Harvest Unique /21
each Withered you have inflicted on them
Damage taken from Unblocked hits always bypasses Energy Shield
Chance to Block Spell Damage is doubled
You take 65% of Damage from Blocked Hits)
Shield per 1% Chaos Resistance they have
Harvest Gem/15
Name | |
---|---|
Intimidating Cry (10) | |
Earthshatter (12) | |
Earthshatter of Fragility (12) | |
Earthshatter of Prominence (12) | |
Ancestral Cry (16) | |
Seismic Cry (16) | |
General's Cry (24) | |
Urgent Orders Support (31) | |
Fist of War Support (38) |
Name | |
---|---|
Wintertide Brand (12) | |
Penance Brand (28) | |
Penance Brand of Dissipation (28) | |
Penance Brand of Conduction (28) | |
Swiftbrand Support (31) | |
Arcanist Brand (38) |
Harvest Area /3
Minimap Icons /24
Horticrafting Station /68
Horticrafting Station decoration now available in your HideoutDescription | Cost |
---|---|
Reforge a Rare item with random modifiers, including a Fire modifier | Wild Crystallised Lifeforce x50 |
Reforge a Rare item with random modifiers, including a Cold modifier | Vivid Crystallised Lifeforce x50 |
Reforge a Rare item with random modifiers, including a Lightning modifier | Primal Crystallised Lifeforce x50 |
Reforge a Rare item with random modifiers, including a Physical modifier | Vivid Crystallised Lifeforce x50 |
Reforge a Rare item with random modifiers, including a Life modifier | Wild Crystallised Lifeforce x75 |
Reforge a Rare item with random modifiers, including a Defence modifier | Primal Crystallised Lifeforce x75 |
Reforge a Rare item with random modifiers, including a Chaos modifier | Vivid Crystallised Lifeforce x100 |
Reforge a Rare item with random modifiers, including an Attack modifier | Wild Crystallised Lifeforce x75 |
Reforge a Rare item with random modifiers, including a Caster modifier | Primal Crystallised Lifeforce x75 |
Reforge a Rare item with random modifiers, including a Speed modifier | Vivid Crystallised Lifeforce x150 |
Reforge a Rare item with random modifiers, including a Critical modifier | Primal Crystallised Lifeforce x150 |
Reforge a Rare item, being more likely to receive the same modifier types | Wild Crystallised Lifeforce x200 |
Reforge a Rare item, being less likely to receive the same modifier types | Wild Crystallised Lifeforce x200 |
Sacrifice a Rare Corrupted Map. Create a new Corrupted Map of the same tier and rarity. | Wild Crystallised Lifeforce x200 |
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 |
Change a stack of Oils into a different colour of Oil. Cost is proportional to stack size. | Vivid Crystallised Lifeforce x30 |
Change a stack of Catalysts into a different type of Catalyst. Cost is proportional to stack size. | Vivid Crystallised Lifeforce x30 |
Change a stack of Essences into a different type of the same tier. Cost is proportional to stack size. | Primal Crystallised Lifeforce x30 |
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 |
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. | Wild Crystallised Lifeforce x4 |
Change a stack of Delirium Orbs into a different type of Delirium Orb. Cost is proportional to stack size. | Primal Crystallised Lifeforce x30 |
Change a Divination Card into another random Divination Card | Vivid Crystallised Lifeforce x75 |
Change a modifier that grants Cold Resistance into a similar-tier modifier that grants Fire Resistance | Wild Crystallised Lifeforce x500 |
Change a modifier that grants Lightning Resistance into a similar-tier modifier that grants Fire Resistance | Wild Crystallised Lifeforce x500 |
Change a modifier that grants Fire Resistance into a similar-tier modifier that grants Cold Resistance | Vivid Crystallised Lifeforce x500 |
Change a modifier that grants Lightning Resistance into a similar-tier modifier that grants Cold Resistance | Vivid Crystallised Lifeforce x500 |
Change a modifier that grants Fire Resistance into a similar-tier modifier that grants Lightning Resistance | Primal Crystallised Lifeforce x500 |
Change a modifier that grants Cold Resistance into a similar-tier modifier that grants Lightning Resistance | Primal Crystallised Lifeforce x500 |
Enchant a Flask with a modifier that grants increased Duration. The magnitude of this effect decreases with each use | Wild Crystallised Lifeforce x800 |
