reduced from 100 to 81.
  • Lightning shoots have been reworked. This is now a channeled skill that deals more damage every 4 pulses. Improved skill visual effects. The new version hits slightly less often than the previous one, but the overall damage from the skill has become higher.
  • Minion health support stone now has a multiplier, i.e. grants 30% MORE minion health (rather than 30% increased minion health) at gem level 1 (up to "49% more health" at gem level 20).
  • Dark Pact is now considered a minion skill and will interact with, for example, the effects of the Cape of Tomor Ili item.
  • The Ruthless Support will no longer support supported skills.
  • Vortex can no longer be supported by the Ruthless support.
  • Iron Will can now enhance Summon Skeletons and affect the damage dealt by Skeleton Mages if you are using the Retribution of the Dead gem.
  • Northern Armor's chill effect now slows attackers by 30% when you are hit (up from 10%).
  • Melee attacks supported by Hail of Strikes now more accurately take into account attack range (including area damage modifiers) when selecting targets for subsequent attacks. The change has a negative impact on some skills and a positive effect on others, but in general, melee skills supported by Hail of Strikes will target targets in a way that better suits the behavior of the specific attack.
  • The area of ​​effect of the first waves of Swordfall was wider than intended. The skill's area of ​​effect now more closely matches the visual effect area where the swords fall. The overall width of the Swordfall's area of ​​effect has been increased slightly to compensate for the narrower areas at lower levels.
  • Lightning Burst is now correctly affected by modifiers based on the status of the projectiles (for example, the Powerful Precision ability "Projectiles have a 100% increased critical strike chance against targets pierced by them")
  • Charged Charge is now limited to a maximum of 15 hits per use of the skill.
  • Static Discharge radius increased from 19 to 20, total radius at level 20 is now 24. Static Discharge explosion now correctly inflicts conditions with the "40% less" modifier. Previously, the skill applied conditions without taking into account the "less damage" modifier.
  • Ice Crush radius increased from 8 to 9 in the first stage, from 16 to 18 in the second stage, and from 24 to 26 in the third.
  • Earthquake radius increased from 25 to 28 in the second stage.
  • Devastation radius increased from 17 to 20, at gem level 20 the radius is 24.
  • Wither now increases chaos damage taken by 6% (up from 7%), and stacks up to 15 times (up from 20).
  • Vaal Power Overflow radius reduced to 70 (from 120).

item balance

  • Divination Cards: Reworked the areas, drop rates, and requirements of many divination cards, due to changes to the Atlas in this update, and to better integrate divination cards with the new areas from The Fall of Oriath.
  • Some names of health regeneration properties have been changed, two new high-level properties have been added, and therefore all of these properties have been reorganized.
  • Strengthened health regeneration properties on rare items. Existing mods now grant up to 20 health per second. To update existing properties to new values, use a Divine Orb on an item.
  • When used on a belt, Essence of Madness now grants 10% increased movement speed when using the effect of any flask (up from 5%).
  • Basic Atlas-only item types can no longer be found in Vaal side areas.

Balance of unique items

  • Aziri's Insight: No longer instantly steals life from critical hits, but instead grants Pact with the Vaal if you've dealt a critical strike recently. The change does not affect existing versions of the item. Learn about changes to the Vaal Agreement in the Passive Skill Tree Changes section.
  • Witchfire Brew: When used, creates an aura of the curse of Despair. The change affects all versions of the item.
  • Doombolts: Now adds 100% physical damage as random elemental damage (up from 110%). No longer increases critical strike chance, but instead has (12-16) to (20-24) added physical damage. Using Divine Orb on existing versions of the item will change the added physical damage and added random elemental damage, but will not remove the critical strike chance.
  • Doombolt Prism: Now adds 100% physical damage as per-elemental damage (up from 110%). Use a Divine Orb on an existing version of the item to apply this change.
  • Konmin Strategem: No longer creates a cloud of smoke when a trap placed in an item is triggered. Instead, the item grants the Fog of War skill, which creates a cloud of smoke when any of your traps are triggered. Fog of War has a cooldown.
  • Lion's Roar: Now only adds knockback to melee attacks while the flask is active.
  • Wolf Spider: The drop rate of this item from monsters has been significantly reduced. The item was used too widely by melee characters at various levels as a very affordable way to get around the hit requirements.
  • Bisco's Collar: The chance of the item dropping from monsters has been significantly reduced.
  • Queen of the Forest: Now has 200 to 240% increased evasion (up from 240 to 380%). Use a Divine Orb on an existing version of the item to apply this change. The movement speed boost from this item is now capped at 100% on all versions. The change to base evasion item types in Fall of Oriath resulted in the item's evasion and movement speed being increased too much.
  • Rise of the Phoenix: Maximum fire resistance reduced to 5% (from 8%). Health regeneration is "15 to 20 per second" (up from 6). Use a Divine Orb on an existing version of the item to apply this change. New versions also give from 40 to 60 health (the change cannot be obtained by the Divine Orb).
  • Omen of the Winds: Now allows Ice Shot to pierce 3 additional targets (up from 5). Use a Divine Orb on an existing version of the item to apply this change.
  • Dancing Dervish: While Dancing Dervish Manifestation is active, Dancing Dervish has a 25% chance to grant you a Rampage charge when hitting a Unique Enemy. The minion created by this unique item can no longer move through impassable areas. Changes affect all versions of the item.
  • Demon House: Chill effect now slows enemies by 30% when you get hit (up from 10%). The change affects all versions of the item.
  • Baron: Now adds half your power to minions (instead of all power). The change affects all versions of the item.
  • Retribution of the Dead: Now correctly replaces the number of Skeleton Warriors with Skeleton Mages when using Vaal Summon Skeletons.
  • Death Oath: Now correctly updates behavior when changing skills, items, or passives.
  • Auxium: The item description now states that the freeze duration is based on Energy Shield. The functionality of the item has not changed.

Monster Balance

Card balance

  • The entire Atlas has been reworked. The names of many cards have been changed, as well as their balance, level and place on the Atlas. On many maps, bosses have been reworked or completely replaced.
  • The rules for generating monsters on high-level maps have been significantly reworked, their balance has been adjusted towards the speed at which we expect players to clear maps. In general, on smooth linear maps the total number of monsters will be less than on maps with a more complex layout. We will be monitoring the balance of these changes closely, and will make further changes and improvements over time.
  • Changed the balance of card properties. Each mod now grants increased item rarity, increased item count, and increased monster party size. The values ​​will depend on the complexity of the properties.
  • Mao Kun: Monsters no longer gain Energy and Stamina charges every 20 seconds, as this was causing performance issues. Monsters now have a chance to gain these charges when hit. The number of monsters on this map has been reduced, but you will now gain more experience in this area.
  • Added a new map prefix, Feasting: An area populated by Kitava cultists.
  • Monsters from Acts 5-10 that previously did not appear on maps have been added to the maps.
  • Bosses with multiple forms or stages no longer count as multiple map bosses.
  • The balance of Asha Suncaller's Pounce has been changed; the skill now has a 4-second cooldown.
  • Rek'tar can now jump on enemies who are too close to the wall.
  • Purification Hounds now spawn from distant gates and can chase players over long distances.
  • Water elementals and their variations now spawn in groups of visible and invisible monsters (instead of all visible or all invisible).
  • The boss of the unique map Death and Taxes now moves 35% faster while under the effect of damage immunity.
  • The corpses of Warped Statues can be obtained by using Desecration on maps if you already have the ghost of such a monster.
  • Roa bosses on maps now recover 33% of their maximum health each time you destroy one of their nests.
  • Added groups of magical monsters to boss rooms on maps where they did not exist before.
  • Monsters can now spawn closer to the entrances on the Oba's Cursed Treasure map.
  • The graveyard map is now the base type of the unique map Sacred Ground.

Passive skill tree changes

  • Significantly reworked the Agreement with the Vaal. It no longer grants instant life leech, but instead has a double health leech speed, as well as the maximum leech speed. Passive skill moved to Gladiator area.
  • Minor passives for Mind Over Matter now grant 10% increased mana (from 12%), and significant passives now grant 30% increased mana (from 40%) and 40 added mana (from 100).
  • The Vampirism key skill now grants 3% of maximum health per second to maximum health leech rate (up from 5%).
  • Body Empty now grants 3% of maximum health per second to maximum life leech rate (up from 5%).
  • Passive skills that previously granted increased physical damage in melee while holding a shield now provide increased physical damage from attacks while holding a shield (all physical damage, not just melee).
  • Many passive skills that previously provided defensive bonuses while holding a shield now also increase physical attack damage and condition damage while holding a shield.
  • Removed one of the passive skills on the path to Ash, Frost and Storm (near the Noblewoman).

