Harvest Changes - Path of Exile

3.19.1 Patch Notes

  • Lowered the number of Rare and Magic monsters spawned during Harvest Boss encounters.
  • The Horticrafting Station now displays how much Lifeforce of each type you have available.

3.19.0e Patch Notes

The Harvest craft that fractures a random modifier on an item with at least 5 modifiers can now be used on an item with at least 4 modifiers.

Fixed an issue where the "Reforge a Rare item, being more/less likely to receive the same modifier" Harvest crafts had their descriptions backwards. We have also increased the more/less likely chances of these two crafting outcomes, as they were lower than we intended them to be.

Rebalanced the Lifeforce cost of various Harvest crafting options:

  • Crafts that reforge a Rare item with random modifiers, including an Attack or Caster modifier now have a cost of 75 (previously 125).
  • Sacrificing a Corrupted Map to create a new Corrupted Map of the same tier and rarity now has a cost of 200 (previously 400).
  • Change a Divination Card into another random Divination Card now has a cost of 75 (previously 1000).
  • Crafts that change a modifier that grants Cold/Fire/Lightning Resistance into a similar-tier modifier that grants Cold/Fire/Lightning Resistance now have a cost of 500 (previously 800).
  • Crafts that change a Shaper/Elder/Conqueror/Sacrifice/Mortal Fragment into another random Fragment of the same type now has a cost of 500 (previously 1000).
  • Enchant a non-Unique Map with "Map doesn't consume Sextant charges" now has a cost of 2500 (previously 5000).
  • Sacrifice a Corrupted Gem to gain 50% of the gem's total experience stored as a Facetor's Lens now has a cost of 4000 (previously 10000).
  • Randomise the Influence types on an Influenced Normal, Magic or Rare Item, as well as reforging the item with new random modifiers now has a cost of 1000 (previously 10000).
  • Crafts that Enchant a Body Armour, causing quality to provide other bonuses instead of increasing Defences, now has a cost of 3250 (previously 12000).
  • Crafts that Enchant a Weapon, causing quality to provide other bonuses instead of increasing Physical Damage, now has a cost of 5000 (previously 15000).
  • Reforge the colour of a random socket on an item, turning it White now has a cost of 12500 (previously 20000).
  • Crafts that add a new Fire/Cold/Lightning/Physical modifier and remove another random modifier from a non-Influenced item now have a cost of 15000 (previously 25000).
  • Crafts that add a new Life/Defence/Chaos/Attack/Caster modifier and remove another random modifier from a non-Influenced item now have a cost of 17500 (previously 30000).
  • Crafts that add a new Speed/Critical modifier and remove another random modifier from a non-Influenced item now have a cost of 20000 (previously 35000).
  • Fracture a random modifier on an item with at least 4 modifiers, locking it in place now has a cost of 10000 (previously 50000).
  • Synthesise an item, giving random Synthesised implicits now has a cost of 5000 (previously 50000).
  • Reforge an Influenced Rare item with random modifiers, including a Influence modifier now has a cost of 5000 (previously 50000).
  • Reforge a Rare item, being more likely to receive the same modifier types now has a cost of 200 (previously 300).
  • Reforge a Rare item, being less likely to receive the same modifier types now has a cost of 200 (previously 300).
  • Change a stack of Fossils into a different type of Fossil now has a cost of 30 (previously 100).
  • Change a stack of Oils into a different colour of Oil now has a cost of 30 (previously 100).
  • Change a stack of Catalysts into a different type of Catalyst now has a cost of 30 (previously 100).
  • Change a stack of Essences into a different type of the same tier now has a cost of 30 (previously 100).
  • Change a stack of Timeless Splinters or a Timeless Emblem into Splinters or an Emblem of another type now has a cost of 4 (previously 20).
  • Change a stack of Breach Splinters or a normal, Enriched or Pure Breachstone into Splinters or a Breachstone of another type now has a cost of 4 (previously 20).
  • Change a stack of Scarabs to a different type of the same rarity now has a cost of 30 (previously 300).
  • Change a stack of Delirium Orbs into a different type of Delirium Orb now has a cost of 30 (previously 300).

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Harvest Changes 3.19.0d Patch Notes

  • Reduced the life of Primal Blisterlord by 23%, Primal Crushclaw by 15%, and Vivid Devourer by 15%, in order to bring them more in line with other Harvest monsters.
  • Reduced the life of all other Harvest monsters, bringing the Harvest monster life more in line with monsters found in other league content.
  • These changes do not affect the Spectred versions of these monsters.