Enchant a Flask with a modifier that grants increased Maximum Charges. The magnitude of this effect decreases with each use | Wild Crystallised Lifeforce x800 |
Enchant a Flask with a modifier that grants increased Effect. The magnitude of this effect decreases with each use | Vivid Crystallised Lifeforce x800 |
Enchant a Flask with a modifier that grants reduced Charges used. The magnitude of this effect decreases with each use | Primal Crystallised Lifeforce x800 |
Change a stack of Shaper Fragments into other random Shaper Fragments. Cost is proportional to stack size. | Wild Crystallised Lifeforce x500 |
Change a stack of Elder Fragments into other random Elder Fragments. Cost is proportional to stack size. | Primal Crystallised Lifeforce x500 |
Change a stack of Conqueror Fragments into other random Conqueror Fragments. Cost is proportional to stack size. | Vivid Crystallised Lifeforce x500 |
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 |
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. | Vivid Crystallised Lifeforce x800 |
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 |
Sacrifice a Corrupted Gem to gain 50% of the gem's total experience stored as a Facetor's Lens | Vivid Crystallised Lifeforce x4000 |
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 |
Enchant a Body Armour. Quality does not increase its Defences, grants +1 Maximum Life per 2% quality | Wild Crystallised Lifeforce x3250 |
Enchant a Body Armour. Quality does not increase its Defences, grants +1 Maximum Mana per 2% quality | Primal Crystallised Lifeforce x3250 |
Enchant a Body Armour. Quality does not increase its Defences, grants +1 Strength per 2% quality | Wild Crystallised Lifeforce x3250 |
Enchant a Body Armour. Quality does not increase its Defences, grants +1 Dexterity per 2% quality | Vivid Crystallised Lifeforce x3250 |
Enchant a Body Armour. Quality does not increase its Defences, grants +1 Intelligence per 2% quality | Primal Crystallised Lifeforce x3250 |
Enchant a Body Armour. Quality does not increase its Defences, grants +1% to Fire Resistance per 2% quality | Wild Crystallised Lifeforce x3250 |
Enchant a Body Armour. Quality does not increase its Defences, grants +1% to Cold Resistance per 2% quality | Vivid Crystallised Lifeforce x3250 |
Enchant a Body Armour. Quality does not increase its Defences, grants +1% to Lightning Resistance per 2% quality | Primal Crystallised Lifeforce x3250 |
Enchant a Melee Weapon. Quality does not increase its Physical Damage, has +1 Weapon Range per 10% Quality | Wild Crystallised Lifeforce x5000 |
Enchant a Weapon. Quality does not increase its Physical Damage, grants 1% increased Area of Effect per 4% Quality | Wild Crystallised Lifeforce x5000 |
Enchant a Weapon. Quality does not increase its Physical Damage, grants 1% increased Accuracy per 2% Quality | Vivid Crystallised Lifeforce x5000 |
Enchant a Weapon. Quality does not increase its Physical Damage, has 1% increased Attack Speed per 8% Quality | Vivid Crystallised Lifeforce x5000 |
Enchant a Weapon. Quality does not increase its Physical Damage, has 1% increased Critical Strike Chance per 4% Quality | Primal Crystallised Lifeforce x5000 |
Enchant a Weapon. Quality does not increase its Physical Damage, grants 1% increased Elemental Damage per 2% Quality | Primal Crystallised Lifeforce x5000 |
Reforge the colour of a random socket on an item, turning it White | Wild Crystallised Lifeforce x12500 Sacred Crystallised Lifeforce x1 |
Add a new Fire modifier and remove another random modifier from a non-Influenced item | Wild Crystallised Lifeforce x15000 Sacred Crystallised Lifeforce x1 |
Add a new Cold modifier and remove another random modifier from a non-Influenced item | Vivid Crystallised Lifeforce x15000 Sacred Crystallised Lifeforce x1 |
Add a new Lightning modifier and remove another random modifier from a non-Influenced item | Primal Crystallised Lifeforce x15000 Sacred Crystallised Lifeforce x1 |
Add a new Physical modifier and remove another random modifier from a non-Influenced item | Vivid Crystallised Lifeforce x15000 Sacred Crystallised Lifeforce x1 |
