PoE Harvest Crafts & Cheat Sheet | Harvest Changes 3.19 | Harvest Quick Guide | Harvest Atlas Passive | Harvest Crafting Bench |
Harvest crafting has been overhauled. After slaying Harvest monsters, instead of completing your crafts in the grove under pressure, you'll receive a tradable currency that can be given to others or used for crafting in your own time at the horticrafting station in your hideout.
Description | Cost |
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Reforge a Rare item with random modifiers, including a Fire modifier | ![]() |
Reforge a Rare item with random modifiers, including a Cold modifier | ![]() |
Reforge a Rare item with random modifiers, including a Lightning modifier | ![]() |
Reforge a Rare item with random modifiers, including a Physical modifier | ![]() |
Reforge a Rare item with random modifiers, including a Life modifier | ![]() |
Reforge a Rare item with random modifiers, including a Defence modifier | ![]() |
Reforge a Rare item with random modifiers, including a Chaos modifier | ![]() |
Reforge a Rare item with random modifiers, including an Attack modifier | ![]() |
Reforge a Rare item with random modifiers, including a Caster modifier | ![]() |
Reforge a Rare item with random modifiers, including a Speed modifier | ![]() |
Reforge a Rare item with random modifiers, including a Critical modifier | ![]() |
Reforge a Rare item, being more likely to receive the same modifier types | ![]() |
Reforge a Rare item, being less likely to receive the same modifier types | ![]() |
Sacrifice a Rare Corrupted Map. Create a new Corrupted Map of the same tier and rarity. | ![]() |
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. | ![]() |
Change a stack of Oils into a different colour of Oil. Cost is proportional to stack size. | ![]() |
Change a stack of Catalysts into a different type of Catalyst. Cost is proportional to stack size. | ![]() |
Change a stack of Essences into a different type of the same tier. Cost is proportional to stack size. | ![]() |
Change a stack of Timeless Splinters or a Timeless Emblem into Splinters or an Emblem of another type. Cost is proportional to stack size. | ![]() |
Change a stack of Breach Splinters or a normal or Flawless Breachstone into Splinters or a Breachstone of another type. Cost is proportional to stack size. | ![]() |
Change a stack of Delirium Orbs into a different type of Delirium Orb. Cost is proportional to stack size. | ![]() |
Change a Divination Card into another random Divination Card | ![]() |
Change a modifier that grants Cold Resistance into a similar-tier modifier that grants Fire Resistance | ![]() |
Change a modifier that grants Lightning Resistance into a similar-tier modifier that grants Fire Resistance | ![]() |
Change a modifier that grants Fire Resistance into a similar-tier modifier that grants Cold Resistance | ![]() |
Change a modifier that grants Lightning Resistance into a similar-tier modifier that grants Cold Resistance | ![]() |
Change a modifier that grants Fire Resistance into a similar-tier modifier that grants Lightning Resistance | ![]() |
Change a modifier that grants Cold Resistance into a similar-tier modifier that grants Lightning Resistance | ![]() |
Enchant a Flask with a modifier that grants increased Duration. The magnitude of this effect decreases with each use | ![]() |
Enchant a Flask with a modifier that grants increased Maximum Charges. The magnitude of this effect decreases with each use | ![]() |
Enchant a Flask with a modifier that grants increased Effect. The magnitude of this effect decreases with each use | ![]() |
Enchant a Flask with a modifier that grants reduced Charges used. The magnitude of this effect decreases with each use | ![]() |
Change a stack of Shaper Fragments into other random Shaper Fragments. Cost is proportional to stack size. | ![]() |
Change a stack of Elder Fragments into other random Elder Fragments. Cost is proportional to stack size. | ![]() |
Change a stack of Conqueror Fragments into other random Conqueror Fragments. Cost is proportional to stack size. | ![]() |
Change a stack of Sacrifice or Mortal Fragments into other random Fragments of that type. Cost is proportional to stack size. | ![]() |
Change a stack of Fragments of Terror or Emptiness into the other Fragment. Or change a stack of Fragments of Shape or Knowledge into the other Fragment. Cost is proportional to stack size. | ![]() |
Sacrifice up to half a stack of Divination Cards to receive between 0 and twice that amount of the same Card | ![]() |
Sacrifice a Corrupted Gem to gain 50% of the gem's total experience stored as a Facetor's Lens | ![]() |
Randomise the Influence types on an Influenced Normal, Magic or Rare Item, as well as reforging the item with new random modifiers | ![]() |
Enchant a Body Armour. Quality does not increase its Defences, grants +1 Maximum Life per 2% quality | ![]() |
Enchant a Body Armour. Quality does not increase its Defences, grants +1 Maximum Mana per 2% quality | ![]() |
Enchant a Body Armour. Quality does not increase its Defences, grants +1 Strength per 2% quality | ![]() |
Enchant a Body Armour. Quality does not increase its Defences, grants +1 Dexterity per 2% quality | ![]() |
Enchant a Body Armour. Quality does not increase its Defences, grants +1 Intelligence per 2% quality | ![]() |
Enchant a Body Armour. Quality does not increase its Defences, grants +1% to Fire Resistance per 2% quality | ![]() |
Enchant a Body Armour. Quality does not increase its Defences, grants +1% to Cold Resistance per 2% quality | ![]() |
Enchant a Body Armour. Quality does not increase its Defences, grants +1% to Lightning Resistance per 2% quality | ![]() |
