In Path of Exile’s Settlers of Kalguur expansion, Harvest farming returns with significant opportunities for crafting powerful items. Among the most coveted are Tier 4 Harvest Seeds, which yield the highest level of crafting options and valuable rewards. This guide will help you efficiently grow and harvest Tier 4 seeds, ensuring your character reaps the maximum benefits.
Tier 4 Harvest Seeds are the highest tier seeds you can cultivate in Harvest encounters. These seeds produce the most potent crafting options, allowing you to significantly enhance your gear. Growing and harvesting Tier 4 seeds requires meticulous planning and preparation.
1. Finding the Sacred Grove
Objective: Locate portals to the Sacred Grove in your maps. How to Complete:
Tips:
2. Navigating the Sacred Grove
Objective: Efficiently navigate the Sacred Grove to maximize your harvests. How to Complete:
Tips:
3. Defeating Monsters and Collecting Lifeforce
Objective: Defeat the monsters spawned from seed patches and collect the Crystallized Lifeforce. How to Complete:
Tips:
4. Handling Tier 4 Seed Bosses
Objective: Defeat the powerful bosses that spawn from Tier 4 seed patches. How to Complete:
Bosses and Rewards:
These bosses can also drop a Sacred Blossom, which opens another instance of the Sacred Grove containing a boss fight with Oshabi, Avatar of the Grove. Defeating Oshabi guarantees a drop of Sacred Crystallized Lifeforce, used for high-end Harvest crafts.
Tips:
Objective: Utilize the Lifeforce collected from Harvest encounters to craft powerful items. How to Complete:
Tips:
Cultivating and harvesting Tier 4 seeds in Path of Exile’s Settlers of Kalguur expansion is a rewarding endeavor that can significantly enhance your character’s power. By efficiently locating the Sacred Grove, navigating the encounters, defeating Tier 4 seed bosses, and utilizing the powerful crafting options, you can take full advantage of the valuable rewards they offer. Follow this guide to master the art of Tier 4 seed cultivation and elevate your Path of Exile experience. Good luck, Exile!
Complete the following Harvest encounters: Harvest Crops(0/100).
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.
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.
# | Description | Cost |
---|---|---|
1 | Reforge a Rare item with random modifiers, including a Fire modifier | ![]() |
2 | Reforge a Rare item with random modifiers, including a Cold modifier | ![]() |
3 | Reforge a Rare item with random modifiers, including a Lightning modifier | ![]() |
4 | Reforge a Rare item with random modifiers, including a Physical modifier | ![]() |
5 | Reforge a Rare item with random modifiers, including a Life modifier | ![]() |
6 | Reforge a Rare item with random modifiers, including a Defence modifier | ![]() |
7 | Reforge a Rare item with random modifiers, including a Chaos modifier | ![]() |
8 | Reforge a Rare item with random modifiers, including an Attack modifier | ![]() |
9 | Reforge a Rare item with random modifiers, including a Caster modifier | ![]() |
10 | Reforge a Rare item with random modifiers, including a Speed modifier | ![]() |
11 | Reforge a Rare item with random modifiers, including a Critical modifier | ![]() |
12 | Reforge a Rare item, being more likely to receive the same modifier types | ![]() |
13 | Reforge a Rare item, being less likely to receive the same modifier types | ![]() |
14 | Sacrifice a Corrupted Map. Create a new Corrupted Map of the same tier and rarity. | ![]() |
15 | 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. | ![]() |
16 | Change a stack of Oils into a different colour of Oil. Cost is proportional to stack size. | ![]() |
17 | Change a stack of Catalysts into a different type of Catalyst. Cost is proportional to stack size. | ![]() |
18 | Change a stack of Essences into a different type of the same tier. Cost is proportional to stack size. | ![]() |
19 | Change a stack of Timeless Splinters or a Timeless Emblem into Splinters or an Emblem of another type. Cost is proportional to stack size. | ![]() |
20 | Change a stack of Breach Splinters or a normal, Charged, Enriched or Pure Breachstone into Splinters or a Breachstone of another type. Cost is proportional to stack size. | ![]() |
21 | Change a stack of Scarabs to a different type of the same rarity. Cost is proportional to stack size. | ![]() |
22 | Change a stack of Delirium Orbs into a different type of Delirium Orb. Cost is proportional to stack size. | ![]() |
23 | Change a Divination Card into another random Divination Card | ![]() |