Ascension Balance

  • Slasher: Fierce Fervor no longer increases maximum Life Leech rate.

Pantheon

  • Changed most map bosses that need to be killed to improve Pantheon powers.
  • Shakari has been added to the Pantheon.

Alan Labyrinth

  • Added a new Dark Shrine effect that can only be found in the Labyrinth of the Eternals.
  • The conditions for the appearance of some chests have been changed. In general, the rewards from them will now be more valuable and more consistent with their level and difficulty.
  • The total number of items in Silver Chests has been increased.
  • The helmet enchantment that provided additional Burst projectiles has been removed from the Merciless Labyrinth. The Labyrinth of the Eternals Burst enchantment now grants one additional projectile (up from 2).

Properties of Zana in 3.1.0:

  • Level 2: Anarchy (costs 2 Chaos Orbs): 3 additional Roaming Exiles in the area, 20% increased number of items found in the area.
  • Level 3: Bloodlines (costs 3 Chaos Orbs): All groups of magical monsters have the Bloodlines trait, 25% more magical monsters, 20% increased number of items found in the area.
  • Level 4: Otherworld (costs 3 Chaos Orbs): Enemies killed close together have a chance to attract monsters from another world, 20% increased number of items found in area.
  • Level 4: Fortune Favors the Brave (costs 3 Chaos Orbs): Selects a random Zana mod from the current list, including mods not yet unlocked.
  • Level 5: Ambush (costs 4 Chaos Orbs): Area contains 3 additional caskets.
  • Level 6: Dominance (costs 4 Chaos Orbs): There are 3 additional altars found in the area.
  • Level 7: Essence (costs 5 Chaos Orbs): There are 2 additional Essences found in the area.
  • Level 8: Rift (costs 6 Chaos Orbs): There are 2 additional Rifts found in the area.

PvP Balance:

  • Sandria Arena level 60 has been removed. Players who do not meet the level 40 Sandria Arena requirements will be sent to the open Sandria Arena.
  • Characters who entered the portal to Oriath at the end of Act 4 will not be able to queue for low-level duels.
  • Death Oath now deals significantly less damage to players (and Grand Masters).
  • PvP-only characters can no longer activate the Map Device.
  • Bleeding, Ignite, and Poison now take penalties based on the attack speed or cast of the skill (or similar timing parameter) that caused them.

World changes:

  • For completing the Love for Your Neighbor quest, players will receive not only a bottle, but also a support stone of their choice.
  • The green maze has been removed from the game. Titus' Plum and Labyrinth Challenge have been moved to Imperial Gardens.
  • Added objects with stories, mainly in areas from the Fall of Oriath.
  • Mystery Barrels now spawn a wider variety of monsters.
  • Additional groups of monsters will now appear in the Lighthouse area while refueling the lighthouse.
  • Improved the Southern Forest area, especially in Act 6. Southern Forest in Act 6 can now generate Vaal side areas.
  • On the way to the fight with the Vicious Trinity, the heart portals to Melavius, Scholastica and Daria stop beating when the corresponding boss dies.
  • The Priests' Vault from the Ossuary was renamed to Sealed Chest in Act 10. The chest has a new model.
  • Hadrian will no longer talk about the Hanging Gardens, this dialogue has been removed from the requirements of the Good Listener achievement.
  • Added more layout options for main storyline areas. Most areas, particularly the new areas from The Fall of Oriath, now have several new possible layouts.
  • Voll's conversion in the Western Forest in Part 2 will be destroyed. Pay attention to it, it looks very cool.
  • Added some missing icons for doors and passages in areas on the minimap.
  • Altars will no longer appear at the entrance to Tukohama Fortress.
  • Kitava's Arena in Act 10 is now called Altar of Hunger.
  • Malachai's Journal no longer references an incorrect date.

Prophecies:

  • Rare monsters, which are required for unique item prophecies, have been added to various areas around the world. They make it possible to obtain an item of a high enough level so that you can get 6 connections on it.
  • You no longer need to equip a unique item to complete the Prophecy; you just need to have it in your inventory when you kill the desired boss.
  • The Gemini Prophecy, which turns a non-double card into a doppelganger, no longer grants 6% increased number of items found.
  • The Monstrous Treasure prophecy now completes when opening the last casket in the area.

Bug fixes

  • Fixed an issue where jewelry chests in the Labyrinth would contain different types of items.
  • Fixed an issue where the Zombie Raise skill gem would display incorrect health values. This does not affect zombie balance.
  • Fixed an issue where some Fotis quests would continue to appear even after completing or failing them.
  • Fixed a bug due to which a deck of Siren divination cards would give you corrupted Whispering Ice without 20% quality.
  • Fixed an issue where the Battle Mage notable would grant Strength and Agility separately (rather than together). This does not affect the mechanics of the passive skill.
  • Fixed an issue where you could advance through an obstacle in the Act 7 Chamber of Sins.
  • Fixed a bug where Ice Bite could enhance the skills of Totems, Traps, and Mines, although its effect did not work on them.
  • Fixed descriptions for Ice Bite and Arousal.
  • Fixed an issue where the Challenge notable would grant increased melee physical damage rather than increased melee physical damage while holding a shield.
  • Fixed a bug due to which you could leave the Adrastius Strategist arena using Pounce. You can no longer pick up Teratnov Dust before killing this boss. Raiz, you know that everything is because of you.
  • Fixed a bug due to which the "increases global armor when no energy shield" property on the Broken Faith unique item was incorrectly affecting the armor obtained from converting evasion into armor with the Nerves of Steel key passive skill.
  • Fixed a bug due to which the shrine in the Labyrinth, which added an additional unique item as a reward for killing Isarius, caused severe lags when activated.
  • Fixed a bug that prevented some monsters from detonating their mines.
  • Fixed a bug due to which suffering spirits could inhabit the Solaris and Lunaris spheres during the battle with Dawn and Dusk.
  • Fixed a bug due to which text in some languages ​​did not fit in the item window.
  • Fixed an issue where challenge screen text could overlap in some languages.
  • Fixed a bug that caused the client to crash during training about low mana.
  • Fixed an issue where totems with low maximum health could not reach 1 health due to rounding, so Righteous Fire would not turn off on them.
  • Fixed an issue where you could kill Abberath, the Forked One before he progressed to other stages.
  • Fixed an issue where the gem level tutorial was displayed instead of other tutorials.
  • Fixed a bug due to which altars could appear in inaccessible places.
  • Fixed an issue where double-clicking on a character with an expired name would reset that character's selection during a name change. This prevented the given hero from logging into the game and did not display the new hero name on the character selection screen, despite it being changed on the server.
  • Fixed an issue where a microtransaction slot would need to be clicked twice if the inventory and then the microtransaction selection screen were brought up by keypresses.
  • Fixed an issue where condition damage modifiers from attacks while holding a shield would be applied twice if you weren't using Varunastra.
  • Fixed an issue where the sextant that gave players instant health and mana recovery would not actually provide any instant recovery.
  • Fixed a bug due to which when removing a Static Discharge skill stone (or when performing actions that disabled this skill), all Static Discharge explosions would immediately go off.
  • Fixed an issue where enemies hit by Sunder's initial strike would also be hit by the area of ​​effect created by the strike.
  • Fixed a bug due to which low-level characters in the city or in the shelter would have story quests related to the Creator if there were characters completing these quests on the same account and in the same league.
  • Fixed a bug due to which effects that change the character's size could cause some enchantments and effects to appear incorrectly.
  • Fixed an issue where some bosses were unable to progress to their next stages due to damage over time effects placed on them. Because of this, characters that only deal damage over time were unable to complete some battles.
  • Fixed a bug due to which Daria could die during teleportation if she had very little health.
  • Fixed an issue where General Skeletons summoned by Summon Vaal Skeletons would play an incorrect effect upon spawning.
  • Fixed a bug where you could continue to channel skills even after your action speed was reduced to 0 (for example, after receiving the petrification effect from the Basilisk).
  • Fixed a bug due to which automatic updating of public groups resulted in the “Away” mode being disabled.
  • Fixed an issue where the Forsaken Master could teleport to a location that was blocking the entrance to an area (such as a doorway).
  • Fixed the display of the duration of Agitation and Arcane Surge on skills that have their own duration modifiers.
  • Fixed a bug due to which the duration of Time Bonds applied by objects when striking was too short.
  • Fixed an issue where attempting to revive in a hideout where the portal was blocked by an object would cause it to disconnect.
  • Fixed a bug due to which health and mana indicators were overlaid on the text when the help window was open.
  • Fixed an issue where a Unique Card would display the presence of a Pantheon Upgrade Boss if its base type was the same as a regular Pantheon Upgrade Boss card.
  • Fixed an issue where Glacial Hammer would sometimes interact incorrectly with the Herald of Ice effect when smashing enemies.
  • Fixed an issue that caused some NPC dialogue to appear in the wrong category.
  • Fixed an issue where using a Warcry while holding Dibion's Dirge would ignore knockback avoidance.
  • Fixed an issue where allied Harbingers (and other entities that cannot be targeted) would trigger enemy traps.
  • Fixed an issue where multiple Labyrinth Shrine effects of the same type would overlap rather than replace each other.
  • Fixed an issue where some skills would become invisible if the player left and returned to an area. This also applies to the Devouring Darkness of Kitava.
  • Fixed an issue where Lightning Blast explosions would not destroy chests, stone pillars, and barrels.
  • The descriptions of passive skills related to Fortification have been slightly corrected.
  • Fixed an issue where skills supported by Arousal would refer to all skills as enchantments in the tooltip.
  • Fixed an issue where some areas with a high density of monsters (such as Forsaken Master quest areas) would try and fail to spawn additional monsters such as Tormented Spirits and Wandering Exiles. Now they will try and create monsters! Success!
  • Silver Labyrinth chests and other rewards will no longer appear near walls or at free angles. Items should no longer appear in inaccessible places.
  • Fixed an issue where Corrupted Shrine Ruins could spawn a Vaal side area on the inaccessible side of the river.
  • Removed some outdated Silk dialogue.
  • Fixed an issue where Frenzy Charges only gave Grand Masters more attack damage rather than overall damage.
  • Fixed an issue where Vaal Ruins in Act 2 could generate additional rooms that should not be in that area.
  • Fixed an issue where Tough Crabs in Boiling Lake were not dropping items.
  • Fixed an issue where lightning rods in the Adrastius and Minotaur Strategist arenas could be knocked back.
  • Fixed some audio crackling issues.
  • Fixed a bug due to which the size of the Ankh of Eternity and Tear (from storyline quests) did not match the size of their images.
  • Fixed an issue where players were being followed by more pets than they actually had.
  • A bug with the genders of epithets of rare names in French has been fixed.
  • Improved behavior of the Teleport Arrow in unusual terrain.
  • Fixed jitter when hovering over an item description.