Harvest Changes 3.19

Rather than being presented with a selection of crafting options that must be used immediately, you now receive itemised, tradeable lifeforce of the appropriate colour. This lifeforce can be used later, in your own time, at the horticrafting bench in your hideout. Its crafting options are now priced in terms of this itemised lifeforce currency.

Tier 4 bosses are now encountered much more frequently and can drop a key to fight Oshabi. She yields special lifeforce that can be used for a specific set of crafts.

We have rebalanced all Harvest crafts for the new system and have removed a bunch of filler crafts and some ones with deterministic outcomes that were incredibly RNG-gated before. Some crafts that provided access to exclusive content, like the special Offerings to the Goddess, have been removed because these items can now be found in more appropriate locations elsewhere in the game.

The result of these changes is that when you complete a harvest, you aren't presented with 30 crafts which must be either used immediately or unsafely traded to some player you've found on a community discord server. It also means that every bit of lifeforce you receive is going towards a craft that you actually want to use on one of your items, when you're ready to use it. Your interaction with the sacred grove is now far simpler as well. Just enter, pick your plots, defeat the monsters and get on with your mapping.

Like with Archnemesis and Beyond, we have also addressed the monster composition of Harvest's fights, so that it doesn't contain too many rare monster mods and so that it is of appropriate difficulty for its rewards. In addition, the rewards for Harvest now scale with map quantity and pack size, incentivising you to juice your maps. Previously the crafts you received were not scaled up at all if you played a harder map.

  • Harvest monsters are no longer associated with specific crafting options and do not grant uses of crafting options on death. Instead, monsters defeated now drop a stack of lifeforce.
  • Lifeforce are tradable currency items which come in three types, Primal, Wild and Vivid, matching the three types of Harvest monster. Slots for these items have been added to the Currency Stash Tab.
  • Lifeforce can be used at the Horticrafting Station, which has been reworked, in your hideout. Instead of functioning as a way to store crafts for later use, the Horticrafting Station is now similar to the Crafting Bench, providing a list of every Harvest crafting option to choose from.
  • Each craft costs a certain amount of lifeforce to use. They can be used as many times as you like, as long as you have the necessary lifeforce.
  • Harvest Bosses, including Oshabi, Avatar of the Grove, are now encountered more frequently.
  • Oshabi, Avatar of the Grove, no longer drops Infused Beachheads, Dedication, Gift and Tribute to the Goddess, Lures, Infused Engineer's Orbs, or Facetor's Lenses. She now has a chance to drop Crystallised Lifeforce, which can be used for a specific set of crafting options.
  • The Harvest crafting options have been overhauled. Many have been rebalanced and tweaked, while others have been removed or found new homes.
  • Harvest crafting options currently stored in Horticrafting Stations will be deleted upon the release of 3.19.0. Use them before you lose them!
  • Dedication, Gift and Tribute to the Goddess now have a chance to drop from reward chests at the end of the Eternal Labyrinth.
  • Infused Beachhead Unique Maps now have a chance to drop from the Tier 15 The Beachhead Unique Map Boss encounter.
  • Lures and Infused Engineer's Orbs can no longer be obtained.
  • The Bumper Crop Notable Atlas Passive no longer grants "The Sacred Grove in your Maps contains an additional Harvest". Instead, it now grants "The Sacred Grove in your Maps has 50% chance to contain an additional Harvest".
  • The Heart of the Grove Notable Atlas Passive no longer grants "Harvest Bosses in your Maps always drop a Sacred Blossom". Instead, it now grants "Harvest Crops in your maps have 60% increased chance to contain a Tier 4 Plant".
  • The Bountiful Harvest Notable Atlass Passive now grants Harvested Plants in your Maps have 10% chance to spawn an additional Monster (previously 50%).
  • The small Harvest Atlas Passives that granted "Plants Harvested in your Maps have 3% chance to give an additional Crafting option" now provide "Harvest Monsters in your Maps drop 3% increased quantity of Lifeforce".
  • The Harvest Sextant modifiers that granted "Plants Harvested in your Maps are more likely to give less common Crafting Options" has been replaced with a modifier that causes Lifeforce dropped by Harvest Monsters in your Maps to be duplicated.
  • Leo's Betrayal Research Safehouse crafting bench rewards have been replaced. They no longer Randomise the numeric values of the Implicit Modifiers of an item, randomise the numeric values of the Random Modifiers of an item, or Augment a Rare item with a new Random Modifier. Instead, they now Reforge the colours of, number of, or links between sockets on an item 50 times, using the outcome with the greatest number of less-common socket colours, sockets, or linked sockets respectively.

