Count | Name | Category | Description |
---|---|---|---|
1 | Heart of the Grove | Notable |
|
6 | Harvest Chance | Normal |
|
Completing the Heart of the Grove Harvest encounter for the first time now unlocks 5 extra Horticrafting Station crafting slots for those in the area at both the start and end of the fight, instead of just the instance owner. (3.15.1 Patch Notes)
Sacred Blossom is a Map Fragment. It is for the harvest “Heart of the Grove” encounter, which can randomly drop from tier 4 harvest bosses.
Open a portal to the Sacred Grove by using this item in a personal Map Device. Can only be used once.
The Heart of the Grove encounter is now a map fragment( Sacred Blossom) that sometimes drops from Tier 4 Harvest bosses, instead of randomly appearing in place of a normal Harvest grove. This allows you to trade the encounter if you don’t feel up to it, and it means that finding The Heart of the Grove when you are in a map with difficult mods doesn’t lead to an impossible encounter.
Tier | Item | Lvl |
---|---|---|
4 | Ersi, Mother of Thorns #15 |
75 |
4 | Namharim, Born of Night #31 |
100 |
4 | Janaar, the Omen #47 |
80 |
During Harvest league, the player witnessed the NPC Oshabi turns into the Heart of the Grove after harvesting a T4 seed. The heart has a counter to indicate that how many harvest is needed to trigger the boss fight. This mechanic then removed.
Since version 3.13.0, the player still witnessed Oshabi turns into the Heart of the Grove, but the actual boss fight was spawned by random. Since version 3.14.0, the boss fight is triggered by the player using the map fragments dropped by T4 harvest monster: Ersi, Mother of Thorns; Janaar, the Omen or Namharim, Born of Night.
# | Description | Cost |
---|---|---|
1 | Reforge a Rare item with random modifiers, including a Fire modifier | Wild Crystallised Lifeforce x50 |
2 | Reforge a Rare item with random modifiers, including a Cold modifier | Vivid Crystallised Lifeforce x50 |
3 | Reforge a Rare item with random modifiers, including a Lightning modifier | Primal Crystallised Lifeforce x50 |
4 | Reforge a Rare item with random modifiers, including a Physical modifier | Vivid Crystallised Lifeforce x50 |
5 | Reforge a Rare item with random modifiers, including a Life modifier | Wild Crystallised Lifeforce x75 |
6 | Reforge a Rare item with random modifiers, including a Defence modifier | Primal Crystallised Lifeforce x75 |
7 | Reforge a Rare item with random modifiers, including a Chaos modifier | Vivid Crystallised Lifeforce x100 |
8 | Reforge a Rare item with random modifiers, including an Attack modifier | Wild Crystallised Lifeforce x75 |
9 | Reforge a Rare item with random modifiers, including a Caster modifier | Primal Crystallised Lifeforce x75 |
10 | Reforge a Rare item with random modifiers, including a Speed modifier | Vivid Crystallised Lifeforce x150 |
11 | Reforge a Rare item with random modifiers, including a Critical modifier | Primal Crystallised Lifeforce x150 |
12 | Reforge a Rare item, being more likely to receive the same modifier types | Wild Crystallised Lifeforce x200 |
13 | Reforge a Rare item, being less likely to receive the same modifier types | Wild Crystallised Lifeforce x200 |
14 | Sacrifice a Corrupted Map. Create a new Corrupted Map of the same tier and rarity. | Wild Crystallised Lifeforce x200 |
15 | Change a stack of Fossils into a different type of Fossil. The new Fossil type may have a smaller stack size. Cost is proportional to stack size. | Wild Crystallised Lifeforce x30 |
16 | Change a stack of Oils into a different colour of Oil. Cost is proportional to stack size. | Vivid Crystallised Lifeforce x30 |
17 | Change a stack of Catalysts into a different type of Catalyst. Cost is proportional to stack size. | Vivid Crystallised Lifeforce x30 |
18 | Change a stack of Essences into a different type of the same tier. Cost is proportional to stack size. | Primal Crystallised Lifeforce x30 |
19 | Change a stack of Timeless Splinters or a Timeless Emblem into Splinters or an Emblem of another type. Cost is proportional to stack size. | Primal Crystallised Lifeforce x4 |
20 | Change a stack of Breach Splinters or a normal, Charged, Enriched or Pure Breachstone into Splinters or a Breachstone of another type. Cost is proportional to stack size. | Wild Crystallised Lifeforce x4 |
21 | Change a stack of Scarabs to a different type of the same rarity. Cost is proportional to stack size. | Wild Crystallised Lifeforce x30 |
22 | Change a stack of Delirium Orbs into a different type of Delirium Orb. Cost is proportional to stack size. | Primal Crystallised Lifeforce x30 |
23 | Change a Divination Card into another random Divination Card | Vivid Crystallised Lifeforce x75 |
24 | Change a modifier that grants Cold Resistance into a similar-tier modifier that grants Fire Resistance | Wild Crystallised Lifeforce x500 |