PoeCurrencyBuy Date: Jul/30/18 04:11:34 Views: 1507

Atlas of Worlds map systems is a very important part of PoE, you can get many different , Weapon, Skill Gem, jewelry in a battery of maps. Most of the random map rules are similar to before, but with the newly introduced Atlas of Worlds system, we have added a lot of new gameplay. Players can better understand the completion of random maps and their relationships. (These relationships existed before, but now they are presented in the form of illustrations and links)

Initial Maps


In the second half of the ruthless difficulty, you will find 4 maps on the four corners of the Atlas of Worlds. They are all 1st-order maps. We hope that players can first accumulate a part of four first-order initial maps in the process of ruthless difficulty, and then open up the exploration of the outer boundary illustrations.

Atlas of Worlds


The Atlas of World System will help you understand the relationship between the maps. With the currently unlocked map, you can get the collection of maps and maps completed. This system also allows you to add extra affixes to map points in a certain area. The Alien Book is not a place to store the map and does not mean that you can enter the map without restriction after lighting a map point. You still need to get these maps in the same way as before, and then use them in the mapping device.

The extent to which your alien definitions are completed and the regional affixes added to the maps will be shared by all characters in the same league for that account.

The extent to which your Atlas of World is completed and the regional affixes added to the illustrations will be shared by all characters under that account.


Most of the mechanisms for dropping a map are the same as before. The map is now getting from the following three channels:

The map you have obtained before.

A map connected to the map you are working on in the Atlas of Worlds.

Four initial 1st-order maps

The legendary map is dropped in the same way as other maps. It will only fall in the completed map that is connected to them. But once you have completed this legendary map, it will start falling on any map. (but still, have to meet the drop rating requirements)

What Is A Completed Map?


When you "completed" a map, the points on the Atlas of World that correspond to the map will be illuminated, and then there will be a chance to drop the completed map (not just the connected map). However, a restriction rule in the old version still exists. In an x-order map, you usually only get the map of under(x+2) order.

In general, as long as you kill the legendary leader in the map, it will count as "complete" the map. But in a legendary map with no legendary heads, you need to open a specific legendary treasure chest to be considered "complete" the map.

Completing the task of cartographer master Zana will not be counted as completing the map points on the Atlas of World.

Additional target rewards that can be accumulated


Each map point on the Atlas of Worlds has an additional target. Each additional target can increase the probability of 1%, which is to increase the level of the map dropped by the player by 1st. For example, if you have completed the additional targets for the 60 map points on the illustration, you will have a 60% chance of getting a map one level higher than usual. When this probability exceeds 100%, it means that you have a chance to get a high-order map. At the center of the Atlas of Worlds, you will see the specific probability.


For white map points on the Atlas of World (1-5 steps): Kill the leader in the map or open the specified legendary treasure chest (when there is no leader)

For yellow map points (6-10 steps) on the Atlas of World: Defeat the leader in the rare map

For the red point on the Alien Book (11 levels or more): Defeat the leader in the rare version after corruption

For the red point on the Atlas of Worlds (11 levels or more): Defeat the leader in the rare version after corruption

Shaper's Orb

It is a kind of mission reward item, which can be used to upgrade the corresponding stage map to 5 classes.

During the game, players can get a total of 15 Shaper"s Orb, which is distributed on a specific map of the atlas of the world. (The map between 6-12 steps, one for each step; there are 2 maps at 13th order; 3 for each of 14th and 15th order maps).When you complete the extra targets of these maps, it will drop the jade of the corresponding level of plastic.

Usually, on an x-level map, you will get an x-5-order Shaper"s Orb. For example, if you have completed a 15th-order map, you will get a 10th-order Shaper"s Orb, and then you can use it on a 10th-order map point on the illustration to turn the map point into 15th order.

When a map point is reshaped by it, the map you already have will not be reshaped. But the remodeled version of the map will start to fall. (The low-end version of the map will no longer drop). These remodeled maps are 5 orders higher than the original version of the map and can be sold to other players. The reshaped map points will also be shared by all characters in the same world under the same account.

It can be seen as a mission item so they cannot be traded. You can use 20 Cartographer's Chisel and 5 to exchange the reshaped map at NPC for the jade.

The level of all items (including those new base items) that are hit in the reshaped map will also increase by 5 levels with the map level.

Cartographer's Sextant

It will randomly fall out of the map and can trade with other players. Use it on a map point to attach additional properties to all map points around the point. These properties may make the map simple or difficult, depending on your build.

There are three levels of drawing sextants: beginner, intermediate, and master. They will fall within the map points of the corresponding colors on the illustrations. (This also means that the red master cartographer"s sextant is more difficult to obtain, and it is more difficult to add extra attributes to the red map points)

As long as it is close enough, its attached properties will also affect map points of other colors. For example, a yellow map point with a mid-level cartographer’s sextant attached can affect the map points of the near red high stage.

Each cartographer's sextant has a certain number of uses, and the additional attributes of the sextant are consumed when the map is opened.

You can trade the map and complete them, whether or not you have completed the map before. If you trade and complete the map, the map points will light up on your Atlas of world and be considered completed (even if there are no connection points around).

Legacy map of old players and players who start over


Many players in the SC eternal world and the eternal world of PHC have a large number of heritage maps of earlier versions. These old maps still produce items. For example, the Gorge is originally a 9th-order map, and the new version is a 13th-order map. If you open the old version of the 9th-order Gorge in the drawing machine, you will still enter a 9th-order map.