Add a new Life modifier and remove another random modifier from a non-Influenced item | Wild Crystallised Lifeforce x17500 Sacred Crystallised Lifeforce x1 |
Add a new Defence modifier and remove another random modifier from a non-Influenced item | Primal Crystallised Lifeforce x17500 Sacred Crystallised Lifeforce x1 |
Add a new Chaos modifier and remove another random modifier from a non-Influenced item | Vivid Crystallised Lifeforce x17500 Sacred Crystallised Lifeforce x1 |
Add a new Attack modifier and remove another random modifier from a non-Influenced item | Wild Crystallised Lifeforce x17500 Sacred Crystallised Lifeforce x1 |
Add a new Caster modifier and remove another random modifier from a non-Influenced item | Primal Crystallised Lifeforce x17500 Sacred Crystallised Lifeforce x1 |
Add a new Speed modifier and remove another random modifier from a non-Influenced item | Vivid Crystallised Lifeforce x20000 Sacred Crystallised Lifeforce x1 |
Add a new Critical modifier and remove another random modifier from a non-Influenced item | Primal Crystallised Lifeforce x20000 Sacred Crystallised Lifeforce x1 |
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 |
Reforge an Influenced Rare item with random modifiers, including a Influence modifier | Primal Crystallised Lifeforce x5000 Sacred Crystallised Lifeforce x1 |
Mod Equivalencies /50
Fire | Cold | Lightning |
---|---|---|
+(6–11)% to Fire Resistance | +(6–11)% to Cold Resistance | +(6–11)% to Lightning Resistance |
+(12–17)% to Fire Resistance | +(12–17)% to Cold Resistance | +(12–17)% to Lightning Resistance |
+(18–23)% to Fire Resistance | +(18–23)% to Cold Resistance | +(18–23)% to Lightning Resistance |
+(24–29)% to Fire Resistance | +(24–29)% to Cold Resistance | +(24–29)% to Lightning Resistance |
+(30–35)% to Fire Resistance | +(30–35)% to Cold Resistance | +(30–35)% to Lightning Resistance |
+(36–41)% to Fire Resistance | +(36–41)% to Cold Resistance | +(36–41)% to Lightning Resistance |
+(42–45)% to Fire Resistance | +(42–45)% to Cold Resistance | +(42–45)% to Lightning Resistance |
+(46–48)% to Fire Resistance | +(46–48)% to Cold Resistance | +(46–48)% to Lightning Resistance |
+(21–25)% to Fire Resistance | +(21–25)% to Cold Resistance | +(21–25)% to Lightning Resistance |
+(26–30)% to Fire Resistance | +(26–30)% to Cold Resistance | +(26–30)% to Lightning Resistance |
+(16–20)% to Fire Resistance | +(16–20)% to Cold Resistance | +(16–20)% to Lightning Resistance |
+(21–25)% to Fire Resistance | +(21–25)% to Cold Resistance | +(21–25)% to Lightning Resistance |
+(16–20)% to Fire Resistance | +(16–20)% to Cold Resistance | +(16–20)% to Lightning Resistance |
+(21–25)% to Fire Resistance | +(21–25)% to Cold Resistance | +(21–25)% to Lightning Resistance |
+(16–20)% to Fire Resistance | +(16–20)% to Cold Resistance | +(16–20)% to Lightning Resistance |
+(21–25)% to Fire Resistance | +(21–25)% to Cold Resistance | +(21–25)% to Lightning Resistance |
+(16–20)% to Fire Resistance | +(16–20)% to Cold Resistance | +(16–20)% to Lightning Resistance |
+(21–28)% to Fire Resistance | +(21–28)% to Cold Resistance | +(21–28)% to Lightning Resistance |
+(29–35)% to Fire Resistance | +(29–35)% to Cold Resistance | +(29–35)% to Lightning Resistance |
+(46–48)% to Fire Resistance (45–52) to (75–78) added Fire Damage against Burning Enemies | +(46–48)% to Cold Resistance (30–50)% increased Damage with Hits against Chilled Enemies | +(46–48)% to Lightning Resistance (40–60)% increased Critical Strike Chance against Shocked Enemies |
+(46–48)% to Fire Resistance (45–52) to (75–78) added Fire Damage against Burning Enemies | +(46–48)% to Cold Resistance (30–50)% increased Damage with Hits against Chilled Enemies | +(46–48)% to Lightning Resistance (40–60)% increased Critical Strike Chance against Shocked Enemies |
+(12–15)% to Fire Resistance | +(12–15)% to Cold Resistance | +(12–15)% to Lightning Resistance |
+(12–15)% to Fire Resistance | +(12–15)% to Cold Resistance | +(12–15)% to Lightning Resistance |
+(46–48)% to Fire Resistance 0.4% of Fire Damage Leeched as Life | +(46–48)% to Cold Resistance 0.4% of Cold Damage Leeched as Life | +(46–48)% to Lightning Resistance 0.4% of Lightning Damage Leeched as Life |
