Wanna cheap and safe POE 1/2 currency or other game gold ? We provide 7x24 service. Contact us
Country / Region:
Language:
Currency:
Send60s
I accept Terms and conditions and Privacy Policy
I want to get information about activities, sales and personal offers
The Forbidden Sanctum brings roguelike gameplay to Path of Exile. Sanctum is an out of map mechanic that can be interacted with once every map/zone or saved up to do all at once (8 encounters saved at once). The mechanic sees players entering the Forbidden sanctum and plotting their path through a 4 floor dungeon consisting of 32 rooms of varying types. At the end of each floor of 8 rooms players can expect to face a challenging boss.
The Sanctum features a variety of challenges; but also tools to overcome them. While inside you'll have an extra healthbar-like resource called "resolve", which takes 'damage' whenever your player is hit by monsters or traps. Upon losing all your resolve your run will end and you must start over.
Sanctums provide a range of tools to assist you in getting as far as possible each run; expect to find fountains in marked rooms to recover your resolve, powerful boons to assist you against enemies and Aureus coins used to exchange with the sanctums merchant for even more power.
In this Forbidden Sanctum guide you will learn how to maximize your loot and optimize your play with essential tips and tricks.
Sanctum Rooms
There are many types of rooms in the Sanctum each of which serve their own purpose, the current rooms to consider are:
*Offering Rooms grant the player a choice of gaining immediate currency items, currency at the end of the floor or at the end of the sanctum. The riskier the option, the more rewarding it is. Failing to reach the goal specified will result in the loss of the currency.
*Merchant Rooms contain a vendor that will offer you powerful boons to make your run easier at the cost of Aureus coins. The Merchant may also rarely offer you Sanctified as well as Normal Relics for a high price.
*Fountain Rooms contain a fountain that can be used to restore your resolve. Afflicted fountain rooms also exist and restore more resolve at the cost of applying an affliction to your run. Rarely you may encounter one of two special fountains Benevolent (Grant maximum resolve and a Boon) or Radiant (Grant Inspiration and a Boon, remove an affliction)
*Accursed Pact Rooms offer players 3 sets of choices. Each choice consists of an upside and a downside. Players can select up to all 3 pacts if they wish to, or may choose to not take a pact at all. After making at least one pact you will gain access to a random currency offering.
*Treasure Rooms come in two variants Minor (two chests) and Major (5 chests) that contain chests filled with aureus coins upon completion. These coins can be exchanged with encounters for additional power during your current Sanctum.
*Afflicted Rooms are highlighted in purple and when entered will curse you with an affliction for the remainder of the run. Choosing a path leading to an Afflicted Room should be carefully considered, as you may want to entirely avoid certain dangerous afflictions.
Relics
Relics are a permanent form of power progression within the Forbidden Sanctum. As you progress through the league you will unlock slots on your relic altar that you can fill with relics you find. Relics on your altar will grant their effects to you on your sanctum runs, there are 3 sizes of relics each of which have their own modifier pools.
Small Relics (2x1)
*+x To Maximum Resolve (Prefix)
*Gain x aureus coins at the start of the sanctum (Prefix)
*Gain x Inspiration at the start of the sanctum (Prefix)
*Monsters have x% chance to drop double Aureus Coins (Suffix)
*Chests have x% chance to drop double Aureus Coins (Suffix)
*Gain x resolve when you kill a boss (Suffix)
*x additional rooms are revealed on the sanctum map (suffix)
Medium Relics (3x1)
*x% increased resolve recovered (Prefix)
*Gain x Inspiration at the start of each floor (Prefix)
*Guards take x% increased damage (Prefix)
*Bosses take x% increased damage (Prefix)
*The merchant has x additional choices (Prefix)
*x% reduced merchant prices (Suffix)
*x aureus coins when you complete a room (Suffix)
*Recover x resolve when you complete a room (Suffix)
*Gain x resolve when you use a fountain (Suffix)
*Guards impact x% reduced resolve (Suffix)
*Bosses impact x% reduced resolve (Suffix)
Large Relics (2x2)(4x1)
*Gain x Inspiration when you receive an affliction (Prefix)
*x% increased maximum resolve (Prefix)
*Monsters take x% increased damage (Prefix)
*Gain x maximum resolve when you kill a boss (Suffix)
*Gain x maximum resolve when you use a fountain (Suffix)
*x% chance to avoid gaining an affliction (Suffix)
*Monsters impact x% reduced resolve (Suffix)
You may have multiple relics on your bench and their effects stack additively. Having a good relic loadout is essential for farming the Forbidden Sanctum efficiently.