These old maps will use the layout of the new map and the new boss (just the class or the old one). And they will drop the new version of the item and map.

If you complete an old version of the heritage map, it unlocks a map of the corresponding stage and a series of maps before reaching the map. This will help older players who have played random map content to quickly complete the map.

Map Corruption and Upgrade


Selling three identical maps to NPC will result in a specific next stage map (connected to the original map on the illustration). Using Vale Corruption to obtain a high-order one map, you will also get a higher-order map adjacent to the map (if there are multiple connected adjacent maps, randomly select one)

By the way, the Vaal Temple now belongs to the 16-stage map.

Void Guard and Shaper


The map is located near the center. There are four 16-order maps each containing a Void Guard. After defeating it, you will get a piece of memory from the guardian. Collecting four different memory fragments and using them in a map device can open the channel to the creative world and challenge the ultimate BOSS---the Shaper. The passage of the creation of the world can only be opened, and it cannot be dropped by itself. When these memory fragments are placed together with other maps in the mapping device, 10% of the quality of other maps can be provided.

Atlas of Worlds- upcoming (at the end of this week) free DLC, designed mainly for the late game.

Description of the add-on

The Atlas of Worlds allows you to track the progression of late-game cards. Players will be able to use the Atlas to improve cards and add various modifications. Also on the Atlas, the relationships between different maps (connection paths) are clearly visible;
The card drop system has been changed: now you can loot cards that are closest in the chain of relationships, as well as those that have already been cleared;
The closer you get to the epicenter of the Atlas, the higher the difficulty becomes;
There are four rank 16 cards containing Void Defenders. If you defeat them, you will receive fragments of the key that allows you to fight the mega boss ("Shaper" aka "Creator");
The more cards you clear, the higher the cumulative rank of the Atlas becomes (the difficulty increases, as does the chance of dropping cards);
With the help of the spheres of the same Creator (boss), you can improve white or yellow cards five times (for this you need to fulfill additional conditions of the cards);
With the Cartographer's Sextant you can temporarily add mods even to the Atlas itself;
All changes and bonuses that were activated on the Atlas are transferred between all characters within the selected account league;
Added: 30 new maps and dozens of bosses, as well as 13 new types of items that can only be obtained in strictly defined corners of the Atlas;
The coolest maps have changed in terms of balance (monster placement, level structure, boss battles and rewards);
You can exchange 20 Cartographer's Chisels and 5 Orbs of Regret for an item that allows you to reset the Shape of the map (available from the seller);
You can exchange 5 Cartographer Sextants (of a certain color) for an item that allows you to reset the fact of successfully completing a map of a given color (available from the seller).
How the Atlas of Worlds system works
This information is taken from because the author of this post does not have the slightest idea about this game xD Just below there is a video with a more detailed description, if you are not interested in reading briefly.

In general, the Atlas of Worlds is not such a definitive addition. Users constantly asked for more information regarding certain game elements, which is why the Atlas was developed as a detailed guide to the late game. In fact, nothing physically will change with this update. Once you reach Relentless Difficulty, you'll be able to find four cornerstone maps of the Atlas that will allow you to begin exploring it. These will be rank 1 cards. The atlas will allow you to track drops on a particular map, as well as receive more information about what is happening. This means that it is not necessary to use it at all, even to the point of killing the final boss without even opening the Atlas. It is worth noting that the Atlas itself does not provide any special opportunities to get somewhere if you have not knocked out the necessary card. The drop remains the same: you can drop any rank 1 cards, including those that you have already cleared, but now also only those that are nearby in the chain on the Atlas. Passing a large number of identical cards does not increase either the chance of them appearing in general or their quality (rank). In short, no one canceled farming.

Card bonuses
As soon as you finish going through a map, it goes into the general drop pool - it can fall anywhere (regardless of whether it is connected by a chain of Atlas Links). Completing tasks from NPC Zana does not count as completing the map. Often, “complete the map” means simply killing the main boss. Completing a card's bonus objectives adds a cumulative bonus of 1% towards increasing that card's rank (by one). If the bonus exceeds 100%, the remainder will be transferred to the chance of increasing the rank by 2 units. Information of this nature will be displayed in the Atlas.

Creator Orbs allow you to increase the rank of a card by five positions at once. There are 15 such cards in total. If you complete the bonus task of such a card, you will receive a Creator Orb as a reward. List of cards: everything from ranks 6 to 12, two cards of rank 13 and three cards of ranks 14 and 15. It is worth noting an important point - if you apply the Sphere of the Creator to a card, then all subsequent cards of this type that you receive as a drop will be changed (stronger by 5 ranks). This is taking into account the fulfillment of the condition that at the moment you are on a map whose rank allows you to receive a card with the same +5 bonus (for example, you will not knock out a 1+5 card in the first rank zone, but in the sixth rank zone - easily) . Combining three identical ones (of the same value) or desecrating a card leads to the opening of a card of the next rank in the Atlas (selected randomly within the relationships).

Video guide with Russian subtitles:

https://youtu.be/8vcBnTC2-N8

A short list of changes (because in full there are 30 thousand characters)

The League of Essences will appear, giving some monsters an obsession with essences. By killing such enemies, you will receive a special essence from them, which works in a similar way to the Sphere of Alchemy - it allows you to improve the quality of the item to a rarer one... But, with one difference - one of the future parameters of the item will be known in advance. Essences can be combined to obtain rarer ones;
The new multi-core processing system will improve the performance of the game on multi-core processors. The FPS improvement will be especially noticeable in battles with large crowds of enemies and a lot of spell effects;
The fine particle system has been optimized four times, which will lead to a twofold increase in frame rate (in areas using these particles, of course);
A new texture compression system will speed up loading and downloading of the game;
Memory consumption was reduced by 300 Mb, measures were also taken to reduce micro-lags during pre-loads;
Added 22 unique items and four Fortune Cards;
Vaults now contain more Forgotten Masters (medium ones up to four, and large ones up to seven);
A new system of supported abilities has appeared (these are used as long as you hold down the corresponding skill button);
By imposing the effect of immunity to something on oneself, the character also cancels the corresponding negative status to which he received immunity;
As the number of trigger abuses increased, the developers nerfed this system, so that from now on only one effect will work with each trigger;
The player's Ice Walls will no longer stop the player's projectiles;
Area strike deals more damage to secondary targets (the reduction is 35% instead of 50% at the first level of development and 26% instead of 31% at the maximum);
The health of monsters on maps of ranks 4-12 has been increased;
The passive skill tree can be reset thanks to another free reset point.

As you progress through story quests, cards begin to fall to you. These are Tier 1 cards. However, the atlas itself will become available for passage after killing Kitava in Act 10, and completing Zana’s task to complete the first map. Until this moment you will not be able to get onto the maps.

A couple of important points:

  1. The map is considered closed if you were not there, or you were there but the boss was not killed
  2. The card is considered open if the boss of the card is defeated
  3. The map is considered completed if the boss of the map is defeated and the conditions for completing the map are met (for example, kill the boss on the magic map).

These definitions will appear throughout the article; they must be kept in mind.

What is a shooting gallery:

The shooting range is a kind of difficulty indicator. The higher the tier, the higher the level of monsters and the more complex the mods can be on the map.

On the maps of the first tier, monsters are level 68, and then it goes up.

If you pass a map, you can knock out new cards on it. You can knock out:

Unpassed cards connected to it, and all passed cards of the same tier and below.

Maps are considered connected if they are visually connected by a line on the atlas. They are clearly visible, they go from map to map, peculiar paths between worlds.

If you are missing some card (for example, the required T1 did not fall, but you really want to start the passage from it), then there are 3 options.

  1. Buy from Zana (although the required card may not be there)
  2. Buy from other players
  3. If this is NOT a first tier card, then you can exchange 3 lower tier cards (a lower tier for 1 card you need) that are directly connected by a line on the atlas with the card you need, and thus get the card you need. This is useful when you have a lot of small cards that you have “outgrown” and have long passed.

A few words about the atlas bonus.

The Atlas bonus gives a % chance of increasing the level of the dropped card for each bonus unit. To increase the bonus, you need to complete tasks on the cards (these are the tasks where it is written that you need to complete the magic/magical version of the card. Sometimes something else may be written)

If the bonus exceeds 100%, this means that you will always receive a card one level higher than it should, and there is a chance to get a card 2 levels higher.