Players have commented that the quantity of Lifeforce (the new harvest crafting currency) yielded by Sacred Grove encounters is too low relative to how much the craft cost.

Harvest yield currently scales up (to around ten times higher) by the time you're in high maps with atlas tree specialisation, rewarding you for running higher maps, rolling your maps well and specialising in Harvest.

We will rebalance the Lifeforce yield at lower map tiers so that the league is more rewarding early on, without affecting its yield at higher tiers.

Players also notice that occasionally a Harvest encounter can now result in no Lifeforce dropping. This was because, in an effort to reduce the number of clicks after an encounter, the Lifeforce from beasts below Tier 3 had a non-guaranteed chance to drop (but was larger on average than it otherwise would be). This meant that you could occasionally get unlucky and receive none for an encounter. We are raising the chance of Lifeforce dropping so that it's less likely to receive none at all, while striving not to increase the average number of clicks needed by too much.

User Interface Changes 3.15

  • Added a warning for when you try to replace an existing enchantment with another through specific Harvest crafting options.

Harvest Changes 3.14

  • Unfortunately the version of Harvest that was active during the Ritual league was far too rewarding. Various adjustments have been made to Harvest crafting, and the chance to encounter a portal to The Sacred Grove has been increased. It has published a development manifesto that goes into more detail about the changes and the reasoning behind them.
  • Increased the chance for Map Areas to contain The Sacred Grove by 60%. The chance to encounter a Zana mission requiring you to complete a Harvest encounter has also been increased by the same amount.
  • The Sacred Grove now contains a minimum of three pairs of plots that can be harvested from.
  • The Heart of the Grove encounter will no longer appear in place of a normal Harvest encounter. Instead, it can now be accessed through a Sacred Blossom map fragment that sometimes drops from Tier 4 Harvest bosses.
  • Completing the Heart of the Grove encounter for the first time now unlocks 5 extra Horticrafting Station crafting slots, allowing you to store up to a maximum of 15 crafting options.
  • Crafts are no longer guaranteed from seeds. Now, seeds of Tiers 1, 2 and 3 each have a chance to provide a craft, with Tier 4 seeds still guaranteeing a craft. Please note that the number of Tier 2 and 3 seeds encountered in Harvest Plots has remained unchanged, so the encounters will remain as challenging as they were before.
  • Some crafts that had overly-deterministic behaviour have been removed. These include most Annulment-type crafts (crafts that removed a modifier of a specific type), and all type-specific Divine crafts (crafts that rerolled the value of specific modifiers).
  • Type-specific Exalted crafts (crafts that augmented modifiers of specific types to items) can now only be applied to non-influenced items. This does not apply to the existing modifier which applies an Influenced modifier to an already Influenced item.
  • Crafts that added random Atlas Influences to certain types of non-Influenced items have been removed. In their place, crafts that randomise the existing Influence on an item while also reforging it with new modifiers have been added.
  • Rebalanced the weightings of seeds so that you're seeing type-specific crafts at a more equal rate (for example Cold, Fire and Lightning). The weightings of crafts have also been rebalanced so that the more powerful crafts such as the Exalted-type crafts are now rarer. Weaker crafts such as "Set an item to three sockets" have also been removed, making the higher tier versions of these crafts more common.
  • Added new Sextant modifiers which will cause maps in the associated Atlas region to contain Harvest encounters.

Lex Proxima Changes - Harvest Atlas Passives

  • Small Harvest Chance nodes now grant +3% chance for Areas to contain The Sacred Grove (previously +2%).
  • Bumper Crop no longer causes Harvests in Areas to have Doubled bonuses to Item Quantity and Rarity.
  • Heart of the Grove no longer grants 100% increased chance for Areas to contain the Heart of the Grove. It now causes Harvest Bosses in Areas to always drop a Sacred Blossom.

Monster Changes

The base life of all Harvest monsters has been reduced by 30-50%, however Harvest machinery now grants monsters around 100% extra increased life on average. The intention here is to keep the Life values of Monsters spawned in Harvest encounters approximately the same as they were before, but significantly lower the life values on the Desecrated versions of these Monsters to bring them into line with other Desecratable Monsters. Please note that Primal Blisterlords and Primal Crushclaws have had their life reduced by a greater percentage as a result of this change.

