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Path Of Exile Synthesis (3.6) Mechanics Guide & Tips - How The Memory Nexus Works

3/13/2019 12:52:28 AM

in this guide, we would like to talk about what we’ve learned so far about path of exile synthesis mechanics mainly focusing on the memory nexus, it turns out actually a lot deeper than we initially thought it would be, as you would spend much time on fiddling and tinkering with nexus mechanics. here we cover the some basic tips about memory collecting, how the memory nexus and zone modifiers works actually.

path of exile synthesis (3.6) mechanics guide & tips - how the memory nexus works

 

path of exile synthesis mechanics - memory nexus

cavas and his lost memories

cavas is a new character that we meet in zones and in maps of poe synthesis league. he sends us in his lost memories, through areas that are disappearing, in which he will activate machines to stabilize his memory.

synthesis specific zones are filled with enemies and shrink with time. once the memory stabilized, we can recover the loot quietly. memory stabilizers will be recovered as memory node for use in the nexus memory. you can store up to 10, beyond, they will be replaced in order (the oldest first) by omitting those that are planned (which allows to recycle those that we want).

related read: best path of exile 3.6 loot filter


path of exile synthesis memory nexus mechanics summary

memory pieces

- you can hold a maximum of 10 at one time

- memories placed on the memory map are planned 

- picking up memories at 10 pieces replaces unplanned pieces 

- cancel a planned piece placement by right clicking 

- pieces you have planned can be moved by placing them again

memory placement

- memories bridges must connect to either another bridge or the void 

- memory stabilizers place connected planned pieces

- you can delete fully placed pieces with right click

memory decay

- memories with only one charge left decay as you run them

- decaying memories can drop fractured items

- entry and exit stabilizers are always safe spots

- memories will be left as decayed area stubs behind you

- remove decayed areas behind you to create the longest possible chains

memory modifiers

- grants modifiers to every piece connected in a chain to the modifier 

- modifiers travel through the nexus and along every connected path 

- only paths through fully placed pieces, planned are ignored 

- you can stack huge numbers of modifiers on chains with planning

memoryreward nodes

- gives a specific type of loot based on the icon above it

- reward nodes always have 1 charge and always decay

- reward chests are at a random spot that acts as a safe zone

- the final area that connects to the node dictates the node level

- i.e.lv70 piece leading to a reward node makes the reward node lv70

- completed nodes leave decayed areas that expire with the instance


memory pieces and memory nexus

each memory is a piece that can be used in the memory nexus, a sort of giant tray. some pieces (distant memories) are already positioned, but most of it is a gaping hole. we can move from box to box, each box being an area to explore (the size of lost memories, about a third of a map), with area modifiers (determined by the rarity of the piece, which is random). the board itself has coins with global bonus mods for all continuously positioned pieces.

each piece has:

- connections to adjacent squares (2, 3 or 4) on memory map that are determined when you are in memory nexus

- a maximum number of runs before the piece disappears

- a rarity with zone mods

- a mods for the global platform if the room is connected to the main path

some pre-existing boxes have bonuses for the piece that will be put there, or already have a special piece. we can store 10 pieces and have up to 25 active on the syndicate board at the same time.

 

exploration and number of portals remaining

when you leave the nexus, by one of the 4 portals present, you will chain the different explorations of the pieces present on the board via their connection. each piece thus explored will lose a use, and will remain explored as you stay on the memory map, which allows you to go back to a branch piece. rooms with only one use left will disappear as soon as you leave their area. areas with only one portal remaining are surrounded by a blue halo.

it is possible to plan its exploration by placing the pieces on the board without freezing them. as long as they are not explored, they can be reordered. you can also delete frozen pieces with a right click, which allows you to modify its path during exploration. however, pieces must always be placed in such a way that all connections are valid. you can not block a connection, and you can not turn the memory pieces either.

be careful, if a piece appears during exploration, it can invalidate the placement of a planned part that will no longer be accessible!

each waypoint will allow you to modifier the node, if needed during exploration, or return to the nexus to clear your inventory (canvas serves as a merchant and reserves are available). beware, the pieces disappearing allow to return to the nexus but will end the exploration. it is better to dive into the blue zone, reappear at the entrance to the room, return to the previous room (or rest one), to return to the nexus without losing its exploration.


distant memory (with a mod) and memory amplifier (chest bonus)

some pieces will appear randomly with a single connection and a symbol. these pieces can not be removed but have only one charge and will disappear once explored.

distant memory with a chest symbol brings direct rewards, with poe items related to the mod. pieces farther away from the center and with a rarer appearance rate will have boss fights that will yield unique items.

distant memory with a mod will give a global zone bonus to all related pieces, without omitting the nexus, but using only the frozen pieces, not the planned ones.


enjoy many distant memories giving additional mods

the main goal is to fetch distant memory with the best rewards. but by the way, it is possible to enjoy many distant memories giving additional mods. to do so, you must always maintain a bridge between your path and the nexus when you go exploring. this requires the following procedure:

1. locate the memory to pick up. remember that you can come back from a node, allowing you to visit a distant memory and come back on your way without losing more than one node.

2. plan the pieces to replace, all those that are more than one pass. check the connections to see if the placement of the new pieces will be legal.

3. do your exploration. after each exploration of a piece that had only one charge, once in the next zone, use the stabilizer to put a new piece at the location of the one that will disappear (it will be necessary to right click on it for remove it, because being the last area visited, it is still saved).

if the last piece to be replaced and continue to distant memory, do not remove it to replace it, as it will always be continuous and you will not be able to stabilize a replacement piece. likewise, if you enter an unstable box to replace the previous box which was also unstable, you will have to abandon this zone (you can do it, but you will not have to click on another stabilizer, let yourself be taken by the blue zone to go back to the beginning), go back to freeze the previous piece, and replace this area again.

how it create some insane memories stacked with mods in path of exile? check out more tips for poe memory nexus mechanics from ziggyd gaming's video:

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