It is best to complete maps not just like that, but by completing additional tasks. As a rule, there you need to go through a card of a certain rarity. You can find out the required rarity by pointing your mouse at the map in the atlas.

Cards, like objects, can be magical, rare and unique, and they can also be desecrated.
What can happen to the card if it is desecrated:

  • Nothing except the appearance of the “corrupted” status.
  • Adds or subtracts one level from the card, changing the base type to match the new level, and gives new properties. This is the only way to get a level 81 Vaal Temple Map.
  • Reforges a card into a new one, and the card can gain up to 8 properties.
  • Makes the card unidentified, hiding (but not changing) its properties and item counts. Unidentified cards have a 30% bonus to the number of items.

Additionally, all bosses on corrupted maps have a chance to leave behind Sacrificial Vaal fragments or Vaal Stones.

Map modifications increase the number and rarity of items on it.

It follows from this that there is no point in running around with white cards; if everything is very bad with the currency, then at least don’t spare the sphere of transformation.

In addition, maps can (and even need to) be sharpened with cartographer's cutters, increasing their quality, which in turn also affects the quantity and rarity of items.

It is better to sharpen the map first and then throw spheres there, and not vice versa. Save currencies.

The drop of the atlas cards themselves is affected ONLY by the number of items, but not by rarity!

On the atlas itself, there are also white, yellow and red cards, but these are not the same as magic/magical/corrupted/cards. This division will become clear when we get to the sextants.

If you are going through the atlas of worlds for the first time, the best solution would be to open the entire atlas in order to understand where the bosses are, where it is difficult and where it is easy, and where it is more comfortable and interesting for you personally to play.

Zones of influence

Sometimes strange areas appear on the atlas. These are the zones of influence of Shaper and Elder (ancient). The shaper's zone of influence looks like a starry sky; it appears first on the atlas after completing the first maps. The ancient's zone of influence just looks like a boring gray area.

What is the difference between passing a map in the zone of influence of the shaper (creator):

  1. The boss itself, or the map itself, is enhanced by a shaper. for example, he can inhabit the boss in the middle of a battle, or water balls will fly on the map and crash into you and create an area with gradual damage
  2. On the map you can find rare items with special shaper properties. These properties cannot be crafted on ordinary items, and they can be quite powerful. They do not overlap with the fashions of ancient things.

What is different about passing a map in the area of ​​influence of an Elder (ancient):

  1. There may be portals on the map from which ancient monsters appear
  2. On the map you can find rare items with special Elder properties. These properties cannot be crafted on ordinary items, and they can be quite powerful. They do not interfere with the shaper's item mods.

If you expand the Elder's area of ​​influence to 15 or more cards, you will have his guards and the Elder himself appear on the cards.

How to expand the Elder's zone of influence:

It is necessary to run maps near this area, preferably a map shaper.

There is no 100% way to make them appear on the right maps

After killing an Elder, his zone of influence completely disappears. But if you run the cards again, it will appear again. This way you can kill him many times.

There is a way to force the Ancient One's zone of influence to appear on the desired map tier. Not on specific maps, but specifically about the shooting range. It's simple:

You run a specific shooting range, for example the same map. For example T6 Academy. You run until you are blue in the face, or until the ancient one appears on some T6 map.

It is not known exactly whether it always appears on T6 or whether there is an error of one tier (some say that it does not appear specifically on the desired tier, but in its area, and such words do not make it possible to say exactly about the appearance on the desired tier).

All about shaping

When you run Elder cards, a mark with a piece of the Creator's Orb (orb shaper) will appear. This will be Zana's quest and the map will be marked with a blue circle. After completing this map and killing a boss with the necessary requirements (for example, on a magic map for white cards), you will receive a memory fragment. You give it to Zana and receive a whole orb shaper. Read more about these fragments and how to get them in the section about Zana. This section is only about the spheres themselves.

Using shaper orbs you can raise the map level by 5.

Why is this needed:

For example, there are small cards that are convenient, good, and you just like them. And I would like to continue farming them as my character grows. You throw a shaper orb on such a card, and it ceases to be too “small” for you and the drop becomes a little richer.

Which cards are best upgraded with the Creator's Orb?

  • Tier 1 - the most ideal option is the Beach map. The map is straightforward and very convenient, simple monsters and an easy boss.
  • Tier 2 - the Arid Lake map is good. It is round, without obstacles, and the boss is also not very strong.
  • Tier3 - Map of the Burial Chambers ( Burial Chambers). It is good because there is a chance to get a fortune telling card for the HeadHunter belt.
  • Tier 4 - Strand Map. She is straightforward, the boss there is also very simple. This is the most straightforward map in the game.
  • Tier5 - Channel Map ( Channel) (straight-up card) or Haunted Mansion card. Here it's to your taste.
  • Tier 6 - Atoll Map - a straight card in the form of a figure eight or a Jungle Valley map.
  • Tier 7 - Dune Map - an open map without obstacles.
  • Tier 8 - Tropical Island map or Shore map. There is also an option with the Mud Geyser Map - a good round map, but the boss can be dangerous.
  • Tier 9 - Map of the Vault. Cards for exalts drop there, so many people farm it. An alternative is the Plateau map - a straightforward good map.
  • Tier 10 - Belfry card, but only if you are strong enough to kill Kitava at tier 15. An alternative option is the Mire Map ( God). The map is round and nice. In the swamp is the boss Roa, who goes into a rage if his nests are disturbed, and it is recommended to only do this if you are strong enough.

How to remove an applied Creator's Sphere? What is a Sphere of Destruction?

If you decide to upgrade another card with the Creator's Orb, or you simply want the upgraded card to become low-level again, you can apply the Orb of Destruction to it. To get it you need to hand over 20 Cartographer's Cutters and 5 Orbs of Repentance to the merchant.

And don’t forget to take the creator’s sphere from Zana.

Sextants and setting up the atlas - how to use it using the example of the Vault map

Starting from 3.2 there is a limit on the maximum number of sextants

Sextants are the currency that is thrown onto cards. When you throw it on a card, a circle appears, and all cards that fall into this circle (including the one you threw the sextant on) receive additional modifications for the next three passes.

Initially, we can only have one active sextant on the atlas.

You can increase this limit in this way:

  1. We go through all the white cards and get one additional sextant.
  2. We go through all the yellow cards and get one additional sextant.
  3. We go through all the red cards and get one additional sextant.
  4. We complete Zana's quest line and get one additional sextant.

Here is a list of properties (modifications) of sextants (taken from poedb.tw):

  1. Unique boss drops 1 additional unique item
  2. 30% increased number of items found on Unidentified Maps
    On identified cards, items appear identified
    15% increase in group sizes in unidentified maps
  3. Monsters with the Nemesis trait drop 3 additional currency
  4. The area contains 1 additional Invasion Boss
  5. 20% increased Player and Monster Movement Speed
    20% increased Monster Attack Speed
    20% increased Monster Cast Speed
  6. Area contains additional monsters that deal fire damage
    Players and monsters take 10% increased Fire Damage
  7. Area contains additional monsters that deal cold damage
    Players and monsters take 10% increased Cold Damage
  8. Area contains additional monsters that deal lightning damage
    Players and monsters take 10% increased Lightning Damage
  9. The area contains additional monsters that deal physical damage.
    Players and monsters take 10% increased physical damage
  10. The area contains additional monsters that deal chaos damage
    Players and monsters take 10% increased Chaos Damage
  11. Area contains air currents
  12. Unique monsters drop corrupted items
  13. The card has 20% quality
    Unique boss damage increased by 20%
  14. The quality of this map also extends to the rarity of the items found
    Unique boss has 20% increased health
  15. Players deal 100% increased damage while stationary
    Players take 10% increased damage while stationary
  16. Monsters and players gain Onslaught if they've been hit recently
    100% increased effect of Onslaught on players and monsters
  17. It's biting in the area
  18. You can meet Zana in the area
  19. Chests in the area have been desecrated