Zana League Mods Available During 3.14.0

  • Harvest (costs 12 Chaos Orbs): Area contains The Sacred Grove.

Harvest Changes in PoE 3.13

In Echoes of the Atlas, as you play through maps, rather than finding a seed cache, you'll now encounter a portal to the Sacred Grove. But it's not your own Sacred Grove, it's an established one that has a full complement of plants ready to harvest, fight and craft with.

The grove contains several pairs of harvests to choose between, each displaying the details of the fight and corresponding crafting options. You can only pick one of each pair, so carefully choose which crafting options are best for you, defeat the monsters, and use their lifeforce to perform the crafts.

PoE Harvest 3.13 Changes

If you're strong enough to kill the monsters, each grove represents quite a lot of crafting opportunities, and you can save up to ten crafts for later use at the Horticrafting Station, which is now available in your hideout.

The following is the Harvest Changes in PoE 3.13:

  • Harvest has been added to the core game and has been vastly reworked. It no longer contains a garden-building component, nor a permanent garden of your own. Instead, you now have a chance to discover a portal to an established Sacred Grove in maps, which contains several different harvestable plots.
  • Each plot is presented as a pair of options. Harvesting one plot destroys the other, so choose carefully. Like previously, harvesting will cause monsters to emerge, and upon defeating the monsters you'll be able to craft your items at the Lifeforce Collector.
  • Once you have completed your first Harvest, you will be given a Horticrafting Station which can store up to 10 crafting options. You'll be able to place a copy of the Horticrafting Station in your hideout, meaning you don't have to do all your crafting in the Sacred Grove.
  • On very rare occasions, you'll be able to harvest the Heart of the Grove and fight the Avatar of the Grove.
  • The Tier 3 Seed modifier that originally doubled Lifeforce from a harvest (from the Primal Reborn monster) now instead causes crafting options to be Lucky (they will roll outcomes twice and select the rarest outcome).

1. Harvest content can only be found in maps

PoE 3.13 integrates Harvest expansion into the core game as optional side content, with a few improvements.

2. Do not need seed cache anymore

In Echoes of the Atlas, as you play through maps, rather than finding a seed cache, you’ll now encounter a portal to the Sacred Grove.

3. The garden is not yours

In PoE 3.13, it’s not your own Sacred Grove, it’s an established one that has a full complement of plants ready to harvest, fight and craft with.

4. Do not need to grow and manage gardens

Even the players who did enjoy the mechanics of growing their own garden would probably find it boring if that was something they had to do every single league.

In PoE 3.13, players do not need to grow and manage their own gardens anymore. The grove contains several pairs of harvests to choose between, each displaying the details of the fight and corresponding crafting options. You can only pick one of each pair, so carefully choose which crafting options are best for you, defeat the monsters, and use their lifeforce to perform the crafts.

In the minimap, you can locate the pairs of harvests in the Grove. If you’re strong enough to kill the monsters, each grove represents quite a lot of crafting opportunities, and you can save up to ten crafts for later use at the Horticrafting Station, which is now available in your hideout.

This is a compromise, because it keeps the exciting elements of harvest – fighting and crafting, and drops the part that got old quickly – seed management and garden planning.

5. Oshabi fight

Occasionally, a portal to the Sacred Grove will contain the Oshabi fight. Her rewards have been rebalanced to reflect this change.

6. Haewark Hamlet Atlas Passive Tree Skills: Harvest skilltree

Name Stats
The Grove's Call
  • Areas have +5% chance to contain The Sacred Grove
Additional Harvest Crafting Chance
  • Plants Harvested in Areas have 3% chance to give an additional Crafting option
Nature's Favour
  • Plants Harvested in Areas give the rarest of 2 chosen Crafting Options
Wild Fruit
  • Harvest Plots in Areas have 100% increased chance to contain a Tier 4 Plant

7. Lex Proxima Atlas Passive Tree Skills: Harvest skilltree

Name Stats
Harvest Chance
  • Areas have +2% chance to contain The Sacred Grove
Bountiful Harvest
  • Harvest Monsters in Areas grant 200% increased Experience
  • Harvested Plants in Areas have 50% chance to spawn an additional Monster
Bumper Crop
  • Harvests in Areas have Doubled bonuses to Item Quantity and Rarity
  • The Sacred Grove in Areas contains an additional pair of Harvest Plots
Heart of the Grove
  • The Sacred Grove in Areas has 100% increased chance to contain the Heart of the Grove
  • Harvests in Areas have 10% chance for the unchosen crop to not wilt

8. Harvest Returns

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