PoE How to find Delve bosses, Depth, Drops, Farming

1. PoE Delve Bosses

1.1 Delve Bosses Depth

A city biome may contain a special boss. Each boss can only spawn below a certain minimum depth.

Delve Boss Location
Min Depth
Effect Depth
Biomes
Feature
Spawn Weight
Ahuatotli, the Blind Can only appear inside The Grand Architect's Temple The Grand Architect's Temple nodes within the Vaal Outpost biome, inside The Azurite Mine in Delve. 35 52 Vaal Outpost The Grand Architect's Temple Tier2
Contents Unknown
Portal: Vaal Nexus
Boss: Ahuatotli, the Blind
Min Depth: 35
8000
Kurgal, the Blackblooded

Can only appear inside The Lich's Tomb The Lich’s Tomb nodes within the Abyssal City biome, inside The Azurite Mine in Delve, at a depth of 110 or greater.

The encounter with Kurgal, the Blackblooded has two distinct phases, with an add phase during the initial phase.

The boss room is known as Abyssal Sanctum. From the boss room, the exit portal leads to “Abyssal Span”.

110 110 Abyssal City The Lich's Tomb Tier2
Contents Unknown
Portal: Abyssal Sanctum
Boss: Kurgal, the Blackblooded
Min Depth: 110
13500
Aul, the Crystal King Can only appear inside The Crystal King's Throne The Crystal King's Throne nodes within the Primeval Ruins biome, inside The Azurite Mine in Delve, at a depth of 145 or beyond. 171 171 Primeval Ruins The Crystal King's Throne Tier2
Contents Unknown
Portal: Primeval Citadel
Boss: Aul, the Crystal King
Min Depth: 171
20000

In Path of Exile, Delve Bosses are special enemies you can encounter in the Azurite Mine, accessed through the Delve league mechanic. These bosses are challenging encounters that offer rewards like high-tier loot and currency.

There are no predetermined locations for Delve Bosses. You'll encounter them by exploring the mine network and uncovering hidden paths. As you delve deeper (reach higher depths), you'll have a greater chance of encountering a Delve Boss.

Here's some additional information about Delve Bosses:

  • Challenging Fights: Delve Bosses are designed to be difficult encounters. They can be particularly challenging for solo players or those with weaker builds. Proper gear, character stats, and understanding boss mechanics are crucial for success.
  • Rewards: Defeating a Delve Boss grants valuable rewards, including:
    • Loot: High-tier items with increased item rarity.
    • Fossils: Special currency used for crafting resonators to enhance your Delve experience.
    • Azurite Shards: Currency used to upgrade your Azurite Mine and access deeper levels.

Here are some tips for finding Delve Bosses:

  • Delve Deep: The deeper you go in the Azurite Mine, the higher the chance of encountering a Delve Boss.
  • Explore Thoroughly: Uncover as much of the mine network as possible to increase your odds of finding hidden boss rooms.
  • Look for Biomes: Certain biomes within the Azurite Mine have a higher chance of containing boss encounters. Keep an eye out for these specific areas as you delve.

List of PoE Sulphite Scarabs

NameDescriptionLimit
Sulphite Scarab
  • Area contains Niko
Limit: 1
Sulphite Scarab of Greed
  • Map owner gains 150% more Sulphite
Limit: 1
Sulphite Scarab of Fumes
  • Sulphite found in Map Area releases Enraging Fumes
  • Monsters affected by Enraging Fumes have 500% increased Item Quantity
  • Sulphite in your maps is guarded by Monsters from the Azurite Mine
Limit: 1

Delve Atlas Passive Tree

Count Name Category Description
6 Delve Sulphite Quantity Normal
  • Voltaxic Sulphite Veins and Chests in your Maps contain 3% increased Sulphite
1 Mining Byproducts Notable
  • Sulphite Veins and Chests in your Maps have 10% chance to also contain an equal amount of Azurite

Delve Atlas Passive Tree

Count Name Category Description
10 Delve Mission Chance Normal
  • Your Maps have +10% chance to contain Niko
1 Frantic Mining Notable
  • Your Maps have +20% chance to contain Niko

Delve Atlas Passive Tree

Count Name Category Description
1 Sulphite Infusion Notable
  • Your White Tier Maps grant 200 additional Voltaxic Sulphite on Completion
  • Your Yellow Tier Maps grant 350 additional Voltaxic Sulphite on Completion
  • Your Red Tier Maps grant 500 additional Voltaxic Sulphite on Completion

Delve Atlas Passive Tree

Count Name Category Description
1 Guarded Hoards Notable
  • Voltaxic Sulphite Veins and Chests in your Maps have 5% chance to contain double Sulphite
  • Voltaxic Sulphite Veins and Chests in your Maps are guarded by Sulphite-hoarding Monsters
1 Packed with Energy Notable
  • You gain +1% to all maximum Elemental Resistances for each Voltaxic Sulphite Vein or Chest found in your Maps
  • You gain 35% increased Damage for each Voltaxic Sulphite Vein or Chest found in your Maps
  • You gain 15% increased Movement Speed for each Voltaxic Sulphite Vein or Chest found in your Maps

  • Reminder Text:

  • (Maximum Resistances cannot be raised above 90%)

Delve Atlas Passive Tree

Count Name Category Description
1 The Price of Progress Notable
  • Voltaxic Sulphite Veins and Chests found in your Maps contains Doomed Spirits

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2. Ahuatotli, the Blind

Ahuatotli, the Blind is a boss that can only appear inside  The Grand Architect’s Temple nodes within the Vaal Outpost biome, inside The Azurite Mine in Delve.