    The caskets in the area are at least rare
  20. Unique Corrupted Map Bosses drop an additional Vaal item
    Items found in the area have a 5% chance to drop corrupted.
  21. 30% increased magic party size
  22. Roaming Exiles deal 20% increased Damage
    Roaming Exiles' maximum health increased by 20%
    Roaming Exiles will drop 2 additional gems
    1 additional Roaming Exile in the area
  23. Magic cards contain additional magic monsters
    Rare cards contain additional rare monsters
    Common cards contain additional common monsters
  24. Players cannot take reflected damage
    Additional groups of rare reflected monsters can be found in the area.
  25. Additional clusters of Mystery Barrels can be found in the area: 30
  26. Chest Monsters have 500% increased Item Quantity
    Box monsters are in a state of rage
    An additional chest can be found in the area
  27. Players deal 10% increased Damage for each Poison effect on them
    Players' speed is increased by 5% for each Poison effect on them
    Additional poisonous monsters may be encountered in the area.
  28. In the area you can meet persecuted traitors
  29. The area contains additional monsters that turn when killed
  30. Players instantly restore health and mana from flasks
    The area may encounter additional monsters that are healed
  31. The unique boss is accompanied by bodyguards
    Completing an area drops an additional card
  32. 20% reduced effect of curses on monsters
    60% reduced effect of curses on players
  33. There is an additional Rift in the area.
    Rifts may occur in the area
  34. Abysses can be found in the area.
    Additional Abyss can be found in the area
  35. Unique boss drops a corrupted item
  36. 20% increased Quantity of Items dropped by Unique Boss
  37. There is a master in the area

The atlas shows white, yellow and red maps. Sextants, like cards, are divided into three types: white, yellow and red. They are called Apprentice Sextants, Apprentice Sextants and Master Sextants, respectively. Apprentice Sextants are used on white cards, Apprentice Sextants - on white and yellow cards, Master Sextants - on any cards. At the same time, the mods obtained on maps depend on their tiers; there are mods that can only be obtained on red maps with the help of Master Sextants.

Using sextants you can significantly increase the amount of drops on maps. For example, we farm burials, and periodically throw sextants on it (and on the cards next to it). Due to the limit on sextants, we won’t be able to do the trick of blocking unnecessary properties and frequently proc necessary ones (we simply don’t have enough sextants), but they are suitable for one-time bonuses.

How to set up an atlas using the Vault map as an example

First, we need to understand that if we run the Vault with the atlas fully open, the following will happen:

  1. We will constantly receive other open T9 cards
  2. We will receive open cards below the tier
  3. We will receive a map with a higher tier (the one that is connected to the storage, namely the Orchard map).

All this follows from the basic mechanics of the atlas which we described in paragraph 1.

The first thing we should do is reduce the drop of cards we don’t need.

Unfortunately, we can’t get rid of the cards below.

But with the remaining points we can solve the issue

The first thing you need to do is erase all other T9 cards from the atlas. To do this, you need map reader's seals.

How to get a map reader's seal:

  1. If we hide the white card, then we need to hand over three white sextants and one sphere of purification to the merchant
  2. If we hide the yellow card, then we need to hand over three yellow sextants and one sphere of purification to the merchant
  3. If we hide the red card, then we need to hand over three red sextants and one purification sphere to the merchant

Accordingly, in our case we hide the yellow cards. We receive stamps and throw them on the cards.

Next we need to get rid of T10 Orchard. This issue is resolved by using the creator’s sphere (shaper orb) on it. It becomes t15 and no longer bothers us. But when the t10 card has to fall, the system will see that there is no suitable option and will give us t9. And T9, after canceling all other T9 cards, we only have one left - this is the Storage we need.

Thus, we have completed the necessary adjustment of the atlas to minimize the drop of unnecessary cards.

Mechanics of blocking modifications with sextants.

This is a theory that is now poorly applicable in practice due to the limit of sextants. But it can be useful to know.

Let's take the storage again. In our case, if we throw a sextant on a storage card, it will affect another 6 cards around. It follows from this that the sextants that we throw on these 6 cards will also act on the storage. So we can have a maximum of 7 modifications from sextants on this map.

Now let's move on to the important point

We can control mods on the map we need using sextants. This is possible because the following rule works in the atlas:

One card cannot be affected by two identical modifiers at the same time

What does this mean in practice?

In the screenshot below, I noted two cards next to the Vault, which add modifications to it with their sextants:

If in this example the Geode map has a “Modifier 1” mod, then it cannot appear as a sextant on the Overgrown Ruin map, since this would mean that the Vault would have to have two identical modifiers at the same time, since both of these cards affect the Vault with their own sextants.

This example shows that you can influence a card through one card.

For an even better understanding, let's introduce some definitions.

Let the card we need be the Vault card.

Then those cards that reach the Vault card with their sextant are the inner circle.

And those cards that with their sextants reach at least 1 card of the inner circle, but do not reach the Vault card - the outer circle.

We cut off unnecessary modifications using the outer circle. The principle is this. On the maps of the outer circle we try to add those modifications that are not interesting to us. That is, which do not give us additional monsters, and therefore do not give us more drops on the map.

Thus, these modifications will no longer be present on the inner circle maps and on the Vault map itself. And our chances of creating useful and good modifications (from a farming point of view) are significantly increased.

Why is this useful:

  1. In fact, we save the number of sextants. Fewer sextants are drained due to bad mods. There is a big difference between spending a sextant on a useful mod or on crap
  2. There are many modifiers in effect on the Warehouse, and if all of them (or most) are useful, the amount of drops on the map increases colossally.

It is important to understand that after running through the vault three times, the sextants of the inner circle will disappear. But the sextants of the outer circle will remain and will continue to block bad modifications.

In the realities of 3.4, in theory, you can throw 2-3 sextants on the outer circle, and leave a couple on the inner circle - it looks doubtful, but if you are running the same map, then why not.

Ring of the Ancient

Not relevant in 3.4

The Ring of the Ancient is a chain of cards influenced by the Ancient. This is what the ring looks like:

Starting from 3.3, the ring is no longer relevant. Next we will write why. Below there will be text about the ring itself, in case it becomes relevant again. If you don't fumble at all, read about the ring because there are principles there that still work. If you are searching, you can skip this wall of text by clicking and immediately going to the material that is relevant in 3.3.

It is created in such a way that almost all of these cards can be run endlessly, constantly maintaining the influence of the Ancient One on them. It is needed so that you can constantly run your favorite maps with an increased size of groups of monsters, get more drops (including cards), and also farm rare Ancient items to find something interesting, or simply collect new sets for exalt fragments.

It is worth understanding that if you are farming a ring, this means that you are not farming the most ancient one. Since after killing the ancient one, his zone will disappear.

Basic laws of the Ancient (Elder) zone:

  • The Ancient One must always be connected to his guardians
  • The maximum number of cards in the ancient zone is 30
  • Once your Elder zone has reached 20 cards, Elder and his guardians will appear there and remain in their places until you kill them.

It is worth understanding that the ancient and his guardians settle as closely as possible, and strive to appear as close as possible to high-level cards. How they appear on the atlas determines whether we will be able to create a ring or not.

In order not to screw up at this point, you need to do the following:

Do not include cards with 4 or more connections in the ancient zone of influence (like everyone’s favorite repository). The fact is that in the process of creating the ring we will need to create a gap.

If you capture a card with 4 links, then an Elder can sit on it, and on each linked card there is a guardian. We will not be able to tear the guardian away from the ancient one (break a short connection one card long)

But if you capture a card with 3 links, then an Elder will sit on it, 3 guardians on adjacent cards, and another guardian one card from the ancient one (that is, he will be linked to one of the guardians). And if we kill the guardian with whom he is connected, and this card comes under the influence of the shaper, there will be a gap. And the guardian who was through the card will be connected with the ancient one through the entire ring (it’s like breaking links in a chain - after the break, there is only one way left from point A to point B)

There was a guardian at the place marked by the cursor. He was killed, the map came under the influence of the shaper. You can see that between the blue circle (where the ancient one is) and the guard to the right below there are no connection paths - since the connection ran through the killed guardian. Thus, the connection between the ancient one and that guardian from below goes through the entire ring, and according to the laws of the ancient one’s zone, it cannot be broken.

That is why we will be able to run maps in the ancient zone without fear that everything will fall apart.

Then there will be a very high probability that the ancient one will appear on the island.

When you pull the ancient zone, do it in parallel in different directions, not just one. People say this way there is less chance that the desired piece of the zone will fall off during the process.

The end result should be a snake 8-29 cards long with the ancient one at the beginning and the guardian at the end.