Enchant a Melee Weapon. Quality does not increase its Physical Damage, has +1 Weapon Range per 10% Quality | ![]() |
Enchant a Weapon. Quality does not increase its Physical Damage, grants 1% increased Area of Effect per 4% Quality | ![]() |
Enchant a Weapon. Quality does not increase its Physical Damage, grants 1% increased Accuracy per 2% Quality | ![]() |
Enchant a Weapon. Quality does not increase its Physical Damage, has 1% increased Attack Speed per 8% Quality | ![]() |
Enchant a Weapon. Quality does not increase its Physical Damage, has 1% increased Critical Strike Chance per 4% Quality | ![]() |
Enchant a Weapon. Quality does not increase its Physical Damage, grants 1% increased Elemental Damage per 2% Quality | ![]() |
Reforge the colour of a random socket on an item, turning it White | ![]() ![]() |
Add a new Fire modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
Add a new Cold modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
Add a new Lightning modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
Add a new Physical modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
Add a new Life modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
Add a new Defence modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
Add a new Chaos modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
Add a new Attack modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
Add a new Caster modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
Add a new Speed modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
Add a new Critical modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
Synthesise an item, giving random Synthesised implicits. Cannot be used on Unique, Influenced, Synthesised or Fractured items | ![]() ![]() |
Reforge an Influenced Rare item with random modifiers, including a Influence modifier | ![]() ![]() |
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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.
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.
This guide shows you how to use Harvest crafting in maps, and how to unlock the Horticrafting Station.
Step | Image | Name |
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1 | ![]() |
Players can explore maps to randomly find entrances to the The Sacred Grove.
You can get more chance to enter Harvest region by allocating Harvest related Atlas skill tree passives. You can find these passives in the following section. |
2 | ![]() |
Once players enter the Sacred Grove, they will be presented with options of pre-created gardens.
Players can then select a garden which begins the combat phase. |
3 | ![]() |
After players defeat the harvested monsters, their essences are captured and players are presented with an item extracter.
Clicking the item extracter opens the Horticrafting interface. |
4 | ![]() |
The Horticrafting interface allows players to:
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5 | ![]() |
Players can then add a Horticrafting Station to their hideout. |
6 | ![]() |
Players can use the stored crafts at a later time using the Horticrafting Station in their hideout, on any item of their choice. |
Count | Name | Category | Description |
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1 | Heart of the Grove | Notable |
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3 | Harvest Tier 3 Plant Chance | Normal |
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Count | Name | Category | Description |
---|---|---|---|
2 | Harvest Monster Duplication Chance | Normal |
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6 | Additional Lifeforce from Harvest | Normal |
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1 | Bountiful Harvest | Notable |
|
6 | Harvest Chance | Normal |
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1 | Bumper Crop | Notable |
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Count | Name | Category | Description |
---|---|---|---|
1 | Doubling Season | Notable |
|
Count | Name | Category | Description |
---|---|---|---|
1 | Call of the Grove | Notable |
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Count | Name | Category | Description |
---|---|---|---|
1 | Primal Drought | Notable |
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1 | Wild Drought | Notable |
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1 | Vivid Drought | Notable |
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2 | Harvest non-Purple Plant Chance | Normal |
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2 | Harvest non-Blue Plant Chance | Normal |
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2 | Harvest non-Yellow Plant Chance | Normal |
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Harvest Crafting Bench can be placed into your Hideout.
Horticrafting refers to creating or improving items by adding harvested modifiers. Horticrafting mods can be applied normal, magic and rare items. Unique items cannot be modified but a few enchants can be applied to them, if applicable.
Mods such as the following are available:
Players can explore maps to find entrances to the The Sacred Grove which offer pre-created Horticrafting gardens. Slaying the monsters will generate Horticrafting mods. These mods can be captured and stored in the Horticrafting Station which can be used from a player's hideout. A maximum of 10 mods can be stored, and mods can be freely added, removed or used at any time.
Every Horticrafting mod has a certain level. The level of item you use for crafting can be at most 10 levels higher than the level of Horticrafting mod. Any items with an ilvl higher than 83 are treated as being at ilvl 83.
