Consider helping out in updating the wiki for 3. A mine or remote mine is a type of active skill that throws a device that can be detonated remotely to produce an effect such as delivering a spell payload, launching a volley of arrows, or teleporting the user to that location. When a character uses a mine skill, he throws the mine to the target location.
Characters have a base mine throwing speed of 0. Throwing a mine reserves an amount of mana, indicated by the skill's mana reservation. The mine will continue to reserve mana until it is detonated or destroyed. Once a thrown mine lands on the ground it becomes invisible to enemies. This is mostly relevant to PvP since there are no monsters that use mines. Instead of using that skill, you will throw a mine that will use the skill for you when you detonate it.
Mines cannot use channelling skills. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment.
Right click to remove from a socket. The effects of these auras stack cumulatively, up to a limit specified by the skill. These auras are affected by aura modifiers. Mines remain active for a limited duration, after which they expire. Mine duration is specific to each mine skill. If a mine is not detonated before it expires, it is destroyed.
Mine duration is not affected by skill effect duration modifiers. Likewise, mine duration modifiers do not affect the duration of skill effects created by mines. Mines will be destroyed if they take any damage. Mines cannot be targeted directly, but they are vulnerable to area of effect damage. Mines cannot be damaged while they are travelling through the air, or while they are detonating.
The passive skill, Clever Constructioncan also prevent mines from being damaged for a number of seconds after being thrown. There is a limit on the number of mines a character can have active at one time.
By default, a character can have 15 mines active at once. Throwing an additional mine that would exceed the active mine limit will cause the oldest mine to be destroyed. There are passive skills that can increase this limit. While the player's character has any mines active, the Detonate Mines action mapped to D by default becomes available.
Using the Detonate Mines action initiates a detonation sequence starting with the mine closest to the target location. The detonation sequence detonates the first mine instantly, then after a brief delay, another mine within a short range of the previous one will also be detonated. This continues in an accelerating fashion, where the delay between detonating the next mine decreases each time.
Once there are no more mines within proximity to the last one detonated, the detonation sequence will stop. The mine skill gem will state what its Base Mine Detonation Time is, and that time is modified by Detonation Speed modifiers.Furty has been playing Path of Exile since the release of the Onslaught League inand has a deep and diverse well of experience within the game.
You can follow him on Twitteror check out his occasional streams on Twitch. The Delve League arrived with Patch 3.
Since then, Delving has become a core mechanic in Path of Exile. Due to its incredible potential for experience gain, profit, singular crafting mechanics, and entertainment, it is essential that all exiles have a firm understanding of the fundamental systems in play. Delving is an infinite and randomly generated dungeon system that exiles can explore, shared between all characters on any given league.
Players can move throughout the Azurite Mine by going laterally or downwards. Subsequent levels of depth increase the monster level, up to a maximum of level 83, and add additional damage and affixes to the monsters once end-game levels are achieved. The rewards also increase with depth, although this has diminishing returns after the first few hundred levels of delving are reached. Sulphite can only be acquired by completing missions for Niko.[3.11] Harvest - Kinetic Blast Mines - Extremely Satisfying Map Clear - T16 Toxic Sewer
Exiles can travel to connected points on their subterranean chart, though each Delve costs a fixed amount of sulphite, which is based on the depth and the distance traveled. The Mine crawler will speed up to match the movement of the player if they are moving faster than the cart. If you venture into the Darkness, the Crawler will slow or stop, depending on how far you are from it. Flares can be crafted at the Voltaxic Generator.
This effect stacks every 0. Light Radius and Darkness Resistance decrease automatically the deeper the player Delves, but can be increased again using the upgrades the mine offers. Monsters that are shrouded cannot be damage by the player, so beware if you are attempting to leech off of them. Slayers and Slayer Ascendants will have a much easier time dealing with the Darkness, as the overleech will sustain you through a significant amount of Darkness damage.
There are a variety of upgrades that can be purchased to facilitate further and more frequent delving. All of them require Azuritewhich is obtained via delving, and can be purchased from the Voltaxic Generator found in the mine. The upgrades require progressively higher amounts of Azurite with each upgrade, which naturally necessitates deeper delving, where the rewards are more plentiful.
When beginning a league for the first time, you may ask yourself how to best spend your early Azurite most efficiently. The answer is simple; in virtually every situation the best upgrade to purchase is Increased Sulphite Capacity. We recommend upgrading Sulphite Capacity at least ten times or so before making any significant investments towards other upgrades. This will grant you a Sulphite Capacity ofwhich is a comfortable buffer so that you can encounter Niko multiple times before capping out.
The cumulative cost is roughly Azurite, so it should not take long to achieve. Below we have provided a list that ranks our recommended priority for Mine upgrades. Since upgrades cost significantly more with each rank increase, you should still upgrade some of the lower priority options, as the low ranks will only cost a few Sulphite.
Once Niko is encountered in Act IV, each instance you enter has the chance to contain caches of Voltaxic Sulphite. Sulphite gain is based on two factors, which are:.