If you move on to practice, then you will have the following steps.

  1. Plan your ring. Do not neglect this stage under any circumstances, otherwise you will waste a lot of time.
  2. Obtain the Ancient One's starting zone of influence.
  3. Spam the Ancient One and his guards in the desired location.
  4. Create your first ring and open it.
  5. Expand the ring.
  6. Complete the ring.

Planning

You need to decide in advance which cards will be in your ring. Remember that the ring will be 30 cards long, and a maximum of 29 will be connected by continuous paths (links). And remember about the snake - each card holds the other two, and nothing else.

Typical mistakes at this stage:

  1. Capture a card with 4 links - reasons described above
  2. Don't take the shortest route. This is when you decide to take a turn along the way to pick up a couple of tasty cards, and in reality it turns out that you are not going in a straight line, but making an incomprehensible detour.

Galya says that she neglected planning and is dissatisfied with her ring) Nevertheless, this will not prevent us from understanding the principles of its formation.

Initial zone of influence of the Ancient One

You can try to indirectly influence its primary spawn. Namely, in order to get the initial zone of influence of the Ancient One, for example, on the eighth cards, run the eighth cards. It will tend to be born on the card tiers that you are currently running.

The Ancient One and his guards

Pull the starting zone in different directions until it reaches 20 cards. And by this moment it is advisable to prepare the island for settlement.

Remember one thing, despite all Eledr's preferences, he can still appear randomly. There is still a lot of randomness in food.

And yet, there may be times when not a single Shaper map is adjacent to the Ancient Zone in the right direction - no problem, just run through any Shaper map, then the picture on the Atlas will change and, most likely, some card will be added to the Ancient Zone.

Creating a small ring

Initially, we make a small ring, because as the cards go through, a lot of extra cards fall into the Elder zone, which will have to be cut off, but, again, not all of them.

It is better to add one card in the desired direction, then cut off one unnecessary one, and so on.

Also, along the way, the Shaper selects many cards, cutting off several cards at once. So it's better to start with a small ring. After the small ring is completed, you must open it so that the shortest path between Elder and the guard is along the ring.

This is the same gap that we talked about at the very beginning.

Ring expansion

The point is to add small areas and cut off the excess.

Be careful that Elder does not occupy the gap map (this is the map through which we made the gap).

For Galya it was a map of the thicket. She ran her several times as she fell under his influence as she expanded the ring. So it’s okay if she suddenly falls back under the influence of the Ancient One.

Also, constantly cut off side maps that lead the route in an undesirable direction. It is very important.

Completing the ring

When your main route is laid out, it will take approximately 27-29 cards, you should cut off those cards that were not previously important to us - for example, there was some kind of branch that did not interfere in any way.

Remember not to run cards with keepers. Ring farming and ancient farming are mutually exclusive.

Original guide to the gali ring:

What's new after 3.3

The following unpleasant surprises await us:

  1. The Shaper became more aggressive. That is, he more often squeezes out the ancient card.
  2. The Ancient One and his guards are no longer anchored as before. If we build a ring and don’t touch them, they’ll just take it and leave. Together with the entire zone of influence. Clearly.

Therefore, if earlier there was an ancient ring, now it is better to make either a square or a rectangle. That is, we need a fatty area so that the shaper does not chop it.

There are no Elders or Guards in the square. But there is a stable zone.

On average, such a square contains ten cards. There's no way the Shaper can ruin everything for us in one move, because the square is thick. Due to this, zone stability is achieved.

Zana

Zana's quest line

It is necessary to complete the quest line. Without it, all the conditions for the appearance of the uber ancient will not be met, you will not gather all the spheres of the creator.

It starts from the end of the story. You talk to Zana in the epilogue, go down to the priests' laboratories, take the map from Zana, go through it, talk to her again - and the first quest is ready.

The first memory can only be obtained from cards from tier 6 under the influence of a shaper.

Cards on which memories can be obtained are outlined in a blue circle on the atlas.

All memories are obtained in chronological order. Since each memory increases the requirement for a card’s tier, it’s worth first getting them “lower in tier” and then higher.

Important - all other memories (meaning except the first) are obtained from cards under the influence of the ancient one.

After we have received the first 10 memories, we need the ancient and his guards to appear on the map. The remaining memories need to be obtained from them - first we kill the guards, and then the ancient one. Moreover, they should be on red cards. Some say that this is inaccurate, and if some guard settled on the yellow map, it’s okay - but it’s better to make their appearance on the red ones as much as possible.

It is important that when killing an ancient one, the creator must not die. If he plays in the box, they won’t give him the memory fragment!

After defeating the shaper for the first time, a key will drop from him. The key opens a secret room in the priests' laboratory. It contains an Ancient Orb, which will allow you to upgrade any card up to T16.

Well, then the final task with the uber-ancient. We must kill him. After this, Zana's quest line will end.

Zana's mods

MF is cut, so farming with faults is no longer the same. But it’s still worth upgrading Zana to level 8.

Zana's list of mods in 3.4.0 is like this:

  • Level 2: Onslaught (costs 2 Chaos Orbs): 20% increased attack speed, cast speed, and monster movement speed. 20% increased number of items found in this area.
  • Level 3: Bloodlines (costs 3 Chaos Orbs): All groups of magical monsters have the Bloodlines trait, more magical monsters in the area.
  • Level 4: Ambush (costs 3 Chaos Orbs): There are 3 additional caskets found in the area.
  • Level 4: Fortune Favors the Brave (costs 3 Chaos Orbs): Selects a random Zana mod from the current list, including mods not yet unlocked.
  • Level 4: Another card of the same level (costs 1 Chaos Orb): Requires a rare card. Reveals a random rare card of the same level, excluding the card you placed in the Map Device.
  • Level 5: Otherworld (costs 4 Chaos Orbs): Enemies killed close together have a chance to attract monsters from another world, 20% increased number of items found in area.
  • Level 6: Essence (costs 4 Chaos Orbs): There are 2 additional Essences found in the area.
  • Level 6, available after finding 5 memory fragments: Altered map of levels 1-5 (costs 2 chaos spheres): Requires a rare card. Unlocks a rare version of your card 5 levels higher, with random properties.
  • Level 7: Nemesis (costs 5 Chaos Orbs): Each rare monster has the Nemesis attribute, more rare monsters in the area.
  • Level 7, available after finding 10 memory fragments: Altered level 1-10 card (costs 6 chaos orbs): Requires a rare card. Unlocks a rare version of your card 5 levels higher, with random properties and a chance to be corrupted.
  • Level 8: Harbinger (costs 6 Chaos Orbs): There are 3 additional Harbingers found in the area.
  • Level 8, available after obtaining the Ancient Orb: Ancient card level 1-15 (costs 15 chaos orbs): Requires a rare card. Unlocks a rare version of your level 16 card, with random properties and a chance to be corrupted.

We are most interested in the rift mod, since there are a lot of monsters and a lot of drops. This is the most useful mod. Even though the number of items has been cut, the mf has been cut, there are still a lot of them there. And you also need to collect the fragments.

The rest of the mods are useful either for fun, or if you want to get a unique item from past leagues that cannot be obtained otherwise (except by buying from other players).

How to quickly pump your zana up to level 8. This can be done quickly using chat 820 (to go there, use the /global 820 command if you play in English, /global 820 en if you play in Russian). There, people share daily tasks of masters, and tasks of masters on maps with each other to quickly level up masters. There are two options, either people write that they will open masters for you for free (free) or people are looking for rotation (lf rota elreon/zana/haku).

Rotation is the best way to level up your masters. Before joining the group, check if you meet the requirements (your master level) and if you have not yet completed the daily task today. After a complete group has been assembled, the leader writes in the group header in what order you will open the daily tasks (order). Separately, it is worth noting that the point of rotation is to level up the masters, therefore, having completed the master’s task, players move on to the next one without finishing off the boss, without passing uber lab tests, etc.

Uber Ancient (uber Elder)

For it to appear, the following conditions must be met:

  1. Collect all the creator's memories as part of Zana's quest line
  2. Kill the shaper as part of Zana's quest line

You will need to go through cards under the influence of the ancient (t15) that are adjacent to the keeper. As soon as you do this, all guardians will be under the influence of the shaper.

After that, we pass the nearest guardian (the one closer to which we passed t15), and then any adjacent one. Then go through the remaining ones in any order.