Tier 1 Wild Seeds | ![]() Caster Modifiers |
![]() Physical Modifiers |
![]() Socket Colours |
![]() Fire Modifiers |
![]() Currency Usage |
---|---|---|---|---|---|
Tier 1 Vivid Seeds | ![]() Attack Modifiers |
![]() Life Modifiers |
![]() Socket Numbers |
![]() Cold Modifiers |
![]() Speed Modifiers |
Tier 1 Primal Seeds | ![]() Defence Modifiers |
![]() Lightning Modifiers |
![]() Socket Links |
![]() Chaos Modifiers |
![]() Unique Items |
Tier 2 Wild Seeds | ![]() Change Element of a modifier |
![]() Currency Exchange 1 |
![]() League Currency Exchange |
![]() Zana Modifiers |
![]() Modifier Reroll |
Tier 2 Vivid Seeds | ![]() Gems |
![]() Map Modification |
![]() Jewel Implicit Modifiers |
![]() Flask Enchantments |
![]() Enchant a Map |
Tier 2 Primal Seeds | ![]() Divination Cards |
![]() Map Fragment Exchange |
![]() Critical Modifiers |
![]() Rarity Upgrade |
![]() Lucky Crafts |
Tier 3 Wild Seeds | ![]() Atlas Missions |
![]() Sacrifice Weapon or Armour to create Jewel or Jewellery |
![]() Sacrifice a Map |
![]() Quality Modification: Weapon |
![]() Additional crafting outcome |
Tier 3 Vivid Seeds | ![]() Currency Exchange 2 |
![]() Modify Currency |
![]() Scarab Manipulation |
![]() Offering to the Goddess |
![]() Adds 10 random Wild and Primal harvest outcomes |
Tier 3 Primal Seeds | ![]() League Fragment Exchange |
![]() Unique Exchange |
![]() Add Influence to an item |
![]() Quality Modification: Body Armour |
![]() Doubles the Lifeforce |
Tier 4 Wild Seeds | ![]() Fracture an item |
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Tier 4 Vivid Seeds | ![]() Synthesis Implicit Modifiers |
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Tier 4 Primal Seeds | ![]() Influence Modifiers |
Seed Enhancer Name | Effect |
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Seeds in radius give the rarest of 2 chosen Crafting Options when Harvested |
![]() |
Seeds in radius give the rarest of 3 chosen Crafting Options when Harvested |
![]() |
Seeds in radius give the rarest of 4 chosen Crafting Options when Harvested |
![]() |
Seeds in radius produce 100% more Lifeforce when Harvested |
![]() |
Seeds in radius produce 150% more Lifeforce when Harvested |
![]() |
Seeds in radius produce 200% more Lifeforce when Harvested |
![]() |
Seeds in radius have 20% chance to generate additional Crafting Options when Harvested |
![]() |
Seeds in radius have 30% chance to generate additional Crafting Options when Harvested |
![]() |
Seeds in radius have 40% chance to generate additional Crafting Options when Harvested |
Lifeforce crafting is one of the main features in the Harvest league. You seek seed from any Seed Cache. Then you plant it. The seed will grow into various enemies. Kill these monsters and craft their Lifeforce onto your items. The following is a craft example.
Although it is true that monsters killed in the Sacred Grove will receive appropriate rewards due to their difficulty, the core reward system is in the form of extremely powerful crafting options, in which you can spend unprocessed Lifeforce.
Different types of seeds give different crafting options, which are added to the available list after a fight. So you will need to find rare and more valuable seeds to get some incredible special crafting options.
In general, each higher tier of seed has more powerful crafting options associated with it. In addition to the need for specific plants to participating in harvesting, crafting also has Lifeforece requirements. This encourages you to engage as many other monsters as possible in the fight, so you have enough Lifeforce to complete all the crafting mods you need.
Each seed you find has a specific vendor recipe, which you can hover to the seed and view its description. There is a number on the left that shows how useful you are for the recipe.
Oshabi is a new NPC in PoE 3.11. She is the keeper of the Sacred Grove. Through Oshabi’s portal to the Sacred Grove, and plant your seeds.
Plant Your Seeds in the Sacred Grove
When your monsters are ready for harvest, slaughter them and claim their Lifeforce. Every enemy you fight in the Sacred Grove is one you intentionally planted. Customise your combat around your character’s capabilities and what rewards you’re seeking.
Every monster you defeat in the Grove grants you a crafting option. Performing one of these powerful crafts consumes Lifeforce from the monsters you just harvested. In order to maximise your Lifeforce and hence crafting potential, you’ll want to take on as many monsters as you dare handle. Harvest Crafting provides powerful directed crafting to an extent that Path of Exile has never seen before.
Lifeforce Crafting Harvest