Rewards
The Forbidden Sanctum allows you to pick your level of difficulty and reward in offering rooms. Early in the league, picking the lower risk option is likely to be the most profitable approach. Selecting the option to defer rewards until the very end of a Sanctum run will likely be required in order for its rewards to compete with the profitability of other high end strategies
Roughly 40% of the rooms within the Sanctum are 'offering' rooms that grant currency. Players are given the opportunity to pick which rooms to enter, therefore choosing a path ahead of time that leads to a high amount of offering rooms will lead to improved overall rewards.
The Forbidden Sanctum introduces a new equipable item class; "The Sanctified Relic". This relic can only be acquired from the league mechanic. These relics are bind on account, active even outside the sanctum and incredibly powerful. Sanctified Relics are not a tradeable reward, but they're still very valuable and are likely to make the sanctum worth farming regardless of other rewards.
Gameplay
You will gain access to 1 additional Forbidden Sanctum room per Campaign Zone or Atlas Map that you complete, so farming smaller/shorter Maps are ideal for stacking up a full Sanctum floor to run all at once (8 rooms).
When mapping, prepare your sanctum floor while running a low investment atlas strategy such as Eldritch Altar or Alch and Go farming in order to maximise your currency gains while trying to farm Sanctum content.
When selecting your path through the sanctum, plot a course that provides the most connected rooms. Granting you a higher chance of encountering an offering room. Select the highest risk level you think you can do in offering rooms to receive loot worth your time, taking a risk is better than receiving a paltry reward.
Monitor your resolve and Aureus Coins at all times, selecting merchant and fountain rooms only when necessary.
Map Choice
When farming Forbidden Sanctum in the endgame, small maps that can be completed quickly are always preferred to maximize the amount of floors you can clear per session. The maps below are fantastic choices for speed mapping.
*City Square/Mesa are considered the fastest and most linear maps in Path of Exile. They are almost identical every time you run them, making them the top picks for speed mapping strategies. Being so small and fast to run means they don't have the best natural mob counts, thus they are difficult to sustain effectively without investment.
*Toxic Sewer is one of the best map layouts in Path of Exile, boasting a strong natural monster count for easy map sustain. It is one of the only linear indoor maps, making it a great choice for builds without a lot of AoE that still want to clear extremely fast.
*Ashen Wood is a small open layout map with a good natural mob count and a very easy boss. It also drops The Scout Divination Card which adds additional profit to your farming sessions.
*Canyon is similar to Ashen Wood. It is a small open layout map with almost no terrain to obstruct your movement or league mechanics. This makes it easy to run and a great candidate for synergising with other leagues.
Materials
Rolling Maps
Rolling your maps correctly is mandatory for making profit and sustaining maps in the end game. For this strategy, roll all of your maps using the following materials that you intend to run for Forbidden Sanctum.
*Clean Your Maps - Ensure all of your maps are identified and then use an Orb of Scouring to make them all normal rarity, since achieving 20% quality on white maps requires significantly less Cartographer's Chisels.
*Chiseling - Use Cartographer's Chisels on all of your maps until each one is 20% quality.
*Alchemy Orbs - Use Orb of Alchemys on every map you have at 20% quality. Re-roll maps your character cannot run using Orb of Scouring and Orb of Alchemy.
*Vaal Orbs - Use Vaal Orbs on all of your appropriately rolled maps. Some maps may transform or receive new modifiers, so weed out any maps with modifiers your build cannot run or maps that are no longer on a favourable layout. On average, using Vaal Orbs on high tiers maps is always worth it.
Optimizing
Strategy Synergies
To ensure you're making as much currency as possible in the end game you should combine your forbidden sanctum preparations with another atlas strategy. The strategies we recommend include the following:
*Eldritch Altar Farming
*Alch and Go
Orbs of Horizon
If you are struggling to sustain high tier maps with layouts that are ideal for speed mapping, you can use Orbs of Horizons to transform maps you don't have a use for into better layouts.
Each tier of maps will transform into a specific set of map layouts which change each league. Use Orbs of Horizons on the following tiers of maps you don't have a use for to re-stock your map pool.
*Tier 16 - Toxic Sewer, Graveyard
*Tier 15 - Dunes, Ashen Wood, Grotto
*Tier 14 - Canyon, Underground Sea
Some of these maps are fantastic for speed mapping while some are just mediocre, however using all of the recommended maps here will allow you to easily sustain a map pool early on in a league.
Read More: Game Experiences on Forbidden Sanctum in POE 3.20
Recommended Article
View MoreNow it's time to talk about the brand new league introduced in Path of Exile 2 Patch 0.3.0! That's right, the developers say they're launching the first league of Early Access period - Rise of the Abyssal - to ensure players' experience something completely different in each zone each time they return, providing a more diverse experience.
This new league not only features a new economy but also new quests and bosses unique to this league. So, let's take a deeper look at what Path of Exile 2's first official league has to offer!
In this new chapter, as you delve deeper into Wraeclast, you'll discover numerous fissures above ground, connected to larger pits. The monsters that inhabit these areas are being affected and even harmed, their souls being devoured to bolster the defenses of Abyssal races hiding underground.
As you defeat monsters, fissures close, and Abyssal monsters emerge, enraged that you've killed their prey.
Once all of these fissures are sealed, the pit activates, and more Abyssal monsters emerge to devour your soul. Then, larger, more dangerous monsters reveal themselves.
If you kill a magic pack, a magic Abyssal appears. If you kill a rare pack, a rare monster appears in the pit, which absorbs some or all of the monster's attributes. This means that the monsters that appear are generally more difficult to defeat. Of course, PoE 2 currency and equipment they drop are also more valuable, as each modifier grants better rewards.
If you manage to kill them all, the pit closes. Each time a pit closes, a potential Abyssal Trove appears as a reward. This chest rises from the pit, granting you some epic loot.
Note that each area typically contains numerous pits and fissures, and the number of Abyssal Troves increases as the game progresses, making the experience even more exciting!
Not only that, when monster mods are absorbed, they have a chance to be infused with the dark necromancy spell, transforming into Abyssal Modifiers, amplifying both the danger and the rewards.
Abyssal pits also interact with other monsters and mechanics. If you defeat a Rogue Exile near a pit, it will transform into a Lichborn with multiple Abyssal Modifiers. If you're lucky enough to encounter and kill a Lichborn Exile, it may even drop a unique Jewel.
If a pit appears near a boss, killing it will summon a gigantic giga-larvae creature. Monsters trapped in Essences near an Abyssal pit are also affected. They will also receive an additional new Essence item, making them an excellent crafting material.
So, your mission in Rise of the Abyssal League is simple: kill surface monsters, defeat emerging Abyssal monsters, find and overcome pit encounters, and reap the rewards.
However, there's more to this League. After completing Abyssal Pits, you can find Ancient Bone Fragments, preserved from the remains of fallen Lichborn. This is one of the many rewards for completing pit encounters.
You can use this fragment on a rare item, imbuing it with magic, adding a special hidden Abyssal modifier to your item.
But how do you find it? In Act 2 of the campaign, you'll encounter a new area. This area has been overrun by Abyssal creatures. After clearing this area, you'll find Well of Souls, a hollow containing a massive vortex of souls. Throw your Abyssal-infused items into it; it's the only way to activate them!
