Complete the following Harvest encounters: Harvest Crops(0/100).
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.
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.
# | 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 |
Tier 1 Wild Seeds | Wild Ursaling Seed Caster Modifiers |
Wild Hellion Seed Physical Modifiers |
Wild Thornwolf Seed Socket Colours |
Wild Ape Seed Fire Modifiers |
Wild Hatchling Seed Currency Usage |
---|---|---|---|---|---|
Tier 1 Vivid Seeds | Vivid Arachnid Seed Attack Modifiers |
Vivid Weta Seed Life Modifiers |
Vivid Leech Seed Socket Numbers |
Vivid Scorpion Seed Cold Modifiers |
Vivid Thornweaver Seed Speed Modifiers |
Tier 1 Primal Seeds | Primal Rhoa Seed Defence Modifiers |
Primal Dustspitter Seed Lightning Modifiers |
Primal Feasting Horror Seed Socket Links |
Primal Maw Seed Chaos Modifiers |
Primal Cleaveling Seed Unique Items |
Tier 2 Wild Seeds | Wild Bristlebeast Grain Change Element of a modifier |
Wild Snap Hound Grain Currency Exchange 1 |
Wild Homunculus Grain League Currency Exchange |
Wild Chieftain Grain Zana Modifiers |
Wild Spikeback Grain Modifier Reroll |
Tier 2 Vivid Seeds | Vivid Razorleg Grain Gems |
Vivid Sapsucker Grain Map Modification |
Vivid Parasite Grain Jewel Implicit Modifiers |
Vivid Striketail Grain Flask Enchantments |
Vivid Nestback Grain Enchant a Map |
Tier 2 Primal Seeds | Primal Rhex Grain Divination Cards |
Primal Dustcrab Grain Map Fragment Exchange |
Primal Viper Grain Critical Modifiers |
Primal Chimeral Grain Rarity Upgrade |
Primal Scrabbler Grain Lucky Crafts |
Tier 3 Wild Seeds | Wild Bristle Matron Bulb Atlas Missions |
Wild Hellion Alpha Bulb Sacrifice Weapon or Armour to create Jewel or Jewellery |
Wild Thornmaw Bulb Sacrifice a Map |
Wild Brambleback Bulb Quality Modification: Weapon |
Wild Infestation Queen Bulb Additional crafting outcome |
Tier 3 Vivid Seeds | Vivid Whipleg Bulb Currency Exchange 2 |
Vivid Watcher Bulb Modify Currency |
Vivid Vulture Bulb Scarab Manipulation |
Vivid Abberarach Bulb Offering to the Goddess |
Vivid Devourer Bulb Adds 10 random Wild and Primal harvest outcomes |
Tier 3 Primal Seeds | Primal Rhex Matriarch Bulb League Fragment Exchange |
Primal Crushclaw Bulb Unique Exchange |
Primal Blisterlord Bulb Add Influence to an item |
Primal Cystcaller Bulb Quality Modification: Body Armour |
Primal Reborn Bulb Causes other seeds to offer a Lucky crafting outcome |
Tier 4 Wild Seeds | Wild Thornfruit Fracture an item |
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Tier 4 Vivid Seeds | Vivid Scalefruit Synthesis Implicit Modifiers |
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Tier 4 Primal Seeds | Primal Blisterfruit Influence Modifiers |
In the Harvest Challenge League, you'll meet Oshabi, an Azmeri Mystic who has enlisted your help in exploring the mysterious powers of the Sacred Grove. In each area of Wraeclast, you'll discover a seed cache and will be able to travel through Oshabi's portal to the Sacred Grove to plant those seeds. Fully grown seed crops unearth dangerous monsters when harvested.
Slaying these harvested monsters yields their Lifeforce, a powerful resource which can be used for crafting and growing more exotic crops. The crafting potential from Harvest monsters is immense, unlocking new power for both leveling and end-game players alike.
Some harvested monsters may yield higher-tier seeds that require more elaborate garden setups but grant even more powerful crafting options. Climbing the tiers of seeds will eventually pit you against some powerful new bosses who can drop new unique items exclusively available from them.
Count | Name | Category | Description |
---|---|---|---|
1 | Heart of the Grove | Notable |
|
6 | Harvest Chance | Normal |
|
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 |
|
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 |
Vivid Razorleg Grain reveals a random Gem crafting effect when Harvested
Growth Requirement
How to grow Vivid Razorleg Grain?Right-click Vivid Razorleg Grain then left-click the ground to plant it in the Sacred Grove. Once planted and fully grown, can be Harvested by using a nearby Vivid Collector. Vivid Lifeforce Collector: Harvests Lifeforce from nearby fully-grown Vivid Seeds. |
Price: ~ 1 Orb of Alchemy |
Reveals a random Gem crafting effect when Harvested.
