Budget Essence Farming

Essence
Allflame 3.29
21.2Divine Orb/h (100%)

Updated 8/9/2026

Difficulty

1/5

Complexity

2/5

Overview

The creator of the strategy runs unmodified City Square maps stacked with Essence scarabs, kills every Imprisoned Monster, and uses Vaal Orbs to gamble the essences into their corrupted variants. Heist is layered on top as a second income stream, and Mercenaries are picked up opportunistically. Maps are scoured and run with no mods, so there is no rolling step and no risk to manage - it is a pure clear-speed strategy that stays profitable at any point in the league.

Atlas Tree

Every Essence node is taken, for guaranteed essences, higher tiers, and more Imprisoned Monsters. The one deliberate exception is Crystal Resonance - it moves a random essence onto the map boss, which the creator says cuts noticeably into profit.

Most other league mechanics are blocked. Removing them raises the chance that the encounters you do roll are essences or Smuggler's Caches. From there the remaining points go into:

  • Heist, for Smuggler's Caches. Cheap on the tree and easy to collect while clearing.
  • Mercenaries, an experiment the creator added this run.
  • Scarab drops, from rare and unique monsters - City Square's three unique bosses make the unique-monster node worth taking.
  • Dance of Destruction, trading monster damage for reduced monster life so essence packs die faster.

Scarabs

Three Essence Scarabs per map, each adding three essences, for nine on top of the one guaranteed by the tree - at least ten essences per map, often more because blocked content rerolls into essence encounters. Alongside them the creator runs an Essence Scarab that raises essence tier, and Essence Scarab of Stability so that Vaal Orbs used on essences can upgrade or transform them.

Map Choice

City Square. The creator tested several layouts including Beach and settled on City Square for being small, fast to full clear, and carrying three unique bosses for the extra scarab conversion. Average clear time including stashing is about 2.5 minutes, or roughly 24 maps an hour.

Running the Strategy

Full clear the map, hit every essence, fight every Mercenary you meet, open Smuggler's Caches, kill the boss, leave.

The Vaal Orb rules are what make or break the profit:

  • Always Vaal Scorn, Envy, Misery and Dread, in any tier - Screaming, Shrieking or Deafening. These are the ones whose corrupted variants are worth real money.
  • Otherwise Vaal any monster holding three or more essences.
  • Skip one- and two-essence monsters unless they carry one of the four above.
  • The exception runs the other way for already-expensive essences such as Woe - the creator leaves those alone at three and only gambles them at four.

If you would rather not think about it, Vaal everything at three or more essences.

Selling the Loot

Essences are best sold after upgrading. With an Essence stash tab, upgrade Screaming stock to Shrieking and spot-check the low-value essences: at a 3-to-1 ratio, anything whose Deafening version is worth more than three times its Shrieking price is worth combining. The creator's examples were Anguish at 0.2c Shrieking against 1.6c Deafening, and Misery at 0.3c.

Heist output is sold in bulk. Deception contracts and blueprints move on TFT's bulk-heist channel in the PoE 1 Allflame softcore trade Discord - the creator lists at the lowest posted price and clears the whole stock in one sale. Beyond those, watch for full-reveal blueprints (3/3 or 4/4 wings) and enchanted blueprints, which sell for more, though many enchants such as Armaments and Thief's Trinkets are worthless. The jackpots are experimented items, which the creator lists individually on trade.

Mercenaries

The Mercenary layer is unfinished by the creator's own admission. The target is a many-shot bow Mercenary, biased toward by taking less strength and less intelligence on the tree plus the House of Syaxin nodes for more rangers. A good one carries something like Ice Shot with Return Projectiles and Awakened Elemental Damage; Icicle Mines or Icicle Rain bricks it. Priced correctly these can be worth up to 100 divines, but the creator did not count any Mercenary income in the results.

Not Counted

The creator excluded contracts, blueprints, Mercenaries and bubble-gum currency from the main sample and tracked Heist separately, so the recorded numbers are conservative rather than a best case.

Prediction calclulations

Total Initial Expenses
2.0Divine Orb
Total Initial Profits
37.3Divine Orb
Initial Profit/hour
21.2Divine Orb/h
Expenses Market Shift
0.0%
Profits Market Shift
0.0%
Prediction
100.0%
Estimated Profit/hour
21.2Divine Orb/h
Expenses
ItemCountInitial CostCurrent ValueTrend

Essence Scarab

31.2Chaos Orb1Chaos Orb

-16.7%

Essence Scarab of Ascent

13.3Chaos Orb2Chaos Orb

-39.4%

Essence Scarab of Stability

11Chaos Orb1Chaos Orb

0.0%

Profit
ItemCountInitial CostCurrent ValