The Forbidden Sanctum

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This page is about the area. For the expansion, see The Forbidden Sanctum (expansion).
"Sanctum" redirects here. For the league, see Sanctum league.

This article needs to be updated.

Reason: Mechanics related to Sanctum league were removed due to not going core in Version 3.21.0. Sanctum will be returning in version 3.22.0.

Please update this article to reflect newly available information. Relevant discussion may be found on the talk page.


The Forbidden Sanctum is an area first introduced in Sanctum league. It became a core mechanic in version 3.22.0. Players must explore a randomized dungeon, collecting Aureus coins and trying to reach the end before their Resolve runs out.

Overview

To enter the Forbidden Sanctum, players must place The Mortinomicon Exitio ImmortalisThe Mortinomicon Exitio ImmortalisArea Level: 68Hoc sciendo scribo ut verba mea perdant animam
meam eternam. Mihi credendum est quod novus
deus meus non sit tam divinus quam ipse petit...
or a Forbidden TomeForbidden TomeArea Level: (68-83)Mundus noster cecidit. Daemones ubique sunt. Librum
hunc in sacrarium conicio, ut forte alius viam inveniat...
Take this item to the Relic Altar in the Forbidden Sanctum to enter.
into the Relic Altar in the Forbidden Sanctum area. Doing so will grant access to the entire first floor of the Sanctum. Successfully completing a floor will unlock the next floor in the form of a Sanctum Research item. This can be traded, stashed, or placed in the Relic Altar to continue the Sanctum run. All of your progress, including Resolve, Inspiration, Aureus, Boons, Afflictions, etc. are carried over between floors. A Sanctum run contains 4 floors, each containing 8 rooms. The 8th room of each floor always contains a Boss.[1][2] Each floor after the first also adds +1 to area level from the initial Forbidden Tome (up to +3 on the last floor), up to a maximum of area level 83.

Crashing during a Sanctum room will reset the room's progress, as long as the player did not fail the room due to resolve loss. However, any changes to your resolve and inspiration during the room's progress will be retained. Aureus and rewards are locked in upon successful completion of a room[2]. It is possible to return back into the room from the reward room to kill any remaining enemies or open aureus chests.

Each Sanctum run is independent between characters on the same account.[2]

Relic Altar

  • The Relic Altar is unlocked in Act 10 after unlocking the Forbidden Sanctum through the quest Aiding an Archivist.
  • Each character has its own Relic Altar and uses separate Relics. However, the Relic Locker is shared between all of your characters in the same league.[2]
  • Relics placed in the Relic Altar are locked in for the entire Sanctum run as soon as they are confirmed and cannot be added or removed in the middle of a run. The current run must be completed, failed, or forfeited to add or remove Relics.[2]
  • The Relic Altar contains 18 inventory spaces, but 12 are initially locked and can be obtained by defeating specific minibosses or floor bosses.

Unlocking

Locked inventory spaces for the Relic Altar can be unlocked by completing various rooms or floors in the Forbidden Sanctum.

Row Column Unlocking Requirement
1 1 Complete the Sanctum Bellum room in the Sanctum Cathedral
1 2 Complete the Sanctum Archives
1 3 Complete the Sanctum Archives
1 4 Complete the Sanctum Vaults
2 1 Complete the Sanctum Vaults
2 5 Complete the Sanctum Cathedral
3 1 Complete the Sanctum Cathedral
3 5 Complete the Sanctum Necropolis
4 2 Complete the Sanctum Necropolis
4 3 Complete the Scriptorium room in the Sanctum Archives
4 4 Complete the Reliquary room in the Sanctum Vaults
4 5 Complete the Mausoleum room in the Sanctum Necropolis

Mechanics

Resolve

  • Resolve is an additional stat player characters have while exploring the Sanctum, somewhat similar to Ruin from Ultimatum league.
  • The default maximum Resolve is 300. Resolve is maintained between rooms, and the player is ejected from the Sanctum if it hits 0, resetting all floors and rooms. Being ejected does not count as a death, nor does it remove experience.
  • Resolve is lost from hits from monsters or traps in the Sanctum. Closer proximity to monsters reduces the Resolve lost on hit.[2]
  • Minions and non-party allies do not cause Resolve to be lost if hit.
  • A fixed amount of Resolve can be restored in Fountain rooms.
  • Gaining additional Maximum Resolve will also cause the character to gain current Resolve of the same amount. Losing Maximum Resolve will not further affect the current Resolve.
  • Accursed Pacts that cause you to Lose #% Maximum Resolve and the Minor Affliction "Spiked Exit" can be safely taken even with only 1 Maximum Resolve, and will have no effect (they cannot fail a run by itself).
  • Maximum Resolve is soft capped at 1000; however, it is possible to exceed these values from sources that modify maximum Resolve at the start of a room/floor.

Resolve defences

Estimated scaling of resolve mitigation/avoidance based on sampled values in version 3.22.0.
Estimated scaling of resolve aegis based on sampled values in version 3.22.0.

Regular sources of defences such as evasion rating, damage reduction, and avoidance do not directly affect the loss of Resolve. However, the primary defence stats scale certain Resolve-specific defences found exclusively in the Sanctum:

  • Resolve Mitigation: Mitigation prevents a portion of Resolve loss and scales with your Armour. #% Resolve Mitigation from Enemy Hits
    • Resolve mitigation scales approximately logarithmically, up to 40% at ~3 million armour.
  • Resolve Avoidance: This scales with your Evasion Rating. #% chance to Avoid Resolve loss from Enemy Hits
    • Resolve avoidance scales approximately logarithmically, up to 40% at ~3 million evasion rating.
  • Resolve Aegis: Up to 50% of Resolve loss from Enemy Hits is removed from the Aegis before Resolve or Inspiration. Aegis is broken when any Resolve is lost from Enemy hits. Aegis is instantly restored after 4 seconds of no Resolve being lost. Resolve Aegis scales with your maximum Energy Shield. # Resolve Aegis
    • Resolve avoidance scales approximately logarithmically, up to ~65% at ~160 thousand energy shield.

Aureus

  • Aureus is a type of non-tradeable currency similar to Azurite which can be found in the Sanctum from chests or from killed enemies. Aureus is collected automatically when the player is near it.
  • Aureus can be traded to the merchant for a small amount of Resolve recovery, various Boons, or relics.
  • Aureus is maintained between rooms and floors, and is reset when the Sanctum run ends.
  • Aureus drops from Templar Stash chests, as well as from Guards and Bosses when killed.

Inspiration

  • Inspiration acts as a buffer over your maximum Resolve, somewhat similar to Energy Shield in comparison to life.
  • Inspiration cannot be recovered like Resolve.
  • Inspiration is soft capped at 1000; however, it is possible to exceed these values from sources that modify Inspiration at the start of a room/floor.

Boon

  • Above your inspiration bar, major boons are grouped in a symbol with a very thick and bright yellow bordered boon symbol, while all minor boons are grouped in a plain yellow bordered boon symbol. Boons are shown when hovering the according symbol.
  • Boons grant various benefits to your Sanctum run and can help recover or mitigate damage to your Resolve, increase your Aureus and rewards, debuff monsters, grant Inspiration, or provide other helpful buffs.
Boon Type Image Boon Name Description
Major Boons All-Seeing Eye The Sanctum Map is fully revealed
editor's note: overrides all afflictions and modifiers that hide parts of the Sanctum map, including The Chains of CastigationThe Chains of Castigation
Processional Relic
Requires Level 64The Herald of the Scourge drops Sandstorm Visage
Rooms are unknown on the Sanctum Map
Cannot be used with Forbidden Tomes below level 75
This item is destroyed when applied to a Sanctum
Unmodifiable"The mysterious traveller saw the vilified brother chained to a cliff, where all could point and shout and deride him. In one fell swing, she cracked the mountainside, freeing him." - Lycia, the HereticPlace this item on the Relic Altar at the start of each Sanctum run
Major Boons Bronze Coin Picking up Aureus coins recovers Resolve
editor's note: recovers the same amount of Resolve as Aureus obtained; scaled by modifiers to Resolve recovery
Major Boons Bronze Descry Ignore Resolve lost for 1 second after losing Resolve from a Hit
Major Boons Crystal Chalice You cannot receive any more Minor Afflictions
editor's note: Crystal Shard's Affliction to Boon transformation can still occur with this Boon
Major Boons Crystal Shard The next Affliction you gain is converted into a random Minor Boon
editor's note: This Boon's Affliction to Boon transformation can still occur with Crystal Chalice
Major Boons Gold Coin Aureus coins found are doubled
Major Boons Golden Descry Recover +15 Resolve on room completion
Major Boons Holy Descry Upon reaching 0 Resolve, revive with full Resolve, lose 50% of your current Maximum Resolve, and remove a random Boon
editor's note: this is the only Boon that can save a run with "Cannot Recover Resolve" or "Maximum Resolve is 1" modifiers, as long as the player has Boons to remove
Major Boons Holy Water Gain a random Minor Boon when you use a Fountain
Major Boons Imperial Seal Traps are Disabled
Major Boons Musty Wine At the start of each room, a random Shrine effect is applied to you
Major Boons Priest's Descry Upon reaching 0 Resolve, revive with 75% of Maximum Resolve once
editor's note: does not work on no-hit runs
Major Boons Sacred Mirror Duplicate up to 3 random Offer Rewards
editor's note: only applies to rewards deferred to end of Floor/Sanctum; can apply to same reward more than once; applies immediately once obtained to your current rewards
Major Boons Silver Coin Gain 20 Aureus coins when you lose Resolve from a Hit
Major Boons Silver Descry Ignore the first Resolve lost from Hits in each room
Minor Boons Adrenaline Vial Recover 50% of your Maximum Resolve on entering Boss Room
Minor Boons Arcane Aegis Trigger Arcane Buffer when your Inspiration reaches 0
Minor Boons Assassin's Blade The next 10 Guards you Hit are killed Instantly
Minor Boons Assassin's Blade The next 9 Guards you Hit are killed Instantly
Minor Boons Assassin's Blade The next 8 Guards you Hit are killed Instantly
Minor Boons Assassin's Blade The next 7 Guards you Hit are killed Instantly
Minor Boons Assassin's Blade The next 6 Guards you Hit are killed Instantly
Minor Boons Assassin's Blade The next 5 Guards you Hit are killed Instantly
Minor Boons Assassin's Blade The next 4 Guards you Hit are killed Instantly
Minor Boons Assassin's Blade The next 3 Guards you Hit are killed Instantly
Minor Boons Assassin's Blade The next 2 Guards you Hit are killed Instantly
Minor Boons Assassin's Blade The next Guard you Hit is killed Instantly
Minor Boons Black Pearl Traps impact 50% reduced Resolve
editor's note: affects both Resolve and Inspiration loss
Minor Boons Chipped Dice The Merchant's Shop can be Rerolled
Minor Boons Divinia's Gift Your next purchase from the Merchant has no cost
Minor Boons Enchanted Urn 30% increased Effect of your non-Unique Relics
Minor Boons Engraved Orb 100% increased Resolve recovered while Resolve is below 50%
Minor Boons Fountain of Youth Gain +40 Maximum Resolve each time you use a Fountain
Minor Boons Fright Mask Monsters deal 40% less Damage
Minor Boons Gilded Lyre Gain +100 Inspiration at the start of each floor
Minor Boons Glowing Orb The next time you go below 20% Resolve, heal for 50% Resolve
Minor Boons Gold Magnet 50% more Aureus coins found
Minor Boons Gold Mine Aureus coins found on this floor are doubled
Minor Boons Gold Trophy Your aureus coins are increased by 10% on room completion
(removed when you purchase something from the Merchant)
Minor Boons Hare Foot 60% increased Movement Speed
Minor Boons Lilting Melody Gain 150 Inspiration if you complete the next 2 rooms without losing Resolve or Inspiration
Minor Boons Lilting Melody Gain 150 Inspiration if you complete the next room without losing Resolve or Inspiration
Minor Boons Lustrous Pearl Traps are slower
editor's note: can have negative effects - slows down the fog in Lycia's hallway sequence
Minor Boons Mellifluous Chorus 40% less Resolve lost while you have Inspiration
editor's note: affects both Resolve and Inspiration loss
Minor Boons Mirror of Fortune Duplicate a random Offer Reward
editor's note: only applies to rewards deferred to end of Floor/Sanctum; applies immediately once obtained to your current rewards
Minor Boons Ornate Dagger You and your minions deal 50% more Damage
Minor Boons Prayer Beads Cannot lose Resolve until you complete the next room
editor's note: does not affect Inspiration loss
Minor Boons Rusted Chimes Gain +30 Inspiration when you gain an Affliction
Minor Boons Rusted Descry 50% increased Resolve recovered
Minor Boons Sanguine Vial Monsters have 30% less Maximum Life
Minor Boons Scrying Crystal You can see an additional room ahead on the Sanctum Map
Minor Boons Silver Chalice The next Minor Boon you gain is converted into a random Major Boon
Minor Boons Silver Tongue 50% reduced Merchant prices
editor's note: stacks additively with Austerity Pact to make all Merchant items free
Minor Boons Tarnished Coin 100% increased Aureus coins gained while Resolve is below 50%
Minor Boons Tarnished Descry +150 to Maximum Resolve
Minor Boons Untuned Lute +100 to Inspiration
Minor Boons Viscous Ichor Monsters have 20% reduced Action Speed
editor's note: can affect bosses' arena effect/despawn time
Minor Boons Wooden Effigy Monsters impact 25% less Resolve
editor's note: affects both Resolve and Inspiration loss
Minor Boons File:BoonLustrousLacquerIcon.png Lustrous Lacquer 50% more Defences
editor's note: affects Resolve Mitigation, Resolve Avoidance, and Resolve Aegis

Affliction

  • Above your inspiration bar, major afflictions are grouped in a symbol with a very thick and bright purple bordered boon symbol, while all minor afflictions are grouped in a plain purple bordered affliction symbol. Afflictions are shown when hovering according symbol.
  • Afflictions grant various downsides to your Sanctum run and can reduce or prevent Resolve recovery, spawn additional traps, buff monsters, affect your Aureus generation, or hide rooms or rewards on the Sanctum Map.
Affliction Type Icon Affliction Name Description
Major Afflictions Anomaly Attractor Rooms spawn Volatile Anomalies
Major Afflictions Chiselled Stone Monsters Petrify on Hit
editor's note: free for Trickster/Juggernauts with minimum Action Speed
Major Afflictions Cutpurse You cannot gain Aureus coins
Major Afflictions Deadly Snare Traps impact infinite Resolve
editor's note: some persistent skills from Sanctum monsters (e.g. Undying Archmage's floating balls' projectiles and explosion) count as traps and will end the run immediately on hit
Major Afflictions Death Toll Lose 250 Resolve after completing 8 rooms
editor's note: this Resolve loss is considered similar to taking a hit, and will remove Inspiration before Resolve
Major Afflictions Demonic Skull Cannot recover Resolve
Major Afflictions Ghastly Scythe Losing Resolve ends your Sanctum
(removed after 3 rooms)
Major Afflictions Ghastly Scythe Losing Resolve ends your Sanctum
(removed after 2 rooms)
Major Afflictions Ghastly Scythe Losing Resolve ends your Sanctum
(removed after 1 room)
Major Afflictions Glass Shard The next Boon you gain is converted into a random Minor Affliction
editor's note: This Affliction's Boon to Affliction transformation can still occur with Unassuming Brick
Major Afflictions Orb of Negation Non-Unique Relics have no Effect
Major Afflictions Unassuming Brick You cannot gain any more Boons
editor's note: Glass Shard's Boon to Affliction transformation can still occur with this Affliction
Major Afflictions Veiled Sight Rooms are unknown on the Sanctum Map
editor's note: superseded by All-Seeing Eye
Major Afflictions File:CurseCorrosiveConcoctionIcon.png Corrosive Concoction No Resolve Mitigation, chance to Avoid Resolve loss or Resolve Aegis
Minor Afflictions Accursed Prism When you gain an Affliction, gain an additional random Minor Affliction
Minor Afflictions Black Smoke You can see one fewer room ahead on the Sanctum Map
editor's note: superseded by All-Seeing Eye
Minor Afflictions Blunt Sword You and your Minions deal 25% less Damage
Minor Afflictions Chains of Binding Monsters inflict Binding Chains on Hit
(Binding Chains: You are slowed by Binding Chains. Move to break the chains)
editor's note: 20% reduced Movement Speed per stack
Minor Afflictions Charred Coin 50% less Aureus coins found
Minor Afflictions Concealed Anomaly Guards release a Volatile Anomaly on Death
Minor Afflictions Corrupted Lockpick Chests in rooms explode when opened
Minor Afflictions Dark Pit Traps impact 100% increased Resolve
editor's note: affects both Resolve and Inspiration loss
Minor Afflictions Deceptive Mirror You are not always taken to the room you select
editor's note: can randomly take player to a different connected room in the same column
Minor Afflictions Door Tax Lose 30 Aureus coins on room completion
Minor Afflictions Empty Trove Chests no longer drop Aureus coins
editor's note: includes Reward Chests
Minor Afflictions Fiendish Wings Monsters' Action Speed cannot be slowed below base
Monsters have 30% increased Attack, Cast and Movement Speed
Minor Afflictions Floor Tax Lose all Aureus on floor completion
Minor Afflictions Gargoyle Totem Guards are accompanied by a Gargoyle
Minor Afflictions Golden Smoke Rewards are unknown on the Sanctum Map
editor's note: superseded by All-Seeing Eye
Minor Afflictions Haemorrhage You cannot recover Resolve
(removed after killing the next Floor Boss)
Minor Afflictions Honed Claws Monsters deal 25% more Damage
Minor Afflictions Hungry Fangs Monsters impact 25% more Resolve
editor's note: affects both Resolve and Inspiration loss
Minor Afflictions Liquid Cowardice Lose 10 Resolve when you use a Flask
editor's note: removes Inspiration before Resolve; bricks a run with Ghastly Scythe; can also brick during Lycia's second form if flasks unless flasks are unequipped
Minor Afflictions Mark of Terror Monsters inflict Resolve Weakness on Hit
(Resolve Weakness: Hits against you impact 50% more Resolve)
editor's note: affects both Resolve and Inspiration loss
Minor Afflictions Phantom Illusion Every room grants a random Minor Affliction
(Afflictions granted this way are removed on room completion)
Minor Afflictions Poisoned Water Gain a random Minor Affliction when you use a Fountain
Minor Afflictions Purple Smoke Afflictions are unknown on the Sanctum Map
editor's note: superseded by All-Seeing Eye
Minor Afflictions Rapid Quicksand Traps are faster
also affects Skull traps and Lycia's hallway fog
Minor Afflictions Red Smoke Room types are unknown on the Sanctum Map
editor's note: superseded by All-Seeing Eye
Minor Afflictions Rusted Coin The Merchant only offers one choice
supersedes additional option Relic modifiers
Minor Afflictions Spiked Exit Lose 5% of current Resolve on room completion
editor's note: ignores Inspiration. Bricks a run with Ghastly Scythe. Cannot reduce Resolve below 1
Minor Afflictions Spiked Shell Monsters have 30% more Maximum Life
Minor Afflictions Spilt Purse Lose 20 Aureus coins when you lose Resolve from a Hit
editor's note: does not apply when losing Inspiration
Minor Afflictions Tattered Blindfold 90% reduced Light Radius
Minimap is hidden
Minor Afflictions Tight Choker You can have a maximum of 5 Boons
Minor Afflictions Unhallowed Amulet The Merchant offers 50% fewer choices
Minor Afflictions Unhallowed Ring 50% increased Merchant prices
Minor Afflictions Unholy Urn 50% reduced Effect of your non-Unique Relics
Minor Afflictions Unquenched Thirst 50% reduced Resolve recovered
Minor Afflictions Voodoo Doll 100% more Resolve lost while Resolve is below 50%
editor's note: affects both Resolve and Inspiration loss
Minor Afflictions Weakened Flesh -100 to Maximum Resolve
editor's note: cannot reduce Resolve below 1
Minor Afflictions Worn Sandals 40% reduced Movement Speed
Minor Afflictions File:CurseShatteredShieldIcon.png Shattered Shield Cannot have Resolve Aegis

Room Layouts

See the above link for annotated minimaps of each room type, including enemy locations and shortcuts. Each room other than the miniboss room contains several Guard unique monsters, as well as one of three tasks to complete the room:

  • Find the Exit (locate the exit door)
    • Linear: The exit door is located at the the end of a series of traps.
    • Four corners: The exit door is located randomly in one of four directions on the map.
  • Defeat all the Guards (defeat every rare monster and Unique Guard)
    • Arena: Guards will spawn in waves in a small arena with traps.
    • Linear: Guards are located in packs along a set path.
  • Defeat the Boss (defeat minibosses based on map bosses)
Sanctum Layout
Room Goal Defeat all the Guards
(Linear)
Defeat all the Guards
(Arena)
Find the Exit
(Four corners)
Find the Exit
(Linear)
Defeat the Boss
(Miniboss)
Floor 1:
Sanctum Archives
Chambers of Inscription Templar Annals
1 central Skull, walls and "2 lasers"
Abandoned Library
Ice Traps
Holy Trials
Mana Rune Squares
Scriptorium
Crimson Archbishop
Floor 2:
Sanctum Vaults
Derelict Caverns Battlegrounds
1 central Skull, no walls, "lasers, donut", and "meteors, no walls"
Decrepit Cellar
Ice Traps
Gauntlet
Fireballs
Reliquary
Greater Wraith
Floor 3:
Sanctum Cathedral
Unholy Lair Infernum
2 Skulls, dividing wall, "4 lasers, dividing wall", and "meteors, ∞ arena"
Halls of Worship
Ice Traps
Crucible
Mana Rune Squares and Skull
Sanctum Bellum
Aureate Guardian
Floor 4:
Sanctum Necropolis
Lost Catacombs Desecrated Crypt
1 Skull, 90 degree arc, "4 lasers", and "meteors"
Undercroft
Ice Traps and Skull
Entombment
Fireballs or
Mana Rune Squares + Lasers
Mausoleum
Colossal Lithomancer

Note: most "Find the Exit" rooms have shortcuts that require movement skills.

Room Reward Types

Note: All room types other than boss rooms can become Afflicted. Afflicted rooms are indicated by a purple border and cause the character to gain an Affliction on entry.

Item Reward Room

When players are offered rewards, they have three options:

  • Receive #x <item1> now
  • Receive #x <item2> at end of the Floor ("at end of the next Floor" if on room 8)
  • Receive #x <item3> on completing the Sanctum

The quantity and/or types of items improve based on the area level of the zone, the current floor, and how long you defer the reward, at the cost of risking the reward entirely if the player fails the run. Item chests have a 5 Aureus fee to open.

Rarer items like Mirror of KalandraMirror of KalandraStack Size: 10Creates a mirrored copy of an itemRight click this item then left click an equipable non-unique item to apply it. Mirrored copies cannot be modified., Divine OrbDivine OrbStack Size: 20Randomises the values of the random modifiers on an itemRight click this item then left click a magic, rare or unique item to apply it., Exalted OrbExalted OrbStack Size: 20Augments a rare item with a new random modifierRight click this item then left click a rare item to apply it. Rare items can have up to six random modifiers., and Sacred OrbSacred OrbStack Size: 10Randomises the numeric values of base defences on an armourRight click this item then left click an armour to apply it. become available on Floor 3 and 4.

Treasure Reward Room

Contains chests of Aureus; comes in 2 types: Minor Treasure Reward (2 chests) or Major Treasure Reward (5 chests).


Fountain

Fountain rooms contain an interactable Fountain which grants Recover 25% of Maximum Resolve for a 5 Aureus fee.

Benevolent Fountain

Benevolent Fountain rooms contain an interactable Benevolent Fountain which grants Gain a Random Boon for a 150 Aureus fee.

Afflicted Fountain

Afflicted Fountain rooms contain an interactable Afflicted Fountain which grants Recover 50% of Maximum Resolve, but also inflicts a random minor Affliction on you, for a 5 Aureus fee.

Radiant Fountain

Radiant Fountain rooms contain an interactable Radiant Fountain which grants a random Boon, removes a random Affliction, and grants 200 Inspiration for a 5 Aureus fee. Rerolls Afflictions on Afflicted Rooms on the current floor if an Affliction was removed.


Merchant

Merchant rooms contain the NPC Sister Divinia who sells you Boons or relics in exchange for Aureus. She can also recover 50 Resolve once per encounter for a 200 Aureus fee.

Accursed Pact

Accursed Pact rooms allow you to accept any of three random Accursed Pacts which grants both an upside and downside, as well as an item reward upon accepting at least 1 Accursed Pact.

Accursed Pact outcomes
Icon Upside Downside
Gain a specific Minor Boon Lose 25% Maximum Resolve
Gain a random Major Boon Lose 50% Maximum Resolve
Gain 2 random Minor Boons Lose 50% Maximum Resolve
Gain a specific Minor Boon Gain a specific Minor Affliction
Gain a specific Minor Boon Gain a random Minor Affliction
Lose a specific Minor Affliction Gain a random Minor Affliction
Gain a random Minor Boon Gain a random Minor Affliction
Lose a random Minor Affliction Lose a random Minor Boon
Gain 3 random Minor Boons Gain a specific Major Affliction
Lose 3 random Minor Afflictions Gain a random Major Affliction
Lose 3 random Minor Boons Gain a random Major Boon
Gain 100 Inspiration Lose 200 Resolve
All but 1 Maximum Resolve is converted to Inspiration Maximum Resolve is 1
Gain Aureus coins equal to the amount of Inspiration removed Remove all Inspiration
Gain 50% of current Resolve as Aureus coins Lose 50% of current Resolve

Apex Pact
50% less Resolve lost in Boss Rooms 100% more Resolve lost in non-Boss Rooms

Austerity Pact
Merchant prices are reduced by 50% Monsters do not drop Aureus coins

Doubling Pact
Guards are Twinned Guards are Twinned

Indomitable Pact
Gain 30 Inspiration at the start of every room Inspiration resets every room

Pyrrhic Pact
Resolve recovered is doubled Maximum Resolve is lowered by 50% of recovered Resolve

Dauntless Pact
50% more Rare Monsters Rare Monsters have an additional Modifier

The options that state "Lose #% Maximum Resolve" will not fail the run if Maximum Resolve is 1.

Attempting to use the Gain 200 Inspiration, Lose 200 Resolve Pact when you have less than 200 Resolve will cause an error, stating "Not enough Resolve".

Boss Room

Always the 8th room of any floor.

Enemies

Each room in the Sanctum contains a number of normal and rare enemies. All rare enemies must be killed before being able to complete the room.

Sanctum Guards

Each room contains several unique Sanctum Guards. All Guards must be killed before being able to complete the room.

Sanctum Guards
Guard type Identifying features Skills
Entombing Warden Coldsnap BowColdsnap BowWeapon SkinChanges the appearance of any equipped Bow to the Coldsnap Bow. Ice SnipeSnipeAttack, Projectile, Channelling, Physical, Bow
Level: (1-20)
Cost: (4-5) Mana
Cost & Reservation Multiplier: 50%
Cooldown Time: 0.05 sec
Can Store 1 Use(s)
Attack Speed: 180% of base
Requires Level 34Channel to charge up your bow, gaining stages. Release to trigger one supported bow skill for each stage gained. If there are no supported skills, but at least one stage was gained, this skill will fire its own arrow instead. Cannot be used by Totems.Maximum 6 Stages
This Skill's Arrows deal (50-80)% more Damage with Ailments per Stage
This Skill's Arrows deal (70-108)% more Damage with Hits per Stage
Supported Skills deal 40% less Damage
Supported Skills deal (70-108)% more Damage with Hits per Snipe Stage
Supported Skills deal (50-80)% more Damage with Ailments per Snipe Stage

Additional Effects From 1-20% Quality:
+(0.05-1) Maximum Stages
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
, Cold Rain of ArrowsRain of ArrowsAttack, AoE, Projectile, Bow
Level: (1-20)
Cost: (7-11) Mana
Attack Damage: (48-60)% of base
Effectiveness of Added Damage: (48-60)%
AoE Radius: 24
Requires Level 12Fires multiple arrows into the air, to land in sequence after a delay, starting at the targeted location and spreading outwards in all directions. Each arrow deals damage in an area around it. Half of the arrows will land directly on targets if there are targets in their range.Fires (18-22) Arrows

Additional Effects From 1-20% Quality:
Fires +(0.2-4) Arrows
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Masked Combatant Gray hood Proximity Bomb, Smoke MineSmoke MineMine, Spell, AoE, Duration, Movement, Travel, Blink
Level: (1-20)
Cost: (6-13) Mana
Reservation: (6-13) Mana
Cooldown Time: 5.00 sec
Can Store 3 Use(s)
Cast Time: 0.50 sec
Requires Level 10Throws a mine that will teleport you to it when detonated. It covers both your escape and arrival with a cloud of smoke that blinds enemies, and gives you a temporary buff to movement speed. Shares a cooldown with other Blink skills.Mine lasts 8 seconds
Base duration is (4.00-5.00) seconds
Base secondary duration is 1.00 seconds
Increases and Reductions to Mine Duration also apply to this Skill's Buff Duration
Only one Mine of this type can Detonate in each Detonation Sequence
Buff grants (20-29)% increased Movement Speed
Mines cannot be Re-armed
Mine Detonation is Instant

Additional Effects From 1-20% Quality:
Buff grants (1-20)% increased Movement Speed
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
, Mirror Image on Hit
Azure Assassin Arcane Lightning HelmetArcane Lightning HelmetHelmet SkinChanges the appearance of any equipped headdress to the Classic Lightning helmet. Decelerating Projectile into Lightning VortexVortexSpell, AoE, Cold, Duration, Nova
Level: (1-20)
Cost: (13-25) Mana
Cast Time: 0.75 sec
Critical Strike Chance: 6.00%
Effectiveness of Added Damage: 270%
AoE Radius: 2
Requires Level 28An icy blast explodes around the caster, dealing cold damage to enemies, and leaving behind a whirling vortex which deals cold damage over time and chills enemies caught in it.Deals (49-779) to (73-1169) Cold Damage
Base duration is 3.00 seconds
Deals (116-2316.1) Base Cold Damage per second
Modifiers to Spell Damage apply to this Skill's Damage Over Time effect
Base radius is 2 metres
Base secondary radius is 2 metres

Additional Effects From 1-20% Quality:
+(0.01-0.2) metres to radius
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
, Galvanic ArrowGalvanic ArrowLightning, Attack, Projectile, AoE, Bow
Level: (1-20)
Cost: (6-10) Mana
Attack Damage: (80-99)% of base
Effectiveness of Added Damage: (80-99)%
Projectile Speed: 3260
Fire a trio of electrical arrows that quickly dissipate, vanishing shortly after being loosed. The arrows are fired with such force that they create a burst of lightning, damaging enemies in a cone in front of you.50% of Physical Damage Converted to Lightning Damage
(1-9) to (5-179) Added Lightning Damage
Fires 3 Arrows
+(0-0.5) metres to radius
Increases and Reductions to Projectile Speed also apply to
this Skill's Area of Effect

Additional Effects From 1-20% Quality:
(2-40)% increased Projectile Speed
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Templar Marksman Dragon Hunter BowDragon Hunter BowWeapon SkinChanges the appearance of any equipped Bow to the Dragon Hunter Bow., Heritage HelmetHeritage HelmetHelmet SkinChanges the appearance of any equipped helmet to the Heritage Helmet. Dodge Roll, Flare Arrow, Blast RainBlast RainFire, Attack, AoE, Projectile, Bow
Level: (1-20)
Cost: (8-10) Mana
Attack Damage: (30-35)% of base
Effectiveness of Added Damage: (30-36)%
Requires Level 28Fires arrows up in the air, to rain down in an area. Each arrow deals area damage around where it lands, and they will all overlap on the targeted location.Fires 6 Arrows
100% of Physical Damage Converted to Fire Damage
Penetrates (20-30)% Fire Resistance

Additional Effects From 1-20% Quality:
Fires +(0.05-1) Arrows
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Infernal Sentinel DawnbreakerDawnbreaker
Colossal Tower Shield
Chance to Block: (43-48)%
Armour: (1305-2103)
Movement Speed: -3%
Requires Level 67, 159 Str+(10-20) to maximum Life(150-250)% increased Armour
+(20-25)% Chance to Block
-1% Chance to Block Attack Damage for every 200 Fire Damage taken from Hits Recently
(10-20)% of Cold Damage taken as Fire Damage
(10-20)% of Lightning Damage taken as Fire Damage
(10-20)% of Physical Damage taken as Fire Damage
Scorch Enemies in Close Range when you Block
"The newcomers warn of doom and death beyond mortal ken.
I ask, why should we fear the fire when we serve the Lord of Light?"
- Maxarius, the first High Templar
Slash, Fire Thrust, Projectile CleaveCleaveAttack, AoE, Physical, Melee
Level: (1-20)
Cost: 6 Mana
Attack Speed: 80% of base
Attack Damage: (125-237)% of base
Effectiveness of Added Damage: (125-237)%
AoE Radius: 20
The character swings their weapon (or both weapons if dual wielding) in an arc, damaging monsters in an area in front of them. Only works with Axes and Swords.When Dual Wielding, Deals 60% Damage from each Weapon combined
(2-75) to (3-113) Added Attack Physical Damage
+(0-1) metre to radius

Additional Effects From 1-20% Quality:
+0.1 metres to radius per Nearby Enemy, up to a maximum of +1 metre
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
, Shield ChargeShield ChargeAttack, AoE, Movement, Travel, Physical, Melee
Level: (1-20)
Cost: 10 Mana
Attack Time: 0.50 sec
Critical Strike Chance: 5.00%
AoE Radius: 8 / 16
Requires Level 10Charges at a targeted location or enemy, pushing away enemies in your path and repeatedly dealing off-hand damage in a small area in front of you. You deal damage in a larger area when you reach the target. The further you travel, the more damage you deal, and the greater your chance of stunning enemies. Cannot be supported by Multistrike.(12-134) to (18-200) Base Off Hand Physical Damage
(3-5) to (4-7) Added Physical Damage per 15 Armour or Evasion Rating on Shield
75% increased Stun Threshold reduction on enemies at Maximum charge distance
100% more Damage with Hits at Maximum Charge Distance
(90-109)% increased Movement Speed

Additional Effects From 1-20% Quality:
(1-20)% increased Movement Speed
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Obsidian Sentinel Kongor's Undying RageKongor's Undying Rage
Terror Maul
Two Hand Mace
Physical Damage: (144-157) to (467-537)
Critical Strike Chance: (7.80-8.40)%
Attacks per Second: 1.15
Weapon Range: 1.3 metres
Requires Level 67, 212 Str25% chance to double Stun DurationAdds (43-56) to (330-400) Physical Damage
(30-40)% increased Critical Strike Chance
+(15-20)% to all Elemental Resistances
Hits can't be Evaded
Your Critical Strikes do not deal extra Damage
You gain Onslaught for 4 seconds on Critical Strike
Command like a king and nothing will stand in your way.
Consecrated PathConsecrated PathFire, Attack, AoE, Movement, Duration, Slam, Melee
Level: (1-20)
Cost: 8 Mana
Attack Speed: 80% of base
Attack Damage: (150-230)% of base
Effectiveness of Added Damage: (150-230)%
Requires Level 28Slams the ground at a targeted location. If an enemy is near where you target, you'll teleport to it from a short distance away, slam, and create an area of consecrated ground. Can't be supported by Multistrike, and requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.Base duration is 4.00 seconds
50% of Physical Damage Converted to Fire Damage
Deals up to 20% more Damage with Hits to closer targets

Additional Effects From 1-20% Quality:
Deals up to +(0.5-10)% more Damage with Hits to closer targets
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
, Summon Unholy RelicSummon Holy RelicMinion, Spell
Level: (1-20)
Cost: (11-28) Mana
Cooldown Time: 2.00 sec
Can Store 1 Use(s)
Cast Time: 1.00 sec
Requires Level 4Summon a Holy Relic that stays near you. When you hit an enemy with an attack, the Holy Relic triggers a nova spell with a short cooldown, that deals physical damage to enemies and grants life regeneration to allies in an area around it. This life regeneration is higher when applied to minions.Maximum 1 Summoned Holy Relic
(0-76)% more Minion Movement Speed
Holy Relic's Nova Skill grants (5.2-154.6) Life regenerated per second to Allies
Holy Relic's Nova Skill grants (9-464) Life regenerated per second to Minions
Minions cannot Taunt Enemies

Additional Effects From 1-20% Quality:
(2-40)% increased Buff Effect
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Crimson Archmage Witchhunter's JudgmentWitchhunter's Judgment
Highborn Staff
Staff
Physical Damage: 48-145
Critical Strike Chance: 6.50%
Attacks per Second: 1.15
Weapon Range: 1.3 metres
Requires Level 68, 89 Str, 89 Int+18% Chance to Block Attack Damage while wielding a StaffGrants Level 20 Brandsurge Skill
Brand Skills have (50-100)% increased Duration
The pyre is never wasted on just one heretic.
, skull head
FlameblastFlameblastSpell, AoE, Fire, Channelling
Level: (1-20)
Cost: (4-7) Mana
Cast Time: 0.20 sec
Critical Strike Chance: 5.00%
Effectiveness of Added Damage: 90%
Requires Level 28Channels to build up a large explosion, which is released when you stop using the skill. The longer you channel, the larger the area of effect and damage of the explosion.Deals (31-405) to (46-608) Fire Damage
50% chance to Ignite enemies
165% more Spell Damage for each stage
60% more Damage with Ailments for each stage
10 maximum Stages
+0.3 metres to radius per Stage

Additional Effects From 1-20% Quality:
+(0.05-1) to maximum Stages
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
, FireballFireballProjectile, Spell, AoE, Fire
Level: (1-20)
Cost: (6-25) Mana
Cast Time: 0.75 sec
Critical Strike Chance: 6.00%
Effectiveness of Added Damage: 370%
Projectile Speed: 1040
AoE Radius: 9
Unleashes a ball of fire towards a target which explodes, damaging nearby foes.Deals (9-1640) to (14-2460) Fire Damage
25% chance to Ignite enemies
Base radius is (0.9-1.4) metres

Additional Effects From 1-20% Quality:
Base radius is (0.01-0.2) metres
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
, Fire Twister
Deathly Archmage Skull head Ice SpearIce SpearCritical, Spell, Projectile, Cold
Level: (1-20)
Cost: (8-23) Mana
Cast Time: 0.70 sec
Critical Strike Chance: 7.00%
Effectiveness of Added Damage: 130%
Projectile Speed: 1000
Requires Level 12Launches shards of ice in rapid succession. After travelling a short distance they change to a second form, which moves much faster and pierces through enemies.Deals (22-568) to (33-852) Cold Damage
Fires 2 Projectiles
Second form has 600% increased Critical Strike Chance
Second form has +(30-49)% to Critical Strike Multiplier
Second form has 300% more Projectile Speed

Additional Effects From 1-20% Quality:
Second form has +(2-40)% to Critical Strike Multiplier
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Volley, Spike Wave, Ice CrashIce CrashAttack, AoE, Cold, Slam, Melee
Level: (1-20)
Cost: 8 Mana
Attack Speed: 70% of base
Attack Damage: (230-350)% of base
Effectiveness of Added Damage: (230-350)%
AoE Radius: 26
Requires Level 28Slam the ground, damaging enemies in an area around the impact in three stages of increasing size. Enemies take slightly less damage on the second and third stage, and can only be hit by one stage. Works with Swords, Maces, Sceptres, Axes, Staves and Unarmed.100% of Physical Damage Converted to Cold Damage
Second Stage deals 15% less Damage
Third Stage deals 30% less Damage
Base radius is 1.1 metres
Base secondary radius is 2.1 metres
Base tertiary radius is 3.1 metres

Additional Effects From 1-20% Quality:
Gain (0.75-15)% of Physical Damage as Extra Cold Damage
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Undying Archmage Mystic StaffMystic StaffWeapon SkinChanges the appearance of any equipped Staff, Two Hand Sword, Axe or Mace to a Mystic Staff., skull head Projectile Bolt, Vorana orbs, Storm BurstStorm BurstAoE, Spell, Lightning, Channelling, Duration, Physical
Level: (1-20)
Cost: (2-5) Mana
Cast Time: 0.25 sec
Critical Strike Chance: 6.00%
Effectiveness of Added Damage: 35%
Requires Level 12Unleash orbs of energy while you channel that repeatedly jump towards the targeted location until their duration expires, dealing damage in small area after each jump. When you stop channelling, all remaining orbs explode, dealing higher damage in a larger area.Deals (6-168) to (8-252) Physical Damage
50% of Physical Damage Converted to Lightning Damage
Base duration is 1.20 seconds
+(0-0.4) metres to radius
Orbs jump every 0.4 seconds
Exploding Orbs deal 75% of Skill Damage for each 0.4 seconds of remaining Duration

Additional Effects From 1-20% Quality:
Base duration is (0.02-0.4) seconds
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Deadly Bladedancer Crypt SwordCrypt SwordWeapon SkinChanges the appearance of any equipped One Hand Sword, Axe or Mace to a Crypt Sword. Sweep CleaveCleaveAttack, AoE, Physical, Melee
Level: (1-20)
Cost: 6 Mana
Attack Speed: 80% of base
Attack Damage: (125-237)% of base
Effectiveness of Added Damage: (125-237)%
AoE Radius: 20
The character swings their weapon (or both weapons if dual wielding) in an arc, damaging monsters in an area in front of them. Only works with Axes and Swords.When Dual Wielding, Deals 60% Damage from each Weapon combined
(2-75) to (3-113) Added Attack Physical Damage
+(0-1) metre to radius

Additional Effects From 1-20% Quality:
+0.1 metres to radius per Nearby Enemy, up to a maximum of +1 metre
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
, Flicker StrikeFlicker StrikeAttack, Melee, Strike, Movement, Duration
Level: (1-20)
Cost: 10 Mana
Cooldown Time: 2.00 sec
Can Store 1 Use(s)
Attack Speed: 120% of base
Attack Damage: (142-210)% of base
Effectiveness of Added Damage: (142-210)%
Requires Level 10Teleports the character to a nearby monster and attacks with a melee weapon. If no specific monster is targeted, one is picked at random. Grants a buff that increases movement speed for a duration. The cooldown can be bypassed by expending a Frenzy Charge.Base duration is 3.00 seconds
10% increased Attack Speed per Frenzy Charge
15% chance to gain a Frenzy Charge on Hit
Buff grants 20% increased Movement Speed

Additional Effects From 1-20% Quality:
(0.5-10)% chance to gain a Frenzy Charge on Hit
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.

