A system has been added that will automatically add divination cards and other items to the item acquisition sections where appropriate. Entries added by this system will be shown as automatic in the item acquisition section.

Some pages will need to be updated to include upgraded_from_disabled=true if they are not eligible for the system.

Some further details on what needs to be done can be found on Path of Exile Wiki:To-do list/Automatic upgraded from and issues can be posted on the talk page.

Memory Nexus

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Memory Nexus
area
No Waypoint
IdSynthesis_Hub
Act0
Area level30
Synthesis loading screen.png
Memory Nexus area screenshot.jpg

The Memory Nexus is an area found in the Synthesis league. Players can use captured memories here to create paths leading to treasure or enhancement that make memory zones more rewarding.

Mechanics

Stabilised Memories

The Fragmented Memories you've captured in zones are used in the Memory Nexus to create paths. A memory can have two to four paths leading out of it. The path is based on where the Memory Stabilisers were located in the memory. Newly acquired memories will be placed on the queue (shown on the right side of the Memory Nexus map).

Stabilised Memories can be placed in the Nexus by interacting with a Stabiliser that is not connected another memory. They can be placed as long as all its paths connect to empty space or paths leading into another memory. In other words, you cannot place a memory in a grid if at least one of its paths leads into a memory but the paths don't connect.

You can place memories from your queue or you can move previously placed memories to the Stabiliser. You can also move a placed memory to your queue, but it will remove any Memory Modifiers or Amplifier on it.

You can "pre-place" a memory from your memory inventory by placing it from the Nexus map, but this does not physically place the memory into the Nexus; they will be placed once you interact with the Stabiliser leading into it.

A memory can be entered a certain number of times before it starts to decay. At one charge left, the memory will start decaying once you enter it.

You can right click a Stabilised Memory you've placed to delete it.

Decay

In memories that have one charge left, entering it will start the decaying process, similar to fragmented memories found in zones. Falling too deep within the decay will teleport you back to the last Memory Stabiliser or checkpoint you've interacted with. Clicking on a Stabiliser will collapse the memory and transfer all dropped items to that location. In Distant Memory zones, finding the reward will place a checkpoint there and will teleport you to the reward if you fall into the decay.

Decayed zones will persist within the instance until the instance expires or manually removed by right clicking it on the Nexus map or interacting with a Stabiliser leading into it.

Zone modifiers

Memory fragments can contain zone modifiers like maps. They can have additional modifiers added via two methods: Memory Amplifiers and Memory Modifiers.

Memory Amplifiers grants bonuses to memories placed in that specific grid. Amplifiers are marked with a yellow square in the Nexus map. Up to 10 Amplifiers can be on the Nexus at a time.

Memory Modifiers spawn in Distant Memories like the ones containing treasure. You can use it to add a modifier to a memory square and its adjacent memories. Each Memory can be affected by 5 Memory Modifiers at a time.

Distant Memories

Distance Memories spawn randomly within the Nexus after acquiring a memory. Distant Memories contain treasure or a boss. They have one path leading into it and decay once entered. Their zone level is equal to the memory connecting to it. Memories containing bosses starts spawning after Cavas regains his memories. Up to 19 Distant Memories with rewards and 1 boss Memory can be on the Nexus at a time.