As soon as you do this, all the guardians will change to the guardians of the ancient one. And in the domain of the creator there will be an uber-elder.

A physical guard appears on the Chimera card, a poisonous one on the Hydra, a fiery one on the Phoenix, and an electric one on the Minotaur.

Kill the guards, and then go ahead to the uber-ancient.

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It’s highly recommended that those reading this guide check out both the , and the , in order to understand the basics that this new guide will build on. It’s also advised to keep an eye on the War for the Atlas wiki page for more info.

We’ll be updating this post throughout the next few weeks as more information about War for The Atlas becomes available.

With the release of version 3.1 and the War for the Atlas expansion, Path of Exile has a very different endgame. With 32 new maps and a variety of nerfs to existing builds, even veteran players might need some help adjusting to the new way of life in POE. Veteran players might also want to read the to get a very thorough understanding of all of the changes.

Let's get started!

Mapping Changes

There are a total of 32 new maps in War for the Atlas. The full map pool is listed below, with tiers next to the map name. Lots of old map layouts have had their properties buffed, so be careful. Some Tier 1 Maps have been upgraded to Tier 11 for example. Please note that this list is based on loot filter info from GGG, so it may change in the future.

Maps that have been added to the tiers as new maps have their wiki page linked.

Pit of the Chimera Map – 16
Lair of the Hydra Map – 16
Maze of the Minotaur Map – 16
Forge of the Phoenix Map – 16
Vaal Temple Map – 16

Maps with linear layouts, good clear speed or high mob density have been marked. Players should bear these map types in mind when choosing which maps to Shape with Shaper’s Orbs. Remember that these Orbs turn a map that it’s applied to into a Shaped version that is five tiers higher than the previous version.

Here’s my personal Shaping list to give readers a guideline. Bear in mind that this is by no means the optimal set of choices, it’s just maps that I liked running. Some of these choices like Beach and Arid Lake are holdouts from the pre-3.1 list because they remain good choices in WFTA. So if you're thinking about what maps to shape in 3.1, you should take your own preferences and builds into account.

Tier 1 – Beach
Tier 2 – Arid Lake
Tier 3 – Arcade
Tier 4 – Strand
Tier 5 – Ancient City
Tier 6 – Fields
Tier 7 – Bazaar
Tier 8 – Tropical Island
Tier 9 – Vault
Tier 10 – Siege

Bear in mind that many of the old linear map layouts have been nerfed in terms of their mob density. So if you’re making map choices for Shaped maps based on the list from the old guide, bear that in mind. GGG clearly wants these 32 new maps to be more popular when it comes to players crafting their Atlas’.

Also, if you complete a map that was created before the War for the Atlas expansion, it will complete a chain of maps from the start point on the Atlas up until the tier of map you completed. Shaped and Elder items do not drop on these maps. Elder Guardians also cannot spawn from them.

The Atlas

The Atlas has been reworked and many of the map locations have changed from what returning players may be used to. A helpful community member has made attempts to map the new Atlas locations, check it out .

When you first open the Atlas when you complete Act 10, you’ll start to see a black starry area inhabit some map cells. Up to this point you should have completed some early Map Tiers as normal. Once you reach Tier 6 Yellow maps, you’ll start to see a gray influence area marked by a black border, this is the Elder’s influence.

If you complete maps bordered on the Atlas by Shaper’s Influence, you’ll receive a fragment from the map boss that can be traded to Zana for a Shaper’s Orb for that tier. Shapers Orbs work the same way they did in previous POE expansions.

One aspect that some players often ignore is the Pantheon system, or more specifically, upgrading Pantheon powers. Here’s a video guide on the basics.

The other major mapping change players need to be aware of is the Elder and his Guardians.

The Elder

Players will be fighting against the corrupting influence of the Elder as it’s spread across the Atlas. This influence serves as an addition to the Map Shaping of the Shaper. The Elder's Corruption allows players to further change properties of their Atlas.

Every time you complete a map there is a chance for the Elder’s influence to appear on the map. Once the Elder appears you can complete an Elder map to remove his influence there. Shaper will take over maps to eventually contain the Elder and stop the spread. To make the Elder spread complete Shaper maps connected to Elder influence. To suppress the Elder, complete the Elder maps next to Shaper’s influence.

Players will need to review the Atlas for which maps they want to allow to be influenced by the Elder or the Shaper. Bear in mind that a map can only be influenced by one of these at a time.

GGG also introduced Shaped and Elder items. These items can only be obtained in areas where the Shaper or the Elder holds influence, or by defeating the Shaper or Elder themselves. Shaped and Elder items can obtain mods not found elsewhere, as well as higher-tier versions of some existing mods.

The Shaper/Elder items with background animations (space for Shaper tentacles for Elder) and special mods are only available as random drops from maps with the Shaper/Elder animation on the atlas. Shaper items can only drop in Shaper maps and Elder in Elder maps.

Once you’ve spread the Elder’s influence, the Elder Guardians will spawn, read more about them under their heading below. For now lets talk about actually fighting the Elder.

Elder Boss Fight

The Elder's arena will not inherit the mods of the map. The tier of the Elder and his Guardians appears to be random in the zone of influence as Guardians may spawn in maps with higher levels and tiers than the Elder map itself. Once you kill the Elder most of the Atlas will reset. If you fail to kill the Elder it doesn’t appear to remove his influence even if you clear the whole map so you can try again. Don’t be afraid to use portals especially in hardcore as you can always try again.

Fighting the Elder requires some trial and error. Learning the sequence of his AoEs and area denial attacks is crucial to beating him. Highly mobile builds will fair better in some cases. But be sure to watch out for his Blood rain attack where the arena is bathed in shadow. Once you see rings of shadow, run and get close to the Elder or else you will die.

You’ll also want to watch out for his “shadow scythes” that create a cone expanding from his front. These cones of shadow cause massive movement penalties.

The Elder will also summon a set of exploding tendrils that form beneath the player and are most of the time going to one-shot you. If you see inky black runes forming at your feet, RUN!!!

The final warning is that you must stay on top of NOT killing the additional mobs unless you need to, as they stack degen on the player when they die.

The Elder Guardians

The Elder Guardians are powerful foes to the four Guardians loyal to The Shaper. If players want to take on the Elder, they’ll need to beat these folks first.

Once your Atlas has started to fall to The Elder, you’ll notice some maps will be marked with certain modifiers for each Guardian.

Once the Elder has control of enough connected maps his Guardians will be available to fight and they will be labeled on the atlas with a different colored map and a note that says which Guardian is in that map. The Elder's Guardians will replace the boss of that map and be in a separate arena that doesn’t inherit the map’s mods.

Other Changes

Mapping isn’t the only thing GGG are doing in 3.1. The new systems listed below will have an impact on everyone, so please read them.

Trading

GGG have begun reviewing use of the Trade API and have introduced a whitelisting system. , but if you want the TL:DR, here it is:

Recently, we have received a large number of requests to “whitelist” the trade API, which means granting permission to a specific set of sites that are allowed to consume it. This would instantly disable all of the sniping tools. Unfortunately, it would also make it hard for people to develop new trade sites (as they wouldn’t have data to work with) and all sorts of cool research projects (like machine learning for item pricing) would be killed.

Our solution is to delay the item data by 60 seconds for everyone except certain whitelisted public sites. Developers doing research projects or getting started on trade sites can use the delayed data and existing public trade sites receive fast access. We believe that this solution solves the sniping issue without unnecessarily harming tools developers. If you’re a developer of a public community tool who would like to unlock the undelayed data, please email us at Thanks!

Updated list of sites with access to the fast API:

  • poe.trade (added December 8, 2017)
  • poeapp.com (added December 8, 2017)
  • pathofexile.com/trade (added December 8, 2017)

Useful Tools

POESummary– A helpful member of the community made a website that compiles links to many of the major POE tools in one place. Save space on your bookmarks toolbar using this helpful compilation. POE,Trade, POELab, POE’s Subreddit and more are all here.

POEChecklist– Another community-made tool. This one allows players to track quests, item checklists, lets you know which trials you’ve completed in the Labyrinth, and many other QoL improvements.

POEDB– Using POEDB to search for affixes for the new Shaper and Elder Rare items is a huge boon for the trader looking for different deals on high-end rares that will take their builds to the next level.

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