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 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 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 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:
Here are some tips for finding Delve Bosses:
Name | Description | Limit |
---|---|---|
Sulphite Scarab |
|
Limit: 1 |
Sulphite Scarab of Greed |
|
Limit: 1 |
Sulphite Scarab of Fumes |
|
Limit: 1 |
Count | Name | Category | Description |
---|---|---|---|
6 | Delve Sulphite Quantity | Normal |
|
1 | Mining Byproducts | Notable |
|
Count | Name | Category | Description |
---|---|---|---|
10 | Delve Mission Chance | Normal |
|
1 | Frantic Mining | Notable |
|
Count | Name | Category | Description |
---|---|---|---|
1 | Sulphite Infusion | Notable |
|
Count | Name | Category | Description |
---|---|---|---|
1 | Guarded Hoards | Notable |
|
1 | Packed with Energy | Notable |
Reminder Text: |
Count | Name | Category | Description |
---|---|---|---|
1 | The Price of Progress | Notable |
|
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.
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.
Ahuatotli, the Blind has several different skills, focused solely on physical damage.
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.
It is a Delve boss. Location: It can only appear inside 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”.
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.
Kurgal, the Blackblooded has several different skills, focused primarily on physical damage, with some skills having 15-20% chaos conversion and 80% lightning conversion.
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.
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.
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.
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. |
18 | The 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. |
19 | Turong's mega Fireball skill now deals ~35% more damage. |
20 | Cavestalkers can now cast Spark Novas. |
21 | Introduced a new type of Spider enemy that drops from the ceiling and uses Flicker Strike |
22 | Mother Spiders now summon more Spider packs. |
23 | Monsters in Darkness now attack players from 50 units away (previously 20). |
24 | Ice Golems found in Frozen Hollow Biomes can now cast Ice Storm. |
25 | Hellions that drop Burning Ground on death can now be found in Magma Fissure Biomes. |
26 | Monster sounds and animations have been improved for many Delve monsters, to match the ongoing Act Monster improvements. |
Complete each of the following Delve encounters.