Sulphite Scarabs were introduced in the Betrayal Leagueand can be used to significantly increase the amount of Sulphite you are able to generate. It is usually only worthwhile to purchase Gilded Sulphite Scarabs over the other variants, although if your Sulphite cap is very low, you may find that even a single Sulphite deposit can overcap you in a high level map. Players who enjoy Delving often can use these Scarabs as a means of greatly increasing the amount of time they are able to spend in the Mine.
Niko will appear every day on your Atlas, guaranteeing at least some Voltaxic Sulphite providing you have the required map. Fractured Walls appear frequently in the Mine, and can be destroyed with dynamite.
While they are far more common than most players believe, they are generally found off the main path of the Crawler, well shrouded with Darkness.Consider helping out in updating the wiki for 3. A trap is a type of active skill that throws a device that is triggered by proximity to produce an effect such as immobilizing the enemy, delivering a spell payload, or launching a volley of arrows.
When a character uses a trap skill, he throws the trap to the target location. Characters have a base trap throwing speed of 0. While armed, a trap can be triggered by an enemy entering its trigger radius. Characters have a base trap trigger radius of Trap trigger radius is not affected by skill area of effect modifiers. Traps remain armed for a limited duration, after which they expire.
Trap duration is specific to each trap skill. Most traps are triggered automatically when they expire, regardless of whether there are any enemies nearby. After the immobilise expires, a debuff remains on the enemy for a duration, lowering their movement speed by an amount which lessens over time. The affected enemy will take increased damage from traps and mines until the debuff expires. Modifiers to spell damage do not affect this skill's damage.
Right click to remove from a socket. Does not affect unique monsters or players. Trap duration is not affected by skill effect duration modifiers. Likewise, trap duration modifiers do not affect the duration of skill effects created by traps.
Traps will be destroyed if they take any damage. Traps cannot be targeted directly, but they are vulnerable to area of effect damage. Traps cannot be damaged while they are travelling through the air, while they are arming, or while they are triggering.
The passive skill, Clever Construction can also prevent traps from being damaged for a number of seconds after being thrown. There is a limit on the number of traps a character can have out at one time. By default, a character can have 15 traps. Throwing an additional trap that would exceed the trap limit will cause the oldest trap to be destroyed. There are passive skills that can increase the limit.
Some traps store limited uses and replenish one use after a cooldown period.
A counter is shown on the skill icon which indicates how many uses are currently stored. Trap stocks are stored per skill and not per gem, so equipping multiple of the same skill gem will not allow you to bypass its maximum stored usage limit or cooldown time. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment.
When throwing multiple traps at a time with limited stock, it will only throw up to the amount of traps you have stocked. The flames last for a duration, rotating around the trap and repeatedly dealing damage. Burning enemies are dealt more damage.Consider helping out in updating the wiki for 3. Maps are the main type of endgame content in Path of Exile.
By placing them in a map devicemaps can be consumed to create a randomized instance in which monsters can be fought. Like equipment, they come in normalmagicrareand unique raritiesand can have their own special affixes which may make them more difficult, but also increases their potential rewards.
Maps can also have qualitywhich can be improved with Cartographer's Chisels Cartographer's Chisel Stack Size: 20 Improves the quality of a map Right click this item then left click a map to apply it. Has greater effect on lower-rarity maps. Shift click to unstack.
Map drops are not affected by party size. Players cannot use maps until the Epilogue after completing Act After completing Picking Up the Piecesa map device will be added to the player's hideout.
In the EpilogueOfficer Kirac will give you a short series of quests that lead to the construction of a new map device for your hideout. He will also give you an unidentified Tier 1 magic map to start. After completing your first map, Kirac will show the player the Atlas of Worlds. The Atlas of Worlds visualizes how maps are connected to each other and form pathways between each map on the Atlas.
There are four starting points, starting from the center of the Atlas. Maps are also grouped within 8 regions. After some exploration, players will encounter Zana, Master Cartographer and a portal that leads to a Citadel, where Watchstones can be placed.
Watchstones are dropped by the Conquerors that rule the Atlas, who can be challenged by running maps within their influence region enough times. Once a Watchstone is socketed to a Citadel, it will empower all maps in that region, increasing their map level and adding new maps to the region.
Delve Guide: Advice for Beginners and Veterans (PoE Harvest 3.11)
Only connected maps and maps previously completed can drop from a map area. In addition to these rules, this map drop pool only consists of maps that are currently visible on the atlas meaning maps that are removed from changing Watchstones are also removed from the map drop pool.
There are exceptions that do not take your Atlas progression into account: During Zana's Atlas Missions which gives you a choice of maps to open, unique maps that may also drop their base type, and various league content that may drop maps.
When four Watchstones are socketed to one region, it increases the Awakening Level of the Atlas. Awakening Levels increase map and influenced item drop chances and difficulty for every map on the Atlas, as well as enabling Awakened Atlas completion marks for maps at a certain level. Running maps in an awakened zone will also draw out the Awakenerthe leader of the Conquerors.
Regarding map drops, there is a 2x weighting for incomplete maps, and 4x weighting for adjacent maps, multiplicative. Each non-unique map can have up to 3 prefixes and 3 suffixes, just like other items. Currency related to rarity also works the same, for example, an Orb of Alchemy Orb of Alchemy Stack Size: 10 Upgrades a normal item to a rare item Right click this item then left click a normal item to apply it.