Bosses

Synthesis global modifiers

Modifier Minimum
Level
Maximum
Level
Weight
Area contains 4 additional Synthesised Chests which contain Magic Monsters 20 100 80
Area contains 5 additional Synthesised Chests which contain Normal Monsters 0 100 120
Area contains 3 additional Synthesised Chests which contain Rare Monsters 40 100 50
50% chance for Synthesised Rare Packs to have an additional Rare Monster 13 100 120
Synthesised Magic Monsters have 10% chance to drop a Breach Splinter 68 100 50
Synthesised Magic Monsters have 25% chance to drop a Currency Item 0 100 80
Synthesised Magic Monsters have 25% chance to drop a Currency Shard 0 100 80
Synthesised Magic Monsters have 7% chance to drop a Divination Card 40 100 50
Synthesised Magic Monsters have 5% chance to drop an Elder Item 68 100 50
Synthesised Magic Monsters have 3% chance to drop a Fossil 40 100 50
Synthesised Magic Monsters have 25% chance to drop a Quality Currency Item 0 100 80
Synthesised Magic Monsters have 5% chance to drop a Shaper Item 68 100 50
Items dropped by Synthesised Magic Monsters have 15% chance to be Corrupted 20 100 80
200% increased Quantity of Items Dropped by Synthesised Magic Monsters 0 100 120
200% increased Rarity of Items Dropped by Synthesised Magic Monsters 0 100 120
Synthesised Magic Monsters grant 200% increased Experience 68 100 120
Synthesised Magic Monsters have 200% increased chance to drop a Fractured Item 0 100 120
Synthesised Magic Monsters have 100% increased chance to drop a Map 68 100 50
Synthesised Magic Monsters have 100% increased chance to drop a Unique Item 0 100 80
Synthesised Monsters have 2% chance to drop a Breach Splinter 68 100 50
Synthesised Monsters have 5% chance to drop a Currency Item 0 100 80
Synthesised Monsters have 5% chance to drop a Currency Shard 0 100 80
Synthesised Monsters have 2% chance to drop a Divination Card 40 100 50
Synthesised Monsters have 5% chance to drop a Quality Currency Item 0 100 80
Items dropped by Synthesised Monsters have 5% chance to be Corrupted 20 100 80
50% increased Quantity of Items Dropped by Synthesised Monsters 0 100 120
50% increased Rarity of Items Dropped by Synthesised Monsters 0 100 120
Synthesised Monsters grant 100% increased Experience 68 100 120
Synthesised Monsters have 100% increased chance to drop a Fractured Item 0 100 120
Synthesised Monsters have 50% increased chance to drop a Map 68 100 50
Synthesised Monsters have 50% increased chance to drop a Unique Item 0 100 80
Synthesised Rare Monsters have 20% chance to drop an Abyss Jewel 50 100 50
Synthesised Rare Monsters drop an additional Breach Splinter 68 100 50
Synthesised Rare Monsters drop 2 additional Currency Items 13 100 80
Synthesised Rare Monsters drop 2 additional Currency Shards 13 100 80
Synthesised Rare Monsters have 50% chance to drop a Divination Card 40 100 50
Synthesised Rare Monsters have 35% chance to drop an Elder Item 68 100 50
Synthesised Rare Monsters have 20% chance to drop an Essence 13 100 80
Synthesised Rare Monsters have 20% chance to drop a Fossil 40 100 50
Synthesised Rare Monsters have 20% chance to drop a Jewel 20 100 80
Synthesised Rare Monsters have 20% chance to drop a Map 68 100 37
Synthesised Rare Monsters drop 2 additional Quality Currency Items 13 100 80
Synthesised Rare Monsters have 35% chance to drop a Shaper Item 68 100 50
Synthesised Rare Monsters have 20% chance to drop a Talisman 30 100 50
Synthesised Rare Monsters have 20% chance to drop a Vaal Fragment 68 100 50
Synthesised Rare Monsters have 30% chance to drop a Veiled Item 63 100 80
Items dropped by Synthesised Rare Monsters have 50% chance to be Corrupted 20 100 80
500% increased Quantity of Items Dropped by Synthesised Rare Monsters 13 100 120
500% increased Rarity of Items Dropped by Synthesised Rare Monsters 13 100 120
Duplicate up to 3 Synthesised Rare Monsters 13 100 120
Duplicate up to 6 Synthesised Rare Monsters 13 100 80
Duplicate up to 10 Synthesised Rare Monsters 13 100 50
When a Player Kills a Synthesised Rare Monster, they gain its Modifiers for 20 seconds 13 100 37
Synthesised Rare Monsters grant 500% increased Experience 13 100 120
Synthesised Rare Monsters have 400% increased chance to drop a Fractured Item 13 100 120
Synthesised Rare Monsters have 150% increased chance to drop a Map 68 100 50
Synthesised Rare Monsters have 150% increased chance to drop a Unique Item 13 100 80
Synthesised Rare Monsters are resurrected as an Ally when slain 13 100 120
15% increased Size of Synthesised Monster Packs 0 100 120
30% increased Size of Synthesised Monster Packs 40 100 50
20% chance for Synthesised Packs to be upgraded to Magic 0 100 120
20% chance for Synthesised Packs to be upgraded to Rare 0 100 120

Version history

Version Changes
3.6.3
  • You can now return Placed Memories to your queue. Doing so removes any Memory Modifiers applied to it and destroys the underlying Memory Amplifier if it is placed on one.
  • You can now move Placed Memories in the Memory Nexus. To do so, click on a Memory Stabiliser, then click on a Placed Memory that you wish to connect to your current location.
  • Moving a Memory which is placed on a Memory Amplifier will destroy the Memory Amplifier.
  • Distant Memories now have a chance to generate when you acquire a new Fragmented Memory, rather than when you place one. This should prevent Distant Memories from interrupting planned journeys through the Memory Void.
  • When reaching the reward platform in a Distant Memory, your checkpoint is now saved there and a portal back to the entrance of the area is created. You can then freely roam the area with the assurance of being able to get back to the reward platform, while still being able to return to the entrance afterwards.
  • Slightly reduced the rate of Decay in Distant Memories.
  • Memories placed in the Memory Nexus can now only be affected by up to five Memory Modifiers. Rebalanced Memory Modifiers as a result of the new maximum. Any existing Memories that had more than 5 Memory Modifiers applied to them have been reduced to meet the new maximum.
  • Memory Modifiers are no longer applied to all Memories in sequence. Memory Modifiers are now applied to a chosen Memory as well as all Memories which are adjacent to that Memory.
  • Disabled the "Grants an additional Global Mod to Memories connected in a sequence to the Memory placed on this location" Memory Amplifier due to changes to how Memory Modifiers are applied.
  • Disabled the "Memories placed on this location can be run X additional times before Decaying" Memory Amplifier. Existing Memory Amplifiers will exist until they've been consumed.
  • Breaches and Abysses can now spawn in non-Decaying Level 68+ Memories.
3.6.0
  • Introduced to the game.