Minibosses

Sanctum Minibosses
Boss name Boss room name Based on:
Crimson Archbishop Sanctum Archives: Scriptorium Kadaris, Crimson Mayor; cannot be hurt directly - defeat all the Crimson Priest clones while avoiding his spells. The spells' coverage increases as more clones are defeated.
Greater Wraith Sanctum Vaults: Reliquary The Restless Shade; creates several rows of coffins and uses SoulrendSoulrendChaos, Spell, AoE, Duration, Projectile
Level: (1-20)
Cost: (14-26) Mana
Cast Time: 0.80 sec
Critical Strike Chance: 5.00%
Effectiveness of Added Damage: 170%
Requires Level 28Fires a projectile that turns towards enemies in front of it, damaging and piercing through those it hits, and leeching some of that damage as energy shield. As the projectile travels, it repeatedly applies a short but powerful chaos damage over time debuff to each enemy in an area around it.Deals (21-885) to (31-1327) Chaos Damage
Projectiles Pierce all Targets
Deals (180.8-2642.5) Base Chaos Damage per second
Base duration is 0.60 seconds
Modifiers to Spell Damage apply to this Skill's Damage Over Time effect
4% of Spell Damage Leeched as Energy Shield

Additional Effects From 1-20% Quality:
Base duration is (0.01-0.2) seconds
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Aureate Guardian Sanctum Cathedral: Sanctum Bellum The Purifier; uses Divine Flare and rune slams.
Colossal Lithomancer Sanctum Necropolis: Mausoleum High Lithomancer; can create a small ring or cover a quarter or the entire arena in floating rocks that explode in an area after a delay.

Floor Bosses

Sanctum Bosses
Icon Boss Name Boss Room Description
Varakath, the Waxen Sanctum Archives: Candlelit Chapel Based on Candlemass (POE2); also uses Blazing SalvoBlazing SalvoSpell, AoE, Fire, Projectile
Level: (1-20)
Cost: (8-23) Mana
Cast Time: 0.70 sec
Critical Strike Chance: 6.00%
Effectiveness of Added Damage: 60%
Requires Level 12Fires projectiles which fly in an arc, dealing area damage on impact with either enemies or the ground near where you target. Targeting farther away causes the projectiles to spread out and land over a wider area.Deals (7-270) to (10-405) Fire Damage
Fires (5-7) Projectiles

Additional Effects From 1-20% Quality:
+(0.01-0.2) metres to radius
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
and a fire breath attack
Braom, the First Experiment
Uzar, the Second Experiment
Sanctum Vaults: Experimentation Chamber Slow moving statues that use slams. Changes size based on the other's lost health. Both bosses enrage and heal to full when the other dies.
Enraged Braom can use a multidirectional Glacial Cascade (similar to the Delirium modifier Burrowing Blade), or repeated Sunders while walking.
Enraged Uzar can also create a homing Blood Orb leaving Enervating Ground, or use a Ground Slam that fires random projectiles.
Xenathar, Templar Reaper Sanctum Cathedral: Hall of Mirrors Base on Vorana, Last to Fall; also uses wall-bouncing lasers, Divine Flare, and slow-moving Innocence projectile nova.
Lycia, Unholy Heretic Sanctum Necropolis: Sanctum Sanctorum Form 1: Attacks with sword swings and lunges, circular sweep attacks, and a rotating red beam. Can summon Igneous Gargoyle adds and spawns a ring of DOT ground effect that drains Resolve and slowly moves through the arena.
Lycia, Herald of the Scourge The Beyond Form 2: Uses a tornado beam, returning FireballFireballProjectile, Spell, AoE, Fire
Level: (1-20)
Cost: (6-25) Mana
Cast Time: 0.75 sec
Critical Strike Chance: 6.00%
Effectiveness of Added Damage: 370%
Projectile Speed: 1040
AoE Radius: 9
Unleashes a ball of fire towards a target which explodes, damaging nearby foes.Deals (9-1640) to (14-2460) Fire Damage
25% chance to Ignite enemies
Base radius is (0.9-1.4) metres

Additional Effects From 1-20% Quality:
Base radius is (0.01-0.2) metres
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
s, and a delayed slam; also summons spinning staff hazards around the arena. Periodically has an immune phase creating a maze of waves of lightning bolts with gaps. Note: This phase does not damage Resolve.
  • Minibosses and bosses drop a large quantity of Aureus and have an increased chance to drop relics.
  • Killing each miniboss and boss for the first time unlocks several tiles in the Relic Altar.
  • Boss rooms contain a chest for any accumulated Item Rewards for the floor, as well as two additional Item Reward chests. Lycia's room only contains the accumulated Item Rewards chest.

Lycia

  • After defeating Lycia's first form, the player can enter a portal to an arena called The Beyond to face her second form. Both forms must be defeated to access the reward chest
  • Lycia's second form eliminates the Resolve bar and no longer uses Resolve mechanics. Dying during the second form will count as a failed run and prevent looting of the final reward chest.

Lycia, Herald of the Scourge in "The Beyond" will always drop a Unique Relic, as well as a chance to drop one of her exclusive items:

Relics

Main page: Relic

Relics are a type of item that is exclusive to the Sanctum league. They can be placed in the Relic Altar to provide buffs to various mechanics related to the Forbidden Sanctum.

  • Relics can be found in the Sanctum as rewards from guards, minibosses or bosses, or purchased from Sister Divinia for 300 Aureus.
  • They can be stored in a special separate stash, which can also be placed as a hideout decoration.
  • To equip a Relic, they must be placed in the Relic Altar on a 5x4 grid with some slots blocked off. Additional grid slots can be unlocked as you progress, up to a total of 18 slots.
  • Relics are unmodifiable and are always Magic.
  • Relics can be vendored 5 to 1 to obtain a new one with random modifiers.
ItemDrop
Level
Censer RelicCenser RelicUnmodifiablePlace this item on the Relic Altar at the start of each Sanctum run1
Processional RelicProcessional RelicUnmodifiablePlace this item on the Relic Altar at the start of each Sanctum run1
Tome RelicTome RelicUnmodifiablePlace this item on the Relic Altar at the start of each Sanctum run1
Urn RelicUrn RelicUnmodifiablePlace this item on the Relic Altar at the start of each Sanctum run1
Candlestick RelicCandlestick RelicUnmodifiablePlace this item on the Relic Altar at the start of each Sanctum run75
Papyrus RelicPapyrus RelicUnmodifiablePlace this item on the Relic Altar at the start of each Sanctum run75
Coffer RelicCoffer RelicUnmodifiablePlace this item on the Relic Altar at the start of each Sanctum run82

Party mechanics

  • The Sanctum's choices are made by the map's instance owner.
  • All party members share the Resolve bar.

Ruthless mode

In Ruthless mode, Item Rewards do not offer immediate rewards, and instead only offer either end-of-floor rewards or end-of-Sanctum rewards.