Ahuatotli, the Blind

2.1 Arena

The arena for the fight is called The Grand Architect’s Temple. The arena is X-shaped, with the outer areas darkened. The outer areas contain four Beam Pyramids which create beams that spin, dealing physical damage and applying bleeding. Each of the pyramids can be disabled by stepping on a pressure plate behind it.

2.2 Skills

Ahuatotli, the Blind has several different skills, focused solely on physical damage.

  • Basic Attack – Winds up and shoots a blast that strikes a small area, dealing physical damage.
  • Blood Explosion – Winds up, and creates a circle that deals physical damage over time when stepped on. Lasts 5 seconds.
  • Spirit bomb – Creates a large blob that explodes shortly after, dealing physical damage.
  • Fire Blood Meteors – Spawns 20 blobs around the arena, which strike the ground shortly after.
  • Fire Blood Meteors – Ahuatotli levitates and fires a barrage of physical damage projectiles aimed at the ground.
  • Expanding Ring – Only used after Ahuatotli is below 50% health. After a wind-up signal, creates an expanding nova that deals heavy physical damage and spans the entire lit section of the arena.

At 50% health, Ahuatotli darkens the arena and becomes invulnerable. Vaal monsters spawn from 4 directions and small circles of light appear and disappear during the phase.

3. Kurgal, the Blackblooded

It is a Delve boss. Location: It can only appear inside The Lich's Tomb The Lich’s Tomb nodes within the Abyssal City biome, inside The Azurite Mine in Delve, at a depth of 110 or greater.

The encounter with Kurgal, the Blackblooded has two distinct phases, with an add phase during the initial phase.

The boss room is known as Abyssal Sanctum. From the boss room, the exit portal leads to “Abyssal Span”.

Kurgal, the Blackblooded

3.1 Arena

The arena for the fight is called Abyssal Sanctum. The arena is comprised of two circles, with four low walls around the first circle and wide passages between them at 45 degree angles.

3.2 Skills

Kurgal, the Blackblooded has several different skills, focused primarily on physical damage, with some skills having 15-20% chaos conversion and 80% lightning conversion.

  • Basic Attack – Shoots arrows and wand projectiles.
  • Reflecting Beam – Casts a beam that deals 2841 physical damage per second to an area on the ground near the player, the area follows the player as they move around the arena and this lasts for up to 15 seconds. Players have between 0.2 and 0.45 seconds to avoid being hit by the initial spell.
  • Firestorm Firestorm – Occasionally casts a medium sized firestorm that will land in the outer part of the arena, dealing physical and chaos damage over 6 seconds, every 0.2 seconds.
  • Chest Pulse – Casts a single laser pulse dealing physical damage, facing the direction of the player at the time of casting with a distance equal to the radius of the arena.
  • Ground Laser – 20 ground lasers are distributed evenly at two radii in the arena, in the first phase they occasionally begin connecting diagonally in the outer region of the arena with damaging beams dealing physical damage. In the second phase they occasionally spin slowly in groups dealing physical and chaos damage.
  • Transition Beam – Kurgal spreads his arms 180 degrees apart and launches two beams that close inwards towards his direction of facing leaving 20 degrees whereupon the spell finishes. This deals high physical damage with 15% converted to chaos.

3.3 The Fight

Approaching Kurgal initiates the fight.

During the first phase Kurgal will slowly and continually summon pillars surrounded by three glowing green circles. The pillars can appear in one of four preset locations nearest the player at the time and near the passages between the inner and outer circles. These pillars block player movement. It can detonate these pillars when between 1 and 4 are active given that the zone is not in darkness or in phase two. The area very near these glowing circles deals a large amount of damage to the player and any of these pillars that are nearby the player will explode simultaneously. Most often, all of the pillars will explode.

Occasionally it also places a small totem which erupts after a short duration to deal a small amount of damage, near the player.

Around the arena are 20 evenly-spaced totems, 8 are placed in the first radius and 12 are placed in the second radius – around the perimeter of the arena. During the first phase these connect in a triangular or diagonal pattern dealing minor physical damage to the player if they cross the beam.

When the boss reaches 50% of its initial health, it will become invulnerable, untargetable and begin to spawn abyssal montsers. These deal a small amount of damage and grant flask charges.

In the second half of the first phase, the fight resumes as before.

When the boss reaches low health, it begins its empowered phase.