Before you throw them in, though, you can choose how to craft them, with three different modifiers to choose from. These modifiers can be core modifiers or special modifiers not normally found on items.
After selecting your desired modifier, drop it into Well of Souls. It will absorb the soul's power, which ominous creatures will then retrieve for you.
During the campaign, you can use this to more easily add existing useful modifiers, but in the endgame, you can add a whole new range of powerful modifiers to your items.
We previously discussed how closing the pits grants you Abyssal Troves, but sometimes, closing the pits will reveal an underground cavern leading to the Depths.
After entering the pits, you'll find an Abyssal city teeming with undead hordes. While underground, every rare Abyssal enemy will have an Abyssal Modifier, and at the end of the dungeon, you'll even find a rare enemy with the even more powerful Lichborn Modifier.
Once you can defeat this powerful rare enemy, you'll be rewarded with some pretty impressive rewards. Because besides the Abyssal Modifiers on monsters making the entire zone's loot drops more valuable, it also has its own unique drops.
In the endgame, you'll still find Abyssal Depths, but you'll also begin to discover a different kind of crypt. In these areas, you'll find an Ancient Spire, the key device used by Abyssal Factions' Commander to push Wraeclast into the Lightless Void. Your objective is simple: kill this Commander and destroy the spire.
The final item this Abyssal Commander can drop is a Lich's Finger. So what's the point? In fact, the next time you return to Well of Souls, the items you drop return even more powerful, so your character will almost feel compelled to do so.
Regardless, in Rise of the Abyssals League, you have the opportunity to uncover the secrets of the Abyssal creatures lurking underground and diversify your loot by challenging these unique foes. So don't hesitate, be prepared, and face the rise of this ancient evil!
Exiles, the long-awaited Path of Exile 2: The Third Edict update has finally been revealed! Are these updates and changes what you expected?
This Patch 0.3.0 is still a very heavyweight update. I'm afraid you will feel tired just reading all the patch notes! Just kidding! But if you really don't have the time to delve into all the details, this guide might help you catch up quickly.
Here, let's talk about some of the highlights of The Third Edict and how they impact our gameplay! Let's get started.
We'll begin by reviewing Act 4, which picks up where Act 3 left off.
Doryani must search for an ancient weapon that can be used to fight corruption - a symbol of the Third Edict. The weapon was damaged long ago, but he believes the fragments can be found in Karui Archipelago, home to Karui tribes.
You'll then need to travel to Kingsmarch, rent a boat, open the map, and sail to any destination you like.
Yes, Act 4 is non-linear, meaning you can explore the islands in any order. No matter where you choose to go, you'll fight dangerous beasts, find rich treasure, and battle incredible bosses.
Act 4 offers eight islands to explore, each with unique flora and fauna and many other fascinating encounters.
Until now, players had to replay the entire campaign to reach the endgame, so what else could we do between the end of Act 4 and the endgame?
The developers have added three new Mini-Acts, which you can think of as interludes leading up to the endgame.
These Interludes consist of three temporary side stories that will remain in the game until Act 5 is released, bringing you to level 65 and then unlocking the endgame. Who knows what you'll find there?
Each Interlude contains six to seven areas and typically four boss fights. Including Act 4, the campaign will have 35 new areas and 24 new boss fights.
It's important to note that these Interludes are temporary. With the addition of Acts 5-6, the Interludes will disappear; after all, they're side stories.
While the campaign has been overhauled with each major update, it's inevitable that returning to it can become tedious. Thankfully, the developers have taken this into consideration, launching the first league during POE 2's Early Access period - Rise of the Abyssal - to ensure a fresh experience when returning between expansions.
This brand-new league not only features a new economy but also offers new content unique to that league. The core mechanic of Rise of the Abyssal League is Abyssal.
Here, players will encounter a race called Abyssal, masters of forbidden magic and necromancy. Once thought extinct, they now lurk underground.
They create massive fissures across the continent, devouring the creatures that inhabit them. Therefore, the townspeople need your help to investigate the monsters' source and stop their attacks. The best way to drive out Abyssal is to destroy their food source and defeat the monsters inhabiting the fissures before they are devoured by Abyssal.