+(46–48)% to Fire Resistance 0.4% of Fire Damage Leeched as Life | +(46–48)% to Cold Resistance 0.4% of Cold Damage Leeched as Life | +(46–48)% to Lightning Resistance 0.4% of Lightning Damage Leeched as Life |
+1% to maximum Fire Resistance | +1% to maximum Cold Resistance | +1% to maximum Lightning Resistance |
+2% to maximum Fire Resistance | +2% to maximum Cold Resistance | +2% to maximum Lightning Resistance |
+3% to maximum Fire Resistance | +3% to maximum Cold Resistance | +3% to maximum Lightning Resistance |
+3% to maximum Fire Resistance | +3% to maximum Cold Resistance | +3% to maximum Lightning Resistance |
+1% to maximum Fire Resistance | +1% to maximum Cold Resistance | +1% to maximum Lightning Resistance |
+2% to maximum Fire Resistance | +2% to maximum Cold Resistance | +2% to maximum Lightning Resistance |
+1% to maximum Fire Resistance | +1% to maximum Cold Resistance | +1% to maximum Lightning Resistance |
+2% to maximum Fire Resistance | +2% to maximum Cold Resistance | +2% to maximum Lightning Resistance |
+3% to maximum Fire Resistance | +3% to maximum Cold Resistance | +3% to maximum Lightning Resistance |
+(46–48)% to Fire Resistance (9–10)% of Physical Damage from Hits taken as Fire Damage | +(46–48)% to Cold Resistance (9–10)% of Physical Damage from Hits taken as Cold Damage | +(46–48)% to Lightning Resistance (9–10)% of Physical Damage from Hits taken as Lightning Damage |
+(46–48)% to Fire Resistance (3–5)% of Physical Damage from Hits taken as Fire Damage | +(46–48)% to Cold Resistance (3–5)% of Physical Damage from Hits taken as Cold Damage | +(46–48)% to Lightning Resistance (3–5)% of Physical Damage from Hits taken as Lightning Damage |
+(20–35)% to Fire Resistance | +(20–35)% to Cold Resistance | +(20–35)% to Lightning Resistance |
Added Small Passive Skills also grant: +(2–3)% to Fire Resistance | Added Small Passive Skills also grant: +(2–3)% to Cold Resistance | Added Small Passive Skills also grant: +(2–3)% to Lightning Resistance |
Added Small Passive Skills also grant: +(4–5)% to Fire Resistance | Added Small Passive Skills also grant: +(4–5)% to Cold Resistance | Added Small Passive Skills also grant: +(4–5)% to Lightning Resistance |
Added Small Passive Skills also grant: +(6–7)% to Fire Resistance | Added Small Passive Skills also grant: +(6–7)% to Cold Resistance | Added Small Passive Skills also grant: +(6–7)% to Lightning Resistance |
Added Small Passive Skills also grant: +(2–3)% to Fire Resistance | Added Small Passive Skills also grant: +(2–3)% to Cold Resistance | Added Small Passive Skills also grant: +(2–3)% to Lightning Resistance |
Added Small Passive Skills also grant: +(4–5)% to Fire Resistance | Added Small Passive Skills also grant: +(4–5)% to Cold Resistance | Added Small Passive Skills also grant: +(4–5)% to Lightning Resistance |
Added Small Passive Skills also grant: +(6–7)% to Fire Resistance | Added Small Passive Skills also grant: +(6–7)% to Cold Resistance | Added Small Passive Skills also grant: +(6–7)% to Lightning Resistance |
Added Small Passive Skills also grant: +(8–9)% to Fire Resistance | Added Small Passive Skills also grant: +(8–9)% to Cold Resistance | Added Small Passive Skills also grant: +(8–9)% to Lightning Resistance |
Added Small Passive Skills also grant: +(10–11)% to Fire Resistance | Added Small Passive Skills also grant: +(10–11)% to Cold Resistance | Added Small Passive Skills also grant: +(10–11)% to Lightning Resistance |
+3% to maximum Fire Resistance | +3% to maximum Cold Resistance | +3% to maximum Lightning Resistance |
+1% to maximum Fire Resistance | +1% to maximum Cold Resistance | +1% to maximum Lightning Resistance |
+2% to maximum Fire Resistance | +2% to maximum Cold Resistance | +2% to maximum Lightning Resistance |
+3% to maximum Fire Resistance | +3% to maximum Cold Resistance | +3% to maximum Lightning Resistance |
+(1–2)% to maximum Fire Resistance | +(1–2)% to maximum Cold Resistance | +(1–2)% to maximum Lightning Resistance |
Harvest Item /41
Item Level: 100
Shaper + Hunter Item
Area contains 4 additional Red Beasts from The Deep
Cannot be used alongside a Bestiary Scarab
map extra content weighting [1]