Version history

Version Changes
3.24.0
  • Existing Forbidden Sanctums that award Awakened Sextants will award Veiled ScarabVeiled ScarabStack Size: 20A collection of unknown ScarabsRight Click to reveal a random Scarabs on completion.
  • Veiled OrbsVeiled OrbStack Size: 20Removes a random modifier and adds a random Veiled modifier to a rare itemRight click this item then left click a rare item to apply it. (formerly Veiled Chaos Orbs) are no longer available as a reward in The Forbidden Sanctum.
3.23.1
3.22.1d
  • Added a Relic Locker next to Divinia at the entrance of The Forbidden Sanctum.
  • Pressing Ctrl + Click on Divinia at the entrance to The Forbidden Sanctum now brings up the Sell Items interface.
  • The "Close All User Interface" hotkey can now be used to skip to the next Sanctum notification.
  • The "League Interface" and "League Panel" hotkeys can now be used to open the Map in The Forbidden Sanctum.
3.22.1
3.22.0
  • The Forbidden Sanctum has been added to the core game. You'll initially meet Divinia in the Oriath Docks in Act 10, who provides you with access to the Forbidden Sanctum.
  • The Forbidden Sanctum has a maximum Area Level of 83.
  • Introduced Forbidden TomeForbidden TomeArea Level: (68-83)Mundus noster cecidit. Daemones ubique sunt. Librum
    hunc in sacrarium conicio, ut forte alius viam inveniat...
    Take this item to the Relic Altar in the Forbidden Sanctum to enter.
    s, which are tradeable items that are found in the end game. A Forbidden Tome represents the entire first floor of the Forbidden Sanctum, and its rooms can be played back to back.
  • Upon successfully completing a Sanctum floor, the next floor is generated as a tradable item with the state of your Sanctum built in, including your Boons, Afflictions, Resolve, Relics and Aureus.
  • Relics have also returned and are now tradeable. They are locked in at the beginning of the first Sanctum floor, and cannot be changed for the remainder of the Sanctum run.
  • Completing a Forbidden Sanctum run now requires killing Lycia in both her first and second form. She will always drop a Unique Relic, which have also been reworked and replaced as we rebalanced the Forbidden Sanctum.
  • Primary defences now have some effect on protecting your Resolve. Armour provides Resolve Mitigation from Enemy Hits, Evasion grants a chance to Avoid Resolve loss from Enemy Hits, while Energy Shield provides you with Resolve Aegis, which is a mechanic that behaves similarly to how Energy Shield behaves for Life.
  • The difficulty of Forbidden Sanctum has been increased, especially in the later floors. Monsters generally have more Life, and deal slightly more Resolve damage.
  • Rare Monsters can now be found within the Forbidden Sanctum, and completing a room now requires killing all Rare Monsters present.
  • Monsters in the Forbidden Sanctum are immune to damage if there is no player within 100 units of them.
  • Boons and Afflictions have been reviewed and rebalanced, and we've also added new Boons and Afflictions themed around the new defensive mechanics.
    • Tarnished Descry now grants +150 to Maximum Resolve (down from 200).
    • The Accursed Pact option that removes Resolve and grants Inspiration now grants 100 Inspiration (from 200).
  • The Rusted Mallet minor Affliction that causes Monsters to have Knockback has been removed.
  • We've also added more hazards and room variety to the Forbidden Sanctum.
  • The Forbidden Sanctum has also been adjusted for Ruthless.
3.20.2d
  • End of the Sanctum League so that this mechanic is not accessible temporarily.
3.20.2
3.20.1b
  • The Death Toll Major Affliction no longer causes monsters to drop no Aureus Coins. Instead, it now causes you to Lose 250 Resolve after completing 8 rooms. This change does not affect existing Sanctum runs.
  • Herald of the Scourge's lightning waves skill now spawns more lightning bolts with each wave, though the lightning bolts are now smaller. The delay between each wave has been slightly increased, and the damage of the skill has been lowered by 20%.
  • Improved the visibility of the ground degen effect when fighting Lycia, Unholy Heretic.
  • Added an error message for attempting to change your Relics while you have an active Sanctum.
3.20.1
  • Introduced 7 new Unique Relics that drop from the final form of the Sanctum Boss. These Relics challenge you to complete an entire run of The Forbidden Sanctum at area level 80+ under special rules. If you're able to complete such a run, you'll be rewarded in new and special ways. However, the Unique Relic will be destroyed regardless of the outcome of your run, so if you fail to complete it, you'll forfeit your potential rewards.
  • Some of these Unique Relics cause the Herald of the Scourge to drop additional or specific items, while others causes Aureus Coins to be converted to certain outcomes upon defeating the Herald of the Scourge.
  • We've also introduced a new Unique RingOriginal Sin
    Amethyst Ring
    Requires Level 52+(17-23)% to Chaos ResistanceAll Elemental Damage Converted to Chaos Damage
    Nearby Enemies' Chaos Resistance is 0
    Innocence rose to godhood not on inspired faith,
    but on the vilification and hatred of another.
    that can be earned by defeating the Herald of the Scourge with one of the new Unique RelicsThe Original Scripture
    Papyrus Relic
    Requires Level 64The Herald of the Scourge drops the Original Sin
    Cannot have Inspiration
    Maximum Resolve is 1
    Cannot be used with Forbidden Tomes below level 83
    This item is destroyed when applied to a Sanctum
    Unmodifiable"It's all here. The lie at the core of my faith. Maxarius was not the first chosen of
    Innocence. Maxarius was Innocence himself. A charlatan, a liar, and a power-seeker."
    - Lycia, the Heretic
    Place this item on the Relic Altar at the start of each Sanctum run
    active.
  • Introduced 41 new "Lycia's Invocation" currency items. These can be applied to non-Corrupted Sanctified Relics to add their respective Keystone to the Relic.
  • Boons and Afflictions that provide increases and reductions to the effect of your Relics now specify that they do not affect Unique Relics.
  • Characters that are up close to their target now take even less damage to their Resolve.
  • Sanctum Quests are no longer hidden with the "Enable Quest Tracking" option disabled. We've also made improvements to these Quests to reduce the chance they are missed when first entering the relevant town area.
  • Party Members are now able to view the Map of the area owner's Sanctum, if they currently have a run active.
  • Party members can now store a Sanctum room for later when the map owner runs their Sanctum room for the area.
  • The Resolve bar now flashes when you heal or damage your Resolve.
  • Added a display to show which Affliction was removed when you cleansed an Affliction.
  • The Sanctified Relic Slot has been moved from the Sanctum Map and is now located in the Inventory panel.
  • Sanctified Relics can now be compared with your equipped one by using the Compare Item Descriptions keybind (Ctrl, by default).
  • The wave skill used by the final form of the Sanctum Boss now spawns far fewer lightning bolts with each wave, though the lightning bolts are slightly larger. The delay between each wave has also been slightly increased.
  • You can no longer gain a new multi-stage Boon or Affliction, such as Lilting Melody, if you already have a later stage of that same Boon or Affliction.
  • The Hungry Fangs Affliction and Wooden Effigy Boon now impact Resolve multiplicatively, instead of being additive with stats that impact resolve on Relics.
  • Tweaked the position of the skulls that fire tracking beams in the third floor of the Sanctum.
  • Updated the Prayer Beads Boon to clarify Resolve is able to be lost after the next room has been completed.
3.20.0b
  • Gaining increases to your maximum Resolve now heals your Resolve by that same amount.
  • Relics are now able to be dropped onto the ground by players, though these still remain Account-bound to the player that dropped them.
  • The pickup range of Aureus Coins has been increased, and you're now able to pick them up slightly sooner after they drop.
  • Reduced the damage dealt to minions for some of the skills used by the Sanctum end boss in their true form.
  • Infernal Sentinel Sanctum Guard's Cleave attack now fires three times fewer projectiles.
  • Improved the warning text that is displayed when you try to enter the final reward room in Sanctum.
3.20.0
  • Introduced to the game.
  • There's now a Relic Locker in the Sanctum subarea where you pick what room to do next.

References

  1. https://twitter.com/pathofexile/status/1598434028398706688
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Community_Team (December 04, 2022). "Recently Asked Questions". Official Path of Exile Forums. Retrieved December 05, 2022.