Deactivating fissures will activate nearby Abyssal pits, triggering more Abyssal battles. However, once you defeat Abyssals, the pits will be sealed, and you can enjoy your bountiful loot.
Fissures and pits will only become more dense as you progress, and they have a chance to gain buffs from the monsters they absorb, affecting their encounters and subsequent loot.
Remember, be extremely cautious if an Abyssal Pit appears near a boss, as it may trigger the appearance of a massive monster that you'll be almost powerless against. Run away!
Many players have complained that replaying the campaign with each character is tedious, making the entire game tedious. To address this, the developers have introduced a new feature: Sprint.
In POE 2 0.3.0, holding down Dodge-Roll button will cause your character to enter a Sprint state after completing a roll. This feature applies to all characters, and there's no limit to the duration of Sprint. However, if you're hit by an enemy while Sprinting, you'll be knocked to the ground.
The primary purpose of Sprint function is to increase the efficiency of traversing areas outside of combat, making it particularly useful for quickly mapping and farming PoE 2 currency. Since you're less vulnerable to damage while rolling, and your Sprint speed is faster than any other monster in the game, you can retreat from combat and increase your farming efficiency.
Next, let's take a look at Support Gems in PoE 2, one of the game's most important new systems.
It's no secret that Support Gems are one of the most important elements of a complete build, enabling numerous interesting mechanics and rich gameplay.
However, it's important to admit that PoE 2's Support Gem system has always been somewhat imperfect. One major issue was that each character could only possess one Support Gem of each type. However, this design significantly hindered players from effectively using a variety of skills.
Therefore, in Patch 0.3.0, the developers have removed the one-of-a-kind limit per character. Now, we can use any number of gems, significantly expanding the number of possible skill combinations and increasing skill diversity.
While this is already a great way to level up the campaign, the developers haven't stopped there. They've added a brand new Support Gem system to spice things up: Lineage Support.
Think of these as unique items specific to Support, but with far greater power. And just like unique items, many Lineage Support Gems can be obtained from specific bosses, some of which are crucial to determining your build's power.
All told, approximately 40 Lineage Support Gems will be added throughout the endgame, so there's a lot of power to discover!
With the release of Act 4 and Mini-Acts, we're adding 25 new endgame maps featuring all the new monsters and bosses, significantly increasing the game's variety and giving you the opportunity to experience new boss battles multiple times!
With new content to explore, you'll be able to invest in Atlas trees faster, experience Pinnacle content, feel less intimidated when challenging Pinnacle bosses, reach higher levels more easily, and all while finding many new PoE 2 orbs and endgame items.
Finally, we'd like to mention the feature many exiles have been eagerly awaiting for years: Asynchronous Trade.
While the in-game trading mechanism meets basic player needs, some issues have emerged over time. For example, it often requires players to stay in hideouts for extended periods of time instead of going out to fight monsters, or it prevents players from receiving replies who are temporarily away or too lazy to contact.
To finally address these issues, the developers have added a new system that allows players to trade items with other players without the seller being present. They can continue to fight monsters, leave at will, or even go offline.
While this is a simple quality-of-life feature, it actually shows that the developers are truly listening to player feedback and continuously making improvements.
Regardless, the numerous updates brought by Path of Exile 2: The Third Edict are constantly addressing previous bugs and optimizing the gaming experience. Perhaps now is the time to get back into the game! What do you think?
Exiles, are you already antsy as the full patch notes inch closer? Instead of waiting, take a guess at what changes will be coming to the balance update in Patch 0.3.0!
With almost every league update, in-game balance is a key focus, as they can completely overturn our understanding of specific mechanics and builds. So, what are the developers targeting for nerfs or buffs in Path of Exile 2: The Third Edict? Let's take a look!
First, let's talk about nerfs.
Nerfs are naturally at the top of this list. How could we expect anything else? After all, this skill is ridiculously powerful.