labyrinth enchant mod level range + [8]
Area contains 4 additional Red Beasts from The Wilds
Cannot be used alongside a Bestiary Scarab
map extra content weighting [1]
Area contains 4 additional Red Beasts from The Caverns
Cannot be used alongside a Bestiary Scarab
map extra content weighting [1]
Two-Implicit
Corrupted
6% increased Pack size
Item Level: 100
Double-Influenced Item
Area contains 4 additional Red Beasts from The Sands
Cannot be used alongside a Bestiary Scarab
map extra content weighting [1]
Item Level: 86
Double-Influenced Item
Two-Implicit
Corrupted
Two-Implicit
Corrupted
Item Level: 100
Redeemer Item
Item Level: 100
Crusader Item
labyrinth override chest difficulty [5]
Harvest Monster /64
Name | Modifiers | Spectre |
---|---|---|
Wild Ursaling | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Wild Hellion | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Wild Thornwolf | Attacks cause Bleeding monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Wild Ape | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Wild Hatchling | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Wild Bristlebeast | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Wild Snap Hound | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Wild Homunculus | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Wild Chieftain | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Wild Spikeback | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Wild Bristle Matron | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Wild Hellion Alpha | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Wild Thornmaw | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Wild Brambleback | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Wild Infestation Queen | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Wild Hatchling | N | |
Vivid Arachnid | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Vivid Weta | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Weta Hatchling | N | |
Vivid Leech | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Vivid Scorpion | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Vivid Thornweaver | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Vivid Razorleg | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Vivid Sapsucker | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Vivid Parasite | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Vivid Striketail | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Vivid Nestback | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Nestback Hatchling | N | |
Vivid Whipleg | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Vivid Watcher | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Vivid Vulture | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Vivid Leech | N | |
Vivid Abberarach | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Primal Rhoa | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Primal Dustspitter | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Primal Feasting Horror | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Primal Maw | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Primal Cleaveling | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Primal Rhex | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Primal Crab | monster no drops or experience [1] | N |
Primal Chimeral | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Primal Scrabbler | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Primal Rhex Matriarch | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Primal Crushclaw | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Primal Blisterlord | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Primal Cystcaller | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Primal Reborn | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | Y |
Oshabi | Monsters grant 100% increased Experience 15000% increased Rarity of Items Dropped Action Speed cannot be modified to below 50% of base value cannot be stunned for ms after stun finished [2000] cannot be stunned while stunned [1] | N |