Modifiers for maps change the properties of the map when one is in that map, thereby making it more difficult and usually resulting in increased item quantity for all drops on that map. High increased quantity also affects the drop rates of maps while in a particular map, so high modifiers will increase your chances at continuing to get map drops and finding higher level maps to use. Cartographer's Sextants can affect neighbouring maps.
Maps can be made considerably more difficult by using a Watchstone that increases the tier of the item. There are 16 tiers of maps, each tier corresponding to an area level. The lowest tier drops during progression through the game and once inside the map, higher tier maps start dropping.
Moving from one group of map tiers to the next often imposes a challenge as the higher tier maps become harder to sustain. Furthermore, mid-tier and top-tier maps introduce higher values for the mods they can roll, new mods that are more challenging, and combinations of mods that aren't allowed to coexist on low-tier maps. If a player has three maps of the same type, these maps may be sold to a vendor to receive one map in exchange.View Staff Posts Post Reply.
So i dont know if this is the right place for this, but im ready to rip my hair out. Ive been aware for some time now that some people have the ability to zoom there mini map in and out. Thats the only information available on this. Im here because this has never worked for me no matter what i try, whether using the actual num pad on my keyboard or on a virtual one.
Is there any kind soul who can just shed some light on this for me before i completly loose it. I appreciate it. Quote this Post. Can someone confirm that you can zoom the actual minimap? Posted by strickmasche on Jun 25,PM.
Posted by Conzolax on Jun 25,PM. I'd also like to know this I saw RaizQ I think it was with a really zoomed out mini map and it blew my mind But I still got no idea how it's done. Posted by brunowa on Jun 26,AM. The fix is to reset your key bindings even if youve never changed those buttons. Forum Index Code of Conduct Search. Shop Buy Packs Microtransactions Specials.
Follow Us. Last bumped on Jun 26,AM. It does work when only the mini map is active. However, AFAIK the top right mini map is already zoomed all the way out, so the zoom is basicly useless.Consider helping out in updating the wiki for 3. A delve is the exploration of the infinite Azurite Mine dungeon. The character guides a Crawler mine cart powered by Voltaxic Sulphite through the mines to a checkpoint.
Players can start delving from act 4 onwards, when they start encountering Niko, Master of the Depths.
Voltaxic Sulphite is used to travel to undiscovered checkpoints in the Azurite Mine. From act 4 onwards, zones can spawn 3 caches of Sulphite. Clicking on it will summon Niko to harvest it.
The higher the zone level, the more Sulphite is gained. In mapsthe amount of Sulphite received can be increased with map quantity. Nearby party members will also receive the harvested Sulphite. The Sulphite in maps can be increased with certain Scarabs. Players can only hold up to a certain amount of Sulphite at a time. The maximum Sulphite capacity can be upgraded using Azurite. Those are base values and can be further modified by map quantity. In maps, effective area level is used instead of base area level.
Light and darkness play an important role, as the player character takes increasingly high damage over time when outside of any lit areas in the form of a stacking debuff. Stepping into a lit area clears the debuff. Allied minions and totems will not take darkness damage. Additionally, monsters within the darkness cannot be damaged.
Light is primarily emitted by the Crawler, cables that are generated in cleared paths, and Flares. Flares are consumable items that can be thrown the create a temporary lit area. Its radius, duration, and maximum capacity can be upgraded with Azurite.
Path of Exile's Official Wiki. Beginner's Guide. Technical Support for Network Issues. Unofficial Linux Client Newer. Unofficial Linux Client Older. PoE Tool Development and tool-dev on Discord! Haven't seen this tip on the sub for a while. This storage folders become very full of junk after playing PoE for a while.
I just cleaned mine out and deleted k files from ShaderCache and 70k files from minimap. I have seen other people say in the past that this increases load times.
When I launched my game for the first time, instead of spending about 15s 'Checking Resources' as is normal for me, it launched instantly! Also there is a tool named ggpk defragmenter that shrinks the PoE data file worked just fine last time I used it - use it only with the non-Steam version - after the 3. Where does the idea come from that this is bad or a kind of trash bin you have to empty every once in a while. This inevitably slows a computer down - its becoming less important with nowadays computing power and capacity but it still is a bad habit and some mostly somewhat IT knowledgable people I assume prefer to keep trash low.
We also empty our trash cans before they are full even if they are big enough to carry it for years. Even though I can understand the other point of view - just not caring about those things is less stressful and I even consider changing my attitude towards it Maybe the bad devs you talk about are there, but most of the time you're just making it worse.
Just like in this scenario, shadercaches are supposed to save time and ressources, you can't have enough files in there. In this case, deleting that folder achieves nothing except gaining a few MB disc space. In the end POE have to create the caches again if they do not exist which causes more cpu time wasted than it has to be but still probably not noticable on modern systemsif you have a slow disc you probably making it worse by deleting the folder. I already deleted the cache files but I am certain that hundreds if not thousands of them haven't been accessed in a while.