24 | Change a modifier that grants Cold Resistance into a similar-tier modifier that grants Fire Resistance | ![]() |
25 | Change a modifier that grants Lightning Resistance into a similar-tier modifier that grants Fire Resistance | ![]() |
26 | Change a modifier that grants Fire Resistance into a similar-tier modifier that grants Cold Resistance | ![]() |
27 | Change a modifier that grants Lightning Resistance into a similar-tier modifier that grants Cold Resistance | ![]() |
28 | Change a modifier that grants Fire Resistance into a similar-tier modifier that grants Lightning Resistance | ![]() |
29 | Change a modifier that grants Cold Resistance into a similar-tier modifier that grants Lightning Resistance | ![]() |
30 | Enchant a Flask with a modifier that grants increased Duration. The magnitude of this effect decreases with each use | ![]() |
31 | Enchant a Flask with a modifier that grants increased Maximum Charges. The magnitude of this effect decreases with each use | ![]() |
32 | Enchant a Flask with a modifier that grants increased Effect. The magnitude of this effect decreases with each use | ![]() |
33 | Enchant a Flask with a modifier that grants reduced Charges used. The magnitude of this effect decreases with each use | ![]() |
34 | Change a stack of Shaper Fragments into other random Shaper Fragments. Cost is proportional to stack size. | ![]() |
35 | Change a stack of Elder Fragments into other random Elder Fragments. Cost is proportional to stack size. | ![]() |
36 | Change a stack of Conqueror Fragments into other random Conqueror Fragments. Cost is proportional to stack size. | ![]() |
37 | Change a stack of Sacrifice or Mortal Fragments into other random Fragments of that type. Cost is proportional to stack size. | ![]() |
38 | Sacrifice up to half a stack of Divination Cards to receive between 0 and twice that amount of the same Card | ![]() |
39 | Enchant a non-Unique Map with Map doesn't consume Sextant charges | ![]() |
40 | Sacrifice a Corrupted Gem to gain 50% of the gem's total experience stored as a Facetor's Lens | ![]() |
41 | Randomise the Influence types on an Influenced Normal, Magic or Rare Item, as well as reforging the item with new random modifiers | ![]() |
42 | Enchant a Body Armour. Quality does not increase its Defences, grants +1 Maximum Life per 2% quality | ![]() |
43 | Enchant a Body Armour. Quality does not increase its Defences, grants +1 Maximum Mana per 2% quality | ![]() |
44 | Enchant a Body Armour. Quality does not increase its Defences, grants +1 Strength per 2% quality | ![]() |
45 | Enchant a Body Armour. Quality does not increase its Defences, grants +1 Dexterity per 2% quality | ![]() |
46 | Enchant a Body Armour. Quality does not increase its Defences, grants +1 Intelligence per 2% quality | ![]() |
47 | Enchant a Body Armour. Quality does not increase its Defences, grants +1% to Fire Resistance per 2% quality | ![]() |
48 | Enchant a Body Armour. Quality does not increase its Defences, grants +1% to Cold Resistance per 2% quality | ![]() |
49 | Enchant a Body Armour. Quality does not increase its Defences, grants +1% to Lightning Resistance per 2% quality | ![]() |
50 | Enchant a Melee Weapon. Quality does not increase its Physical Damage, has +1 Weapon Range per 10% Quality | ![]() |
51 | Enchant a Weapon. Quality does not increase its Physical Damage, grants 1% increased Area of Effect per 4% Quality | ![]() |
52 | Enchant a Weapon. Quality does not increase its Physical Damage, grants 1% increased Accuracy per 2% Quality | ![]() |
53 | Enchant a Weapon. Quality does not increase its Physical Damage, has 1% increased Attack Speed per 8% Quality | ![]() |
54 | Enchant a Weapon. Quality does not increase its Physical Damage, has 1% increased Critical Strike Chance per 4% Quality | ![]() |
55 | Enchant a Weapon. Quality does not increase its Physical Damage, grants 1% increased Elemental Damage per 2% Quality | ![]() |
56 | Reforge the colour of a random socket on an item, turning it White | ![]() ![]() |
57 | Add a new Fire modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
58 | Add a new Cold modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
59 | Add a new Lightning modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
60 | Add a new Physical modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
61 | Add a new Life modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
62 | Add a new Defence modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
63 | Add a new Chaos modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
64 | Add a new Attack modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