In fact, early in Patch 0.2.0, the developers began nerfing some over-tuned skills, but Lightning Spear, already a standout at the time, received a buff. While already quite useful, this buff made it even more powerful, firmly cementing its place at the top.
Furthermore, Huntress class was new, and Amazon Ascendancy was a perfect fit for it, so a large portion of players naturally gravitated towards this Ascendancy build. This led to a significant imbalance in Ascendancy class system during Dawn of the Hunt League, with the top two classes, Amazon and Deadeye, comprising nearly 50% of all characters in the league!
Now, because of Lightning Spear's current popularity, I predict a high probability of nerfs to this skill, particularly its attack speed and damage multipliers.
Now, let's take a look at the second predicted nerf for PoE 2 Patch 0.3.0: Tangletongue. Honestly, I have absolutely no idea how this Spear made it into Dawn of the Hunt at its current power, considering its power and rarity make it arguably the most powerful unique item in the game.
Simply put, Tangletongue has incredibly high base critical chance thanks to the weapon's massive flat bonus critical chance roll, which can reach up to 20%. This means it can achieve a base critical chance of up to 25% without corruption.
That's not all, as it also has another modifier, Forking Critical Hits, which allows the weapon to roll critical chance twice for each attack and then compare the results.
If only one roll succeeds, the attack is a critical hit, dealing the normal critical damage bonus. However, if both rolls succeed, then the critical damage bonus is doubled - incredible!
Critical damage is already the most powerful damage bonus in PoE 2, and this item takes it to the extreme.
However, I think if it does get nerfed, it shouldn't lose Forking Critical Hits mechanic, which is what makes it so special. Instead, it's the flat bonus critical chance modifier that should be nerfed, which makes more sense.
Also, another possible nerf in the 0.3.0 update is Deadeye. That's right, not Amazon we mentioned earlier.
While Amazon might take some hits, its popularity has surged since the new Ascendancy class in 0.2.0, surpassing other options.
By comparison, Deadeye has been at the top of Ascendancy charts since PoE 2 Early Access release. And it has excellent skill nodes, especially when the power of the skill is locked in by a charge, allowing you to easily take down bosses in seconds!
Thus, I expect a nerf to Deadeye in this update, but compared to the nerf to Lightning Spear, it's likely to be quite mild, and it is even possible that other factors will cause Deadeye's strength to be significantly weakened.
However, once you've accumulated enough POE 2 currency in the early stages of The Third Edict League, I fully expect Deadeye to remain your go-to build.
You May Like: What Improvements Does Path Of Exile 2 Need To Have In Patch 0.3.0? - Builds, Endgame And More
Next, let's talk about the buff predictions for patch 0.3.0.
First and foremost, I believe that attribute requirements are one of the biggest factors inhibiting build diversity in Path of Exile 2 right now.
There are other factors, of course, including the fact that the requirements for high-level skill gems and gear are so high, which means that the setups you can use in any given build are severely limited. This is because of a variety of issues. However, the strict attribute requirements leave your build with no room for growth.
Because the passive tree provides such low stats relative to its cost, you need to add a lot of affixes specifically designed to boost stats to your gear to meet these costs. This often prevents you from easily upgrading other stats to use auxiliary skills that are inconsistent with your primary stats.
For example, using Intelligence Curse skill on a Strength-based character is difficult enough because simply reaching the required stats at the minimum level requires all the effort, not to mention upgrading the skill gems.
Therefore, I think the easiest way to address this issue is to lower the attribute requirements by a fixed percentage, allowing players to tailor their builds to specific items or skills, providing greater freedom in building their builds.
Another potential area of improvement would be Armor.
In the 0.2.0 patch, we expected the developers to buff character armor and health, but neither of these received any changes.
Therefore, I suspect they might consider reducing Energy Shield to a reasonable level and then increasing Health by increasing Defense of Life-based builds. However, this would require significant changes to the passive tree, and if they're not willing to address the issue of excessively high monster damage, then Armor calculation formula itself would need to be adjusted.
