Delve - Path of Exile

PoE Delve Changes 3.14

  • Delve has been rebalanced in a way that makes better rewards appear earlier and more frequently at shallow depths. Very deep depths no longer provide such an exponential increase to the rate of encountering high-tier rewards.
  • Fractured Fossils now apply a Split modifier to both items, preventing further duplication. As a result, Fractured Fossils can no longer be applied to items that cannot be Split, such as Synthesised, Enchanted, Fractured or Influenced items.

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1. PoE Delve Bosses

1.1 Delve Bosses Depth

A city biome may contain a special boss. Each boss can only spawn below a certain minimum depth.

Min Depth
Effect Depth
Biomes
Icon
Feature
Spawn Weight
35 52 Vaal Outpost The Grand Architect's Temple Tier2
Contents Unknown
Portal: Vaal Nexus
Boss: Ahuatotli, the Blind
Min Depth: 35
8000
110 110 Abyssal City The Lich's Tomb Tier2
Contents Unknown
Portal: Abyssal Sanctum
Boss: Kurgal, the Blackblooded
Min Depth: 110
13500
171 171 Primeval Ruins The Crystal King's Throne Tier2
Contents Unknown
Portal: Primeval Citadel
Boss: Aul, the Crystal King
Min Depth: 171
20000

1.2 Atlas Passive Tree: Delve

Name Stats Region Category Distance from start
Niko Favour and Delve Mission Chance
  • Completing Niko Missions in Areas grants 30% increased Favour
  • Areas have 3% chance to grant an additional Niko Mission on Completion
Lex Proxima Delve 1
Rich Veins
  • Voltaxic Sulphite Veins and Chests in Areas have 10% chance to contain double Sulphite
  • Voltaxic Sulphite Veins and Chests in Areas contain 20% increased Sulphite
Lex Proxima Delve Notable 2
Delve Mission Chance and Niko Favour
  • Completing Niko Missions in Areas grants 30% increased Favour
  • Areas have 3% chance to grant an additional Niko Mission on Completion
Lex Proxima Delve 3
Sulphite Infusion
  • White Tier Maps grant 200 additional Voltaxic Sulphite on Completion
  • Yellow Tier Maps grant 350 additional Voltaxic Sulphite on Completion
  • Red Tier Maps grant 500 additional Voltaxic Sulphite on Completion
Lex Proxima Delve Notable 4
Niko Favour and Delve Mission Chance
  • Completing Niko Missions in Areas grants 30% increased Favour
  • Areas have 3% chance to grant an additional Niko Mission on Completion
Lex Proxima Delve 3
Packed with Energy
  • 35% increased Damage for each Voltaxic Sulphite Vein or Chest found in Areas
  • 15% increased Movement Speed for each Voltaxic Sulphite Vein or Chest found in Areas
Lex Proxima Delve Notable 4
Sulphite Quantity
  • Voltaxic Sulphite Veins and Chests in Areas contain 3% increased Sulphite
New Vastir Delve 1
Mad Devotion
  • Completing Niko Missions in Areas grants 100% increased Favour
  • Areas have 10% chance to grant an additional Niko Mission on Completion
New Vastir Delve Notable 2
Sulphite Quantity
  • Voltaxic Sulphite Veins and Chests in Areas contain 3% increased Sulphite
New Vastir Delve 3
Sulphite Sentinels
  • Sulphite Veins and Chests in Areas are guarded by Sulphite-hoarding Monsters
New Vastir Delve Notable 4
Sulphite Quantity
  • Voltaxic Sulphite Veins and Chests in Areas contain 3% increased Sulphite
New Vastir Delve 3
Out of the Blue
  • Sulphite Veins and Chests in Areas have 5% chance to also contain an equal amount of Azurite
New Vastir Delve Notable 4

2. Ahuatotli, the Blind

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.

Path of Exile: Delve – Vaal boss Ahuatotli, the Blind

2.1 Arena

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.

2.2 Skills

Ahuatotli, the Blind has several different skills, focused solely on physical damage.

  • Basic Attack – Winds up and shoots a blast that strikes a small area, dealing physical damage.
  • Blood Explosion – Winds up, and creates a circle that deals physical damage over time when stepped on. Lasts 5 seconds.
  • Spirit bomb – Creates a large blob that explodes shortly after, dealing physical damage.
  • Fire Blood Meteors – Spawns 20 blobs around the arena, which strike the ground shortly after.
  • Fire Blood Meteors – Ahuatotli levitates and fires a barrage of physical damage projectiles aimed at the ground.
  • Expanding Ring – Only used after Ahuatotli is below 50% health. After a wind-up signal, creates an expanding nova that deals heavy physical damage and spans the entire lit section of the arena.

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.

3. Kurgal, the Blackblooded

Kurgal, the Blackblooded is a boss that 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”.

Delve – Kurgal the Blackblooded Guide

3.1 Arena

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.

3.2 Skills

Kurgal, the Blackblooded has several different skills, focused primarily on physical damage, with some skills having 15-20% chaos conversion and 80% lightning conversion.

  • Basic Attack – Shoots arrows and wand projectiles.
  • Reflecting Beam – Casts a beam that deals 2841 physical damage per second to an area on the ground near the player, the area follows the player as they move around the arena and this lasts for up to 15 seconds. Players have between 0.2 and 0.45 seconds to avoid being hit by the initial spell.
  • Firestorm Firestorm – Occasionally casts a medium sized firestorm that will land in the outer part of the arena, dealing physical and chaos damage over 6 seconds, every 0.2 seconds.
  • Chest Pulse – Casts a single laser pulse dealing physical damage, facing the direction of the player at the time of casting with a distance equal to the radius of the arena.
  • Ground Laser – 20 ground lasers are distributed evenly at two radii in the arena, in the first phase they occasionally begin connecting diagonally in the outer region of the arena with damaging beams dealing physical damage. In the second phase they occasionally spin slowly in groups dealing physical and chaos damage.
  • Transition Beam – Kurgal spreads his arms 180 degrees apart and launches two beams that close inwards towards his direction of facing leaving 20 degrees whereupon the spell finishes. This deals high physical damage with 15% converted to chaos.

3.3 The Fight

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.

4. Aul, the Crystal King

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.

Path of Exile: AUL, The Crystal King – First Encounter – Delve Boss

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