Oshabi, Avatar of the Grove | Monsters grant 100% increased Experience 15000% increased Rarity of Items Dropped Action Speed cannot be modified to below 50% of base value cannot be stunned for ms after stun finished [2000] cannot be stunned while stunned [1] Cannot be Knocked Back | N |
Vicious Vine | N | |
Vine Hammer | N | |
Groveguard Vine | Monsters do not grant Flask Charges when Slain | N |
Primal Groveguard Vine | Monsters do not grant Flask Charges when Slain 50% of Physical Damage Converted to Cold Damage 50% of Physical Damage Converted to Lightning Damage Action Speed cannot be modified to below Base Value Movement Speed cannot be modified to below Base Value cannot be stunned for ms after stun finished [2000] cannot be stunned while stunned [1] 100% chance to Avoid being Chilled 100% chance to Avoid being Frozen Unaffected by Shock 40% increased Global Accuracy Rating 300% increased Global Critical Strike Chance +25% to Global Critical Strike Multiplier 300% increased Global Critical Strike Chance +25% to Global Critical Strike Multiplier | N |
Volatile Orchard | monster no drops or experience [1] | N |
Root Wall | monster no drops or experience [1] chance to be stunned % [25] cannot have affliction mods [1] Monsters do not grant Flask Charges when Slain | N |
Melur Thornmaul | Monsters grant 100% increased Experience 15000% increased Rarity of Items Dropped cannot be stunned for ms after stun finished [2000] cannot be stunned while stunned [1] | N |
Elida Blisterclaw | Monsters grant 100% increased Experience 15000% increased Rarity of Items Dropped cannot be stunned for ms after stun finished [2000] cannot be stunned while stunned [1] | N |
Orvi Acidbeak | Monsters grant 100% increased Experience 15000% increased Rarity of Items Dropped cannot be stunned for ms after stun finished [2000] cannot be stunned while stunned [1] | N |
Vivid Devourer | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | N |
Primal Dustcrab | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | N |
Primal Viper | monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | N |
Ersi, Mother of Thorns | Monsters grant 100% increased Experience 15000% increased Rarity of Items Dropped Action Speed cannot be modified to below 50% of base value cannot be stunned for ms after stun finished [2000] cannot be stunned while stunned [1] monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | N |
Namharim, Born of Night | Monsters grant 100% increased Experience 15000% increased Rarity of Items Dropped Action Speed cannot be modified to below 50% of base value cannot be stunned for ms after stun finished [2000] cannot be stunned while stunned [1] monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | N |
Janaar, the Omen | Monsters grant 100% increased Experience 15000% increased Rarity of Items Dropped Action Speed cannot be modified to below 50% of base value cannot be stunned for ms after stun finished [2000] cannot be stunned while stunned [1] monster beyond portal chance +% final [-66] monster hellscape charge +% [-66] | N |
Harvest Quest /1
Text Audio /1
Type | Name | Quantity |
---|---|---|
Harvest | Oshabi | 130 |
Community Wiki
Harvest league
Kalandra Patch Notes
Harvest
- 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.
Details:
- 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.
Scourge Patch Notes
Harvest Craft Changes Problem:
- The Harvest crafts that upgrade a Normal or Magic item to a Rare item with a modifier of a certain type are close in function to their matching craft that reforge a Rare item, while being unable to be used on a single item repeatedly.
Solution:
- Combine the two harvest crafts into a single craft that reforges a Normal, Magic or Rare item as a Rare item with new Modifiers.
Specifics:
- Crafts that previously reforged a Normal or Magic item to a Rare with a specific Modifier now reforge a Normal, Magic or Rare item into a Rare with a specific Modifier.
- Crafts that previously reforged a Rare with a specific Modifier now reforge a Normal, Magic or Rare item into a Rare with a specific Modifier.
- Crafts that previously reforged a Rare with a specific Modifier, and made that Modifier group more common, now reforge a Normal, Magic or Rare item into a Rare with a specific Modifier, and make that Modifier group more common.