If the first Druid or Templar Strength-Intelligence hybrid class does indeed arrive in POE 2's 0.2.0 patch, then that class build would likely utilize a mix of Armor and Energy Shield items. This would provide a great opportunity to effectively address Armor issue, especially considering so many players will probably try out this new class, if it ever becomes available.
Finally, I think there's one more potential buff for The Third Edict update: Monk class's Acolyte of Chayula Ascendancy. This Ascendancy is in desperate need of help.
In Dawn of the Hunt, it was the least-used Ascendancy class, at just 0.7%. So, what's wrong with this Ascendancy?
The crux of the matter lies with Darkness branch at the very bottom of the class's skill tree. This branch accounts for three of the class's nine skills and significantly influences your build preferences.
Darkness branch often locks out your Spirit skills, replacing them with a severely underdeveloped Darkness mechanic. This mechanic works a bit like the Primal Aegis + Guard skill in PoE 1, but it's incredibly weak, and once Darkness is blocked, you have to wait 10 seconds to unblock it.
This means you're making an enormous sacrifice to gain a Darkness buff, but the resulting benefit is so weak that the reward isn't worth it. What you end up with is a mediocre mechanic replacing Spirit, which isn't a very good trade-off.
So, I expect to see significant improvements to Acolyte of Chayula Ascendancy in this update, especially its Darkness mechanic.
These are my guesses for some of the buffs and nerfs I might see in POE 2 patch 0.3.0, which could rebalance existing game mechanics and open up new build possibilities! Of course, these are just predictions; who knows! The full patch is coming soon, so stay tuned!
Recently, we received a new trailer for Path of Exile 2: The Third Edict. As usual, it's brief, but it still reveals a wealth of information.
The title of the trailer seems to say it all: Kulemak Teaser #2.
If you're a longtime Path of Exile fan, you can immediately tell from the black, gray, and green color scheme of this trailer that it's closely related to Abyss mechanics. We're certain that Abyss will appear in some form in Path of Exile 2.
Meanwhile, the voiceover, "In the light, we burn! In the dark... We thrive," seems to confirm the existence of Lightless creatures, also known as Abyssal, deep within Wraeclast.
So, what does Kulemak in the title have to do with this? Who is he?
To be honest, at this point, we know very little about what or who Kulemak is. We only have fragmentary information about this entity. Therefore, here, we will attempt to speculate on the possible background of The Third Edict based on what we know so far.
First, let's briefly review the key events that led to our current situation: The Winter of the World.
A volcanic eruption filled the skies of Wraeclast with fire and ash, completely covering the continent and shrouding it in darkness. This led to a cold, dark winter that lasted for a thousand years.
At some point during this millennium, likely even earlier, Lightless emerged from the underground and slaughtered the inhabitants of Wraeclast. This primarily occurred in Vastiri Plains region, but it could also occur in other areas.
Most of the original civilization was buried in ash, but a primitive woman named Ahkeli survived and escaped. She later allied with Maraketh people and formed a group called Order of the Djinn. Their goal is to find and acquire powerful artifacts to seal them away from danger.
Now, sometime after the Lightless emerged, slaughtered the inhabitants, and unleashed chaos, Three Sisters appeared. We've long believed them to be Sekhema Solerai, Sekhema Lundara, and an unnamed figure. They essentially united the many different races and groups that inhabited the vast universe and beyond.
Because Lightless were an actual threat, all of these different groups came together and formed a temporary alliance because they had a common enemy. If they hadn't formed an alliance, Lightless would likely have prevailed and conquered Wraeclast.
At some point later, the Three Sisters united, united the scattered Maraketh tribe, and used Essence of Gold and Silver to purify the sky, ending winter and driving Lightless back underground.
Now, extensive background information from Heist and elsewhere in PoE indicates that the Three Sisters were Solerai, Lundara, and Viridi.
During this time and for a long time afterward, Order of the Djinn remained mysterious to most civilizations, operating in the shadows. However, they remained united in their goal: to protect artifacts, ensuring their safety and preventing them from falling into the wrong hands.
