Crafting idea: using Rose Petals to upgrade mod tiers

From a crafting perspective, taking an item with useful stats but low tiers and upgrading it, is a very appealing idea to me. We have some sort of upgrading concept with the Memory strands / Orb of Remembrance / Orb of Unravelling, but the mechanic is quite restricted and doesn't allow us to 'work on an item' to make it progressively better. And as with way too many systems in the game, it's essentially an all-or-nothing RNG lottery.

On the other side of the Memory-influenced map rewards, we have Rose Petals as a map-only currency that cannot be bought or accumulated, and thus cannot applied/spent in large amounts all at once.

So my idea is to include a shrine or altar in Memory-influenced maps, perhaps made available after killing the map boss (similarly to how Ascendency trees become available after killing bosses) where we would place the item to craft/upgrade and spend petals to increase the tiers of the modifiers. I like to see progress in my efforts, so instead of randomly upgrade with low chance, I'd rather see a slowly progressing completion bar, like we have for incubators, for example.

The petal cost would be adjusted to the overall tier of the item's mods, so for example going from an item with lv 40 requirement to lv 75 would require a modest amount of petals, but upgrading a T2 mod to T1 in an item with already 5 T1 mods could take a very large number of maps that would reasonably require weeks if not months to complete. The last few legs of this process could generate powerful items up to mirror quality, so the time it takes to fully upgrade every mod to T1 should be comparable to the time it takes to collect the currency to buy or make a mirror-quality item.

To upgrade influenced mods, the map could require being influenced also by the Influencer (Shaper, Veritania, etc).

This mechanic would have a few advantages:
1. Progress cannot be easily bought (save for rotas). You have to play the game, similar to gold acquisition.
2. Thorough map completion to accrue more petals and then killing the boss would be required, so any skip-rushing tactics wouldn't make sense.
3. Makes ground loot more interesting, as you could pick up items with bad tiers but a favorable mod combination and make it better over time.
4. Makes crafting a less boring and punishing process, as you can settle faster by rolling low tiers of the mods you are interested in and then progressively make the item better *while you play the game*, not while sitting in the HO spamming currency.
5. Some items could actually follow along your progress as you play the game, being useful as mid-tier items and 'growing' with you as your character becomes more powerful.
6. Increases the appeal of Memory-influenced maps.

Crafting could be so much more fun in this game. Here is another idea for crafting incubators: https://www.pathofexile.com/forum/view-thread/3931531
Last bumped on Jun 1, 2026, 4:52:56 AM

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