65 | Add a new Caster modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
66 | Add a new Speed modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
67 | Add a new Critical modifier and remove another random modifier from a non-Influenced item | ![]() ![]() |
68 | Fracture a random modifier on an item with at least 4 modifiers, locking it in place. This can't be used on Influenced, Synthesised, or Fractured items | ![]() ![]() |
69 | Synthesise an item, giving random Synthesised implicits. Cannot be used on Unique, Influenced, Synthesised or Fractured items | ![]() ![]() |
70 | Reforge an Influenced Rare item with random modifiers, including a Influence modifier | ![]() ![]() |
Tier 1 Wild Seeds | ![]() Caster Modifiers |
![]() Physical Modifiers |
![]() Socket Colours |
![]() Fire Modifiers |
![]() Currency Usage |
---|---|---|---|---|---|
Tier 1 Vivid Seeds | ![]() Attack Modifiers |
![]() Life Modifiers |
![]() Socket Numbers |
![]() Cold Modifiers |
![]() Speed Modifiers |
Tier 1 Primal Seeds | ![]() Defence Modifiers |
![]() Lightning Modifiers |
![]() Socket Links |
![]() Chaos Modifiers |
![]() Unique Items |
Tier 2 Wild Seeds | ![]() Change Element of a modifier |
![]() Currency Exchange 1 |
![]() League Currency Exchange |
![]() Zana Modifiers |
![]() Modifier Reroll |
Tier 2 Vivid Seeds | ![]() Gems |
![]() Map Modification |
![]() Jewel Implicit Modifiers |
![]() Flask Enchantments |
![]() Enchant a Map |
Tier 2 Primal Seeds | ![]() Divination Cards |
![]() Map Fragment Exchange |
![]() Critical Modifiers |
![]() Rarity Upgrade |
![]() Lucky Crafts |
Tier 3 Wild Seeds | ![]() Atlas Missions |
![]() Sacrifice Weapon or Armour to create Jewel or Jewellery |
![]() Sacrifice a Map |
![]() Quality Modification: Weapon |
![]() Additional crafting outcome |
Tier 3 Vivid Seeds | ![]() Currency Exchange 2 |
![]() Modify Currency |
![]() Scarab Manipulation |
![]() Offering to the Goddess |
![]() Adds 10 random Wild and Primal harvest outcomes |
Tier 3 Primal Seeds | ![]() League Fragment Exchange |
![]() Unique Exchange |
![]() Add Influence to an item |
![]() Quality Modification: Body Armour |
![]() Causes other seeds to offer a Lucky crafting outcome |
Tier 4 Wild Seeds | ![]() Fracture an item |
||||
Tier 4 Vivid Seeds | ![]() Synthesis Implicit Modifiers |
||||
Tier 4 Primal Seeds | ![]() Influence Modifiers |
In the Harvest Challenge League, you'll meet Oshabi, an Azmeri Mystic who has enlisted your help in exploring the mysterious powers of the Sacred Grove. In each area of Wraeclast, you'll discover a seed cache and will be able to travel through Oshabi's portal to the Sacred Grove to plant those seeds. Fully grown seed crops unearth dangerous monsters when harvested.
Slaying these harvested monsters yields their Lifeforce, a powerful resource which can be used for crafting and growing more exotic crops. The crafting potential from Harvest monsters is immense, unlocking new power for both leveling and end-game players alike.
Some harvested monsters may yield higher-tier seeds that require more elaborate garden setups but grant even more powerful crafting options. Climbing the tiers of seeds will eventually pit you against some powerful new bosses who can drop new unique items exclusively available from them.
Count | Name | Category | Description |
---|---|---|---|
1 | Heart of the Grove | Notable |
|
6 | Harvest Chance | Normal |
|
Count | Name | Category | Description |
---|---|---|---|
7 | Additional Lifeforce from Harvest | Normal |
|
1 | Bountiful Harvest | Notable |
|
1 | Bumper Crop | Notable |
|
Count | Name | Category | Description |
---|---|---|---|
1 | Call of the Grove | Notable |
|
Seed Enhancer Name | Effect |
---|---|
![]() |
Seeds in radius give the rarest of 2 chosen Crafting Options when Harvested |
![]() |
Seeds in radius give the rarest of 3 chosen Crafting Options when Harvested |
![]() |
Seeds in radius give the rarest of 4 chosen Crafting Options when Harvested |
![]() |
Seeds in radius produce 100% more Lifeforce when Harvested |
![]() |
Seeds in radius produce 150% more Lifeforce when Harvested |
![]() |
Seeds in radius produce 200% more Lifeforce when Harvested |
![]() |
Seeds in radius have 20% chance to generate additional Crafting Options when Harvested |
![]() |
Seeds in radius have 30% chance to generate additional Crafting Options when Harvested |
![]() |
Seeds in radius have 40% chance to generate additional Crafting Options when Harvested |
![]()
Growth Requirement
How to grow Vivid Razorleg Grain?Right-click
|
![]() Price: ~ 1 Orb of Alchemy |
Reveals a random Gem crafting effect when Harvested.