25 | Change a modifier that grants Lightning Resistance into a similar-tier modifier that grants Fire Resistance | Wild Crystallised Lifeforce x500 |
26 | Change a modifier that grants Fire Resistance into a similar-tier modifier that grants Cold Resistance | Vivid Crystallised Lifeforce x500 |
27 | Change a modifier that grants Lightning Resistance into a similar-tier modifier that grants Cold Resistance | Vivid Crystallised Lifeforce x500 |
28 | Change a modifier that grants Fire Resistance into a similar-tier modifier that grants Lightning Resistance | Primal Crystallised Lifeforce x500 |
29 | Change a modifier that grants Cold Resistance into a similar-tier modifier that grants Lightning Resistance | Primal Crystallised Lifeforce x500 |
30 | Enchant a Flask with a modifier that grants increased Duration. The magnitude of this effect decreases with each use | Wild Crystallised Lifeforce x800 |
31 | Enchant a Flask with a modifier that grants increased Maximum Charges. The magnitude of this effect decreases with each use | Wild Crystallised Lifeforce x800 |
32 | Enchant a Flask with a modifier that grants increased Effect. The magnitude of this effect decreases with each use | Vivid Crystallised Lifeforce x800 |
33 | Enchant a Flask with a modifier that grants reduced Charges used. The magnitude of this effect decreases with each use | Primal Crystallised Lifeforce x800 |
34 | Change a stack of Shaper Fragments into other random Shaper Fragments. Cost is proportional to stack size. | Wild Crystallised Lifeforce x500 |
35 | Change a stack of Elder Fragments into other random Elder Fragments. Cost is proportional to stack size. | Primal Crystallised Lifeforce x500 |
36 | Change a stack of Conqueror Fragments into other random Conqueror Fragments. Cost is proportional to stack size. | Vivid Crystallised Lifeforce x500 |
37 | Change a stack of Sacrifice or Mortal Fragments into other random Fragments of that type. Cost is proportional to stack size. | Primal Crystallised Lifeforce x500 |
38 | Sacrifice up to half a stack of Divination Cards to receive between 0 and twice that amount of the same Card | Vivid Crystallised Lifeforce x1500 |
39 | Enchant a non-Unique Map with Map doesn't consume Sextant charges | Vivid Crystallised Lifeforce x2500 |
40 | Sacrifice a Corrupted Gem to gain 50% of the gem's total experience stored as a Facetor's Lens | Vivid Crystallised Lifeforce x4000 |
41 | Randomise the Influence types on an Influenced Normal, Magic or Rare Item, as well as reforging the item with new random modifiers | Primal Crystallised Lifeforce x1000 |
42 | Enchant a Body Armour. Quality does not increase its Defences, grants +1 Maximum Life per 2% quality | Wild Crystallised Lifeforce x3250 |
43 | Enchant a Body Armour. Quality does not increase its Defences, grants +1 Maximum Mana per 2% quality | Primal Crystallised Lifeforce x3250 |
44 | Enchant a Body Armour. Quality does not increase its Defences, grants +1 Strength per 2% quality | Wild Crystallised Lifeforce x3250 |
45 | Enchant a Body Armour. Quality does not increase its Defences, grants +1 Dexterity per 2% quality | Vivid Crystallised Lifeforce x3250 |
46 | Enchant a Body Armour. Quality does not increase its Defences, grants +1 Intelligence per 2% quality | Primal Crystallised Lifeforce x3250 |
47 | Enchant a Body Armour. Quality does not increase its Defences, grants +1% to Fire Resistance per 2% quality | Wild Crystallised Lifeforce x3250 |
48 | Enchant a Body Armour. Quality does not increase its Defences, grants +1% to Cold Resistance per 2% quality | Vivid Crystallised Lifeforce x3250 |
49 | Enchant a Body Armour. Quality does not increase its Defences, grants +1% to Lightning Resistance per 2% quality | Primal Crystallised Lifeforce x3250 |
50 | Enchant a Melee Weapon. Quality does not increase its Physical Damage, has +1 Weapon Range per 10% Quality | Wild Crystallised Lifeforce x5000 |
51 | Enchant a Weapon. Quality does not increase its Physical Damage, grants 1% increased Area of Effect per 4% Quality | Wild Crystallised Lifeforce x5000 |
52 | Enchant a Weapon. Quality does not increase its Physical Damage, grants 1% increased Accuracy per 2% Quality | Vivid Crystallised Lifeforce x5000 |
53 | Enchant a Weapon. Quality does not increase its Physical Damage, has 1% increased Attack Speed per 8% Quality | Vivid Crystallised Lifeforce x5000 |
54 | Enchant a Weapon. Quality does not increase its Physical Damage, has 1% increased Critical Strike Chance per 4% Quality | Primal Crystallised Lifeforce x5000 |
55 | Enchant a Weapon. Quality does not increase its Physical Damage, grants 1% increased Elemental Damage per 2% Quality | Primal Crystallised Lifeforce x5000 |
56 | Reforge the colour of a random socket on an item, turning it White | Wild Crystallised Lifeforce x12500 Sacred Crystallised Lifeforce x1 |