Ultimatum Patch Notes
Harvest Changes
- 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. We have 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.
Ritual Patch Notes
Harvest Changes
- 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).
Introduction
The Harvest league was a challenge league. The PC version launched on June 19, 2020 (UTC), alongside the Version 3.11.0 patch. It ended on September 14, 2020, alongside the version 3.11.2b patch.
In this league, you will find caches of seeds in each zone. You can take these to Oshabi's Sacred Grove to plant them. With time these plants will fully mature and they can be harvested by killing the monsters emerging out of them for their Lifeforce. Once the harvest is complete, the plants will provide special crafting options in exchange for Lifeforce. Higher tier seeds will need other seeds and extra Lifeforce in order to grow, which will require plotting your grove to maximize your bounty.
League mechanic
This section is for archival purposes only. The current core mechanics differ drastically from the league mechanics. See Harvest for the current mechanics.
In this league, each zone will contain a seed cache. When you interact with the seed cache, it drops Tier 1 seeds, advances a growth cycle, and Oshabi opens a portal to The Sacred Grove.
Once you've acquired a seed, you can plant them in any free space within the Sacred Grove. Tier 1 seeds only need to advance growth cycles to grow, but higher tier seeds need plants of one tier lower adjacent to them and require extra condensed Lifeforce from a Disperser in order to grow. Seed enhancers can be placed in any unoccupied space. Their effect will activate when any seed within radius is harvested.
Once you have at least 8 fully grown crops of the same color within range of a Collector, you can begin the harvest, spawning monsters from each crop. Once all monsters are killed, you can use then use the Collector to craft. Each crop gives Lifeforce and a random one-time use crafting option from its specified crafting pool. Monsters will be stronger and more rewarding the more Lifeforce you harvest at once. Monsters may also drop seeds of one tier higher and seed enhancers when killed.
You must use your crafting options as soon as it is revealed, unless you have a Horticrafting Station to store crafting options for future use. Any unused lifeforce can be condensed and stored to be used to fertilize crops. Condensed Lifeforce cannot be used for future crafting. Collectors and Storage Tanks can store condensed Lifeforce up to a capacity. If you do not have enough storage space, the excess is lost.
Harvesting a Tier 4 seed will cause a Heart of the Grove to grow. It takes 100 cycles to grow. Once it finishes growing, you can harvest it to challenge the Avatar of the Grove.
The player is responsible for planting seeds and placing equipment and arranging the plot. Equipment costs Lifeforce to craft. The list of equipment are as follows:
Lifeforce Collector
Lifeforce Collectors are used to harvest fully grown plants of matching color within a 5x5 grid around itself. You must have at least 8 fully grown plants in order to start harvesting. It costs 25 Lifeforce to craft. It has 3 variants: Primal, Vivid and Wild Lifeforce Collector.
Each collector can also store up to 50 Lifeforce. You can use the auto-plant button to automatically plants seeds of the same color in your inventory around it.
Disperser
Dispersers use stored lifeforce to fertilize crops in a 5x5 grid around itself. It costs 30 Lifeforce to craft.
Storage Tank
Storage Tanks are used to store condensed lifeforce to be used for fertilizing crops. Each Storage Tank can hold up to 1000 Lifeforce. It costs 75 Lifeforce to craft.
Advanced Storage Tank
Advanced Storage Tanks are higher capacity Storage Tanks that can hold up to 5000 Lifeforce. It costs 5000 Lifeforce to craft.
Horticrafting Station
Horticrafting Stations allows you to spend Lifeforce to store a craft from a harvest, allowing you to save crafting options for later. Up to 3 crafting options can be stored. It costs 1800 Lifeforce to craft, which means you must harvest multiple higher tier crops at once in order to craft one.
Pylon
Pylons are used to connect equipment with each other. They have a range of approximately 4 tiles. You can have up to 4 connections for each pylon. All connected equipment must have matching colors. It costs 10 Lifeforce to craft.
Minimap
These new icons are introduced to the minimap:
Modifiers
All map and most areas have the modifiers:
- MapHarvestLeague
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