Change a Gem into another Gem, carrying over experience and quality if possible | 646,916 | 40.15% |
Sacrifice a Corrupted Gem to gain 30% of the gem's total experience stored as a Facetor's Lens | 143,292 | 8.89% |
Sacrifice a Corrupted Gem to gain 40% of the gem's total experience stored as a Facetor's Lens | 142,075 | 8.82% |
Sacrifice a Corrupted Gem to gain 20% of the gem's total experience stored as a Facetor's Lens | 132,307 | 8.21% |
Sacrifice a Corrupted Gem to gain 50% of the gem's total experience stored as a Facetor's Lens | 118,351 | 7.34% |
Sacrifice a Corrupted Gem to gain 40% of the gem's quality as Gemcutter's Prisms | 105,250 | 6.53% |
Sacrifice a Corrupted Gem to gain 30% of the gem's quality as Gemcutter's Prisms | 103,819 | 6.44% |
Sacrifice a Corrupted Gem to gain 20% of the gem's quality as Gemcutter's Prisms | 97,112 | 6.03% |
Sacrifice a Corrupted Gem to gain 50% of the gem's quality as Gemcutter's Prisms | 89,946 | 5.58% |
Attempt to Awaken a level 20 Support Gem that can be Awakened with a 5% chance. If it does not Awaken, it is destroyed. | 32,310 | 2.01% |
Facetor's Lens adds stored experience to a gem, up to its maximum level. It is created from Harvest league crafting option by harvesting Vivid Razorleg Grain.
Sometimes tier 1 monsters drop tier 2 seeds, which must meet higher requirements to grow. These upper seeds began to encourage more complex garden designs. Tier 2 seeds usually require seeds with specific colors nearby, which is called "adjacency requirement". Tier 2 seeds also need irrigation, and you must build a disperser nearby and connect it to the processed Liefforece through illuminated "pipes". Monsters hatched from Tier 2 plants occasionally drop valuable Tier 3 seeds, which are even harder to grow.
In the screenshot above, we see a tier 2 seed, and it has two sets of growth requirements. Looking at the purple lines, you will find that the bottom line says one requirement is that there must be some other similar seeds near you. Therefore, in this example, it is for other primal seeds or primal of the current blue ones. Another requirement is that each growth cycle must irrigate 10 units of purple Lifeforce. "Irrigation" means that you must have a disperser that sprays it out, such as irrigation or fertilizer.
You also have these purple pipes that are connected to the condenser, which is connected to the collector next to the plant. It is a process of growth because they're special seeds.
Fortunately, you won't encounter many of these problems. In most cases, you can use pipes to solve problems, even if your garden is in a mess. In most cases, it's like an electronic project in which things are separate and disconnected but may need to be connected.
In addition, you want to place plots close to each other so that you can run across pipes. So it's relatively easy to connect messy gardens together.
In each area of the game, you can find the Seed Caches. The seeds you collect can be taken to the Sacred Grove for planting. Growth will take time, and activating new Seed Cache around the world will cause a unit of time to progress in the Sacred Grove.
How long is a growth cycle? Clicking a seed cache is one growth cycle. You can see a seed cache in every area.
After a certain time, your plants can be harvested. This is the magic place. When you activate the Collector you built nearby, the monster will pop up from your plants and you will eliminate the monsters in the gardens. The Collector accumulates the Lifeforce of the killed monsters, while the untreated Lifeforce can be used to make powerful updates. These updates depend on the type of seed you use, so you can start craft items with the attributes you need.
The idea here is to make your return more quality than quantity. After you defeat the monster, you will still receive items, but there will be fewer items in the Sacred Grove garden. The trade-off is that everything becomes more valuable and customizable, and the more you invest, the more valuable it will be.
The Sacred Grove allows you to build anywhere, but the rare level 2 and 3 seeds will require more effort. When dropped by a lower level monster, the higher level seeds need to be irrigated with processed Lifeforce from one of the other categories of Wild, Primal, or Vivid seeds. You can build collection tanks to store the processed Lifeforce that is not used for the upgrade and share it with plants. Depending on the plant, they may also need to be adjacent to another plant to grow. Since you can plant anywhere in the Sacred Grove garden, you can start designing complex areas and networks to harvest up to 48 plants. If you survive the battle, the payoff will be huge.
To make some of the best items, you need to fight harder, and even have some very hard boss fights.
Harvest is a light city-building loop, without micromanagement, which can perfectly fit the existing risk and return system of the Path of Exile. All seeds you find can be traded with other players. You can chase monsters and rewards that are right for the type of seed you want to make. You will get better returns when you face higher challenges and seed levels. You can also choose to keep the only Tier 1 seeds, or choose not to participate at all and trade seeds to other players to get what they want in the player-driven economy.