57 | Add a new Fire modifier and remove another random modifier from a non-Influenced item | Wild Crystallised Lifeforce x15000 Sacred Crystallised Lifeforce x1 |
58 | Add a new Cold modifier and remove another random modifier from a non-Influenced item | Vivid Crystallised Lifeforce x15000 Sacred Crystallised Lifeforce x1 |
59 | Add a new Lightning modifier and remove another random modifier from a non-Influenced item | Primal Crystallised Lifeforce x15000 Sacred Crystallised Lifeforce x1 |
60 | Add a new Physical modifier and remove another random modifier from a non-Influenced item | Vivid Crystallised Lifeforce x15000 Sacred Crystallised Lifeforce x1 |
61 | Add a new Life modifier and remove another random modifier from a non-Influenced item | Wild Crystallised Lifeforce x17500 Sacred Crystallised Lifeforce x1 |
62 | Add a new Defence modifier and remove another random modifier from a non-Influenced item | Primal Crystallised Lifeforce x17500 Sacred Crystallised Lifeforce x1 |
63 | Add a new Chaos modifier and remove another random modifier from a non-Influenced item | Vivid Crystallised Lifeforce x17500 Sacred Crystallised Lifeforce x1 |
64 | Add a new Attack modifier and remove another random modifier from a non-Influenced item | Wild Crystallised Lifeforce x17500 Sacred Crystallised Lifeforce x1 |
65 | Add a new Caster modifier and remove another random modifier from a non-Influenced item | Primal Crystallised Lifeforce x17500 Sacred Crystallised Lifeforce x1 |
66 | Add a new Speed modifier and remove another random modifier from a non-Influenced item | Vivid Crystallised Lifeforce x20000 Sacred Crystallised Lifeforce x1 |
67 | Add a new Critical modifier and remove another random modifier from a non-Influenced item | Primal Crystallised Lifeforce x20000 Sacred Crystallised Lifeforce x1 |
68 | Fracture a random modifier on an item with at least 4 modifiers, locking it in place. This can't be used on Influenced, Synthesised, or Fractured items | Wild Crystallised Lifeforce x10000 Sacred Crystallised Lifeforce x1 |
69 | Synthesise an item, giving random Synthesised implicits. Cannot be used on Unique, Influenced, Synthesised or Fractured items | Vivid Crystallised Lifeforce x5000 Sacred Crystallised Lifeforce x1 |
70 | Reforge an Influenced Rare item with random modifiers, including a Influence modifier | Primal Crystallised Lifeforce x5000 Sacred Crystallised Lifeforce x1 |
Count | Name | Category | Description |
---|---|---|---|
7 | Additional Lifeforce from Harvest | Normal |
|
1 | Bountiful Harvest | Notable |
|
1 | Bumper Crop | Notable |
|
Count | Name | Category | Description |
---|---|---|---|
1 | Call of the Grove | Notable |
|
After PoE version 3.11.1: the Heart of the Grove monsters and bosses now have a chance based on their rarity, with higher-tier seeds having a higher chance, to drop a new plantable "seed". This can be placed in the Sacred Grove and will affect planted seeds around it, granting nearby seeds additional properties on being Harvested.
Seed Enhancer Name | Effect |
---|---|
Fortune Bud | Seeds in radius give the rarest of 2 chosen Crafting Options when Harvested |
Fortune Flower | Seeds in radius give the rarest of 3 chosen Crafting Options when Harvested |
Fortune Blossom | Seeds in radius give the rarest of 4 chosen Crafting Options when Harvested |
Lifeforce Bud | Seeds in radius produce 100% more Lifeforce when Harvested |
Lifeforce Flower | Seeds in radius produce 150% more Lifeforce when Harvested |
Lifeforce Blossom | Seeds in radius produce 200% more Lifeforce when Harvested |
Horticrafting Bud | Seeds in radius have 20% chance to generate additional Crafting Options when Harvested |
Horticrafting Flower | Seeds in radius have 30% chance to generate additional Crafting Options when Harvested |
Horticrafting Blossom | Seeds in radius have 40% chance to generate additional Crafting Options when Harvested |
It requires 100 cycles to grow, and must be done in maps of zone level 78 or higher.
Oshabi, Avatar of the Grove is the boss of Heart of the Grove. Once it finishes growing, you can fight her.
The drop table has been changed since its original encounter in Harvest League, now that you can no longer obtain Seed Enhancers.
As of now, the loot table consists of one Harvest-exclusive unique:
and a random combination of:
encounters started | 94,000 |
---|---|
encounters completed | 84,379 |
According to the GGG's statistics, fighting Avatar of the Grove is not difficult. As you can see, just shy of 90% of encounters that were started were successfully completed; a fairly high success rate for a new boss. There's no question that this boss was considered to be on the easier side among endgame bosses, and the statistics seem to agree with that sentiment.