Heist from Kalgur (new blueprints)

Greetings Exiles!

I would to present some idea about new Heist zone(or just new reward).For example they will be called as "Catacombs of Kalgur"(in case if new zone will be created).
How about "old" weapon rune enchantments which we have it in Kalgur league?
What if they was not lost...They was hidden under the layer of glass?!
They was kinda good,some of them was core build thing and also ppl miss them coz some of them was strong , some of them was fun.
And here is thing what can be barrier to creation of this "new" runecraft.
-Making new zone can be problematic and costly in terms of time and resources(which i think GGG do not have a lot right now because most of resourses directed to PoE2)
Solution - do not add new zone , just add new type of reward.
More about this runecraft:
First to talk it's about mechanics and i will remind you:
Mechanics
Runesmithing enchantments can only be applied to non-Unique weapons. Normal, magic, and rare items with runesmithing enchantments on them also cannot be upgraded into a unique item (e.g. via an Orb of Chance or Tainted Mythic Orb
Applying a runesmithing enchantment will replace any existing enchantments, such as from Harvest or a Tempering Orb
Each runesmithing enchantment is specific to certain weapon types.
Like other enchantments, runesmithing enchantments can be removed at the Crafting Bench for an Orb of Scouring.


Based on this,in my opinion, this will look like a rune that can be obtained and applied to a weapon using similar mechanics to the "Tempering Orb" or "Tailoring Orb" (why reinvent the wheel when we already have something similar). BUT! It should be preserved as it was in the original, meaning certain enchantments should be assigned to a specific item base.
For example, we could apply the «(10-15)% chance to Cover Enemies in Ash on Hit» enchantment, but it was assigned ONLY to Staff and Warstaff. Therefore, we won't be able to get this enchantment on, say, a dagger or mace.
Therefore, we have several options when creating this content.

Option for creating a separate location:
We also have 3-5 rewards at the end of the Grand Heist (depending on the zone's level) but the rune is assigned to a specific weapon base (for example, we have runes as rewards, one of which can be applied to a sword and the other to a wand). However, the EXACT enchantment will be randomly chosen from the mod pool for a specific base.

Option for creating a new reward:
We also have 3-5 rewards at the end of Grand Heist (also depending on the zone level). But here we'll have a reward in the form of a single rune that can be applied to any weapon, but the enchantment will be tied to a specific weapon base.

Maybe something exclusive, like this blueprint from current league mechanic + the above as exclusive loot = Enchanted rune.
https://imgur.com/a/quDABpsAlso in this Blueprint can add this mace - https://www.poewiki.net/wiki/Serle%27s_Masterwork or something forgotten and reworked.
But need to be careful with enchantments and balance it well. In my opinion some of them can be nerfed from 20 to 50% couple examples:
«(7-10)% increased Fire Damage per 1% Fire Resistance above 75%» on two handed axe can be huge with Enmity's Embrace
Vermillion Ring
and have fixed number range to 5%.
Or
«5% increased Quantity of Gold Dropped by Slain Enemies» can be good for someone who wanna bath in gold or this is not good enough.
«Gain (30-50)% of Weapon Physical Damage as Extra Damage of each Element» can be changed to 25% because it's may be something additional not main and in my opinion need to take off number range,because enchantments actually random and getting rune enchantment which you want with low range it's kinda hurt your eyes.
«Increases and Reductions to Minion Damage also affect you at 150% of their value» 150% it can be to much i do not test this personally so maybe someone can tell it was strong or not.
In fact, I could go on like this for a very long time, and I could put together some kind of table based on different builds for more or less balanced values.
Any suggestion,recommendation or comments?
Last bumped on May 14, 2026, 5:04:09 AM
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We also have 3-5 rewards at the end of the Grand Heist (depending on the zone's level) but the rune is assigned to a specific weapon base (for example, we have runes as rewards, one of which can be applied to a sword and the other to a wand). However, the EXACT enchantment will be randomly chosen from the mod pool for a specific base.


I like the idea with bases with enchantments as reward, sounds very interesting and, maybe, not so breakable to economy. It sounds kinda too op if add enchant with separated orb, but if just add it in pool of enchantments already spawning in heist (and exclude from pool of Tempering Orb) - why not.
Last edited by eyzmachine#2373 on May 14, 2026, 3:59:46 AM
So, changing current weapon enchantment pool to Kalgurian and keep current enchantment in Tempering orbs can grow up value orbs and as well growing up Heist valuable overall as content with "new" enchantments from Kalgur.

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