However, one of their members, Janus Perandus, betrayed the order at Catarina's behest, resulting in the deaths of all members except Jun and Janus.
Catarina then obtained Horns of Kulemak, which she had Janus steal from Order's Forbidden Vault.
With this artifact, Catarina formed Immortal Syndicate, a new world order designed to be immune to the weaknesses of normal civilization.
In fact, we learn quite a bit about Horns of Kulemak from various conversations in the game, particularly with Jun.
Horns of Kulemak are artifacts capable of freely transferring life energy. The power Catarina longed for wasn't just magical, but also political. Immortality would undoubtedly provide her with a powerful bargaining chip, which is why Order of the Djinn kept Horns of Kulemak hidden for so long.
We know that Horns of Kulemak are the ultimate tool of life and death, capable of absorbing the life force of any living being. However, we don't know its origin. Perhaps it's the remains of a powerful, long-dead animal, or perhaps it's a creation of the gods. Whatever its origin, I believe it's this artifact that grants Syndicate its miraculous ability to resurrect from the dead.
Currently, the only other reference to Kulemak we can find is Cane of Kulemak used by Catarina. The staff's introductory text, "Stolen power," still refers to the stolen power of Horns of Kulemak.
Now, at this point, we have to fill in some blanks.
How exactly did Order of the Djinn acquire Horns of Kulemak? Well, I speculate that this occurred at some point during The Winter of the World, which would imply that Kulemak is somehow connected to Lightless.
Kulemak itself could be a Lightless creature. However, I think it's more likely that Kulemak is a completely different creature, one that Lightless worship. Perhaps Kulemak is the one who gave them their power.
Now, one thing that supports this theory is the tier 17 Ziggurat Map, where you'll face Uber Catarina boss. During that boss fight, Catarina summoned three well-known Abyssal bosses: Kurgal, the Blackblooded, Ulaman, Sovereign of the Well, and Amanamu, Liege of the Lightless.
Interestingly, Catarina actually summoned these creatures, perhaps possessing Horns of Kulemak allows her to command them to do whatever she wishes. This could hint at Horns of Kulemak, and Kulemak themselves, being beings worshipped and followed by Lightless.
In fact, we've received some information supporting this theory, such as the first teaser image we received, which contained a deciphered image of various symbols.
The word "well" appears here. Further down, the words "noble," "highborn," and "king" are crossed out. Another possible word would be "Sovereign." Coincidentally, one of Abyssal bosses is Ulaman, Sovereign of the Well, which would fit in nicely with these two words.
Furthermore, the "winter" here likely refers to the practice of The Winter of the World, when the Lightless first appeared on the surface. The words "beginning" and "birth" could allude to Kulemak's role, as we know Horns of Kulemak possess the power to both grant and take life.
And, perhaps more importantly, the text inscribed on Sculpted Suffering Warpick reads: "The Abyssals were created, not born, and every moment in the light was agony." So, who created Abyssal?
I suspect it was Kulemak, which might suggest that Kulemak himself isn't Lightless, but rather some kind of deity or being of true power.
I believe we'll see Kulemak in patch 0.3.0, integrated into PoE 2 as part of Abyss mechanics. We might even get a chance to fight Kulemak, perhaps becoming the pinnacle boss for Abyss League mechanic and a new source of PoE 2 currency and loot.
Finally, I want to reiterate the flavor text on Sculpted Suffering Warpick. It seems to imply that Lightless were created in the Light, or at least were exposed to the Light during their creation.
But I'm not sure what this actually means, other than reinforcing the idea that Kulemak is not Lightless, and is not bound by light or dark. Perhaps Lightless were simply a failed creation, or perhaps they needed exposure to the Light to become one with the Dark.
Regardless, I expect Abyss to be added to PoE 2 in update 0.3.0, but I'm not sure if we'll see the same winding Abyss chase mechanic from the original game return, as I'm not sure it would integrate well into PoE 2 given its terrible backtracking and movement speed. But we'll have to wait and see; the full reveal is coming soon!