Change a Gem into another Gem, carrying over experience and quality if possible | 646,916 | 40.15% |
Sacrifice a Corrupted Gem to gain 30% of the gem's total experience stored as a Facetor's Lens | 143,292 | 8.89% |
Sacrifice a Corrupted Gem to gain 40% of the gem's total experience stored as a Facetor's Lens | 142,075 | 8.82% |
Sacrifice a Corrupted Gem to gain 20% of the gem's total experience stored as a Facetor's Lens | 132,307 | 8.21% |
Sacrifice a Corrupted Gem to gain 50% of the gem's total experience stored as a Facetor's Lens | 118,351 | 7.34% |
Sacrifice a Corrupted Gem to gain 40% of the gem's quality as Gemcutter's Prisms | 105,250 | 6.53% |
Sacrifice a Corrupted Gem to gain 30% of the gem's quality as Gemcutter's Prisms | 103,819 | 6.44% |
Sacrifice a Corrupted Gem to gain 20% of the gem's quality as Gemcutter's Prisms | 97,112 | 6.03% |
Sacrifice a Corrupted Gem to gain 50% of the gem's quality as Gemcutter's Prisms | 89,946 | 5.58% |
Attempt to Awaken a level 20 Support Gem that can be Awakened with a 5% chance. If it does not Awaken, it is destroyed. | 32,310 | 2.01% |
Facetor's Lens adds stored experience to a gem, up to its maximum level. It is created from Harvest league crafting option by harvesting Vivid Razorleg Grain.
Sometimes tier 1 monsters drop tier 2 seeds, which must meet higher requirements to grow. These upper seeds began to encourage more complex garden designs. Tier 2 seeds usually require seeds with specific colors nearby, which is called "adjacency requirement". Tier 2 seeds also need irrigation, and you must build a disperser nearby and connect it to the processed Liefforece through illuminated "pipes". Monsters hatched from Tier 2 plants occasionally drop valuable Tier 3 seeds, which are even harder to grow.
In the screenshot above, we see a tier 2 seed, and it has two sets of growth requirements. Looking at the purple lines, you will find that the bottom line says one requirement is that there must be some other similar seeds near you. Therefore, in this example, it is for other primal seeds or primal of the current blue ones. Another requirement is that each growth cycle must irrigate 10 units of purple Lifeforce. "Irrigation" means that you must have a disperser that sprays it out, such as irrigation or fertilizer.
You also have these purple pipes that are connected to the condenser, which is connected to the collector next to the plant. It is a process of growth because they're special seeds.
Fortunately, you won't encounter many of these problems. In most cases, you can use pipes to solve problems, even if your garden is in a mess. In most cases, it's like an electronic project in which things are separate and disconnected but may need to be connected.
In addition, you want to place plots close to each other so that you can run across pipes. So it's relatively easy to connect messy gardens together.
In each area of the game, you can find the Seed Caches. The seeds you collect can be taken to the Sacred Grove for planting. Growth will take time, and activating new Seed Cache around the world will cause a unit of time to progress in the Sacred Grove.
How long is a growth cycle? Clicking a seed cache is one growth cycle. You can see a seed cache in every area.
After a certain time, your plants can be harvested. This is the magic place. When you activate the Collector you built nearby, the monster will pop up from your plants and you will eliminate the monsters in the gardens. The Collector accumulates the Lifeforce of the killed monsters, while the untreated Lifeforce can be used to make powerful updates. These updates depend on the type of seed you use, so you can start craft items with the attributes you need.
The idea here is to make your return more quality than quantity. After you defeat the monster, you will still receive items, but there will be fewer items in the Sacred Grove garden. The trade-off is that everything becomes more valuable and customizable, and the more you invest, the more valuable it will be.
The Sacred Grove allows you to build anywhere, but the rare level 2 and 3 seeds will require more effort. When dropped by a lower level monster, the higher level seeds need to be irrigated with processed Lifeforce from one of the other categories of Wild, Primal, or Vivid seeds. You can build collection tanks to store the processed Lifeforce that is not used for the upgrade and share it with plants. Depending on the plant, they may also need to be adjacent to another plant to grow. Since you can plant anywhere in the Sacred Grove garden, you can start designing complex areas and networks to harvest up to 48 plants. If you survive the battle, the payoff will be huge.
To make some of the best items, you need to fight harder, and even have some very hard boss fights.
Harvest is a light city-building loop, without micromanagement, which can perfectly fit the existing risk and return system of the Path of Exile. All seeds you find can be traded with other players. You can chase monsters and rewards that are right for the type of seed you want to make. You will get better returns when you face higher challenges and seed levels. You can also choose to keep the only Tier 1 seeds, or choose not to participate at all and trade seeds to other players to get what they want in the player-driven economy.