During the second phase, the 20 totems begin to activate in groups spinning and dealing physical and chaos damage with a short laser beam.

It also launches projectiles frequently at the player which deal up to 8986 damage, 80% being lightning, and 20% being chaos.

It will also cast two spells at set intervals, either the Chest Pulse or Transition Beam, both of which are deadly but avoidable.

4. Aul, the Crystal King

Aul, the Crystal King is a boss that can only appear inside  The Crystal King’s Throne nodes within the Primeval Ruins biome, inside The Azurite Mine in Delve, at a depth of 171 or beyond.

Aul, the Crystal King

Solo Delve Depth 1000

Reaching depth level 1000 is much harder than t16 maps because monster life and damage start to scale up massively. Don't worry though it won't be dangerous as long as you don't delve into deadly modifiers such as elemental penetration, more than two damage mods, and a chance to steal charges if your build relies on charges like a Righteous Fire Build.

The best way to survive deep delves is to bring a couple of resist flasks depending on the delve modifiers, and a poison removes flask in case of the "poison on hit" mod. Also, you can party up with end-game build players to help get past hard modifier delves.

PoE Delve Changes 3.16

Make Delve difficulty and rewards scale much more quickly with Depth. Grant high level players immediate access to harder Delve content. Make a number of changes to the rewards, difficulty and monster mechanics of Delve content to make it more challenging and rewarding.

# Delve Changes
1 The difficulty of Delve encounters now scales much faster. The difficulty of encounters at depth 500 is now roughly equivalent to the previous difficulty of depth 1,000 encounters. Depth 1,500 encounters are now roughly equivalent to the previous difficulty of depth 6,000 encounters.
2 The availability of rewards from Delve also now scales much faster, with the intention that progressing deeper into the Azurite Mine is more rewarding than equivalent depths previously were. For example, depth 500 is now more rewarding than depth 1,000 was previously.
3 As a result of these changes, the Azurite Mine has been reset in Permanent Leagues. Niko has drilled a mineshaft to the deepest level Delve encounter previously completed in that league to pick up where you left off. This change does not affect gathered Azurite or Sulphite, or upgrades you have purchased at the Voltaxic Generator.
4 Previously-acquired Delve depth and solo depth has been wiped from the Permanent League ladders. To get back on the ladder, just keep playing Delve from whatever level you can handle.
5 City Biomes in the Azurite Mine are now more common and can appear in earlier depths, but are now smaller on average.
6 City Biomes can no longer spawn without Delve nodes.
7 We've also introduced new Delve Biome modifiers, and allowed Delve Biome modifiers to spawn below depth 6,000.
8 The Area Level of the Azurite Mine now scales slightly faster, reaching Area Level 83 at depth 145 (previously depth 171).
9 Niko’s mineshaft can now drill deeper into the Azurite Mine, up to depth 101 by Character Level 90.
10 Delve encounters now contain fewer chests, though each chest is now more likely to drop interesting rewards.
11 Fossils and Resonators are now more commonly found within Delve, and less commonly found from other sources.
12 Increased the base Sulphite Capacity to 1,200 (previously 600), scaling up to 6,400 Capacity after six upgrades (unchanged).
13 Alchemical Resonators are no longer purchasable from Niko, and can no longer be obtained from chests or any other sources. Existing Alchemical Resonators will still function as usual.
14 Bloodstained Fossils now Corrupt an Item, granting them a Corrupted Implicit Modifier (previously granted a Vaal Modifier).
15 Enchanted Fossils have been renamed to Deft Fossils, which now grant more Critical Modifiers, and no Attribute Modifiers (previously granted a Labyrinth Enchantment).
16 Encrusted Fossils have been renamed to Fundamental Fossils, which now grant more Attribute Modifiers, and no Critical Modifiers (previously granted more Sockets, with the possibility of White Sockets).
17 Tangled Fossils now makes a random Modifier type much more likely, and prevents another random modifier type (previously granted any Fossil modifiers). The effects are fully revealed once a Resonator is fully Socketed.
18The damage dealt by the Darkness based on player Life and Energy Shield has been roughly halved. The flat damage per Darkness stack now scales with depth, up to a cap at around depth 1,000. For an example of the impact this has, a character with 6,000 Life would take less damage from the Darkness than previously at depths below about 500, and take approximately 50% more damage from the Darkness at depth 1,000 and greater. A character with extremely low amounts of Life could take as much as ten times the Darkness damage it previously did at depth 1,000.
19Turong's mega Fireball skill now deals ~35% more damage.
20Cavestalkers can now cast Spark Novas.
21Introduced a new type of Spider enemy that drops from the ceiling and uses Flicker Strike
22Mother Spiders now summon more Spider packs.
23Monsters in Darkness now attack players from 50 units away (previously 20).
24Ice Golems found in Frozen Hollow Biomes can now cast Ice Storm.
25Hellions that drop Burning Ground on death can now be found in Magma Fissure Biomes.
26Monster sounds and animations have been improved for many Delve monsters, to match the ongoing Act Monster improvements.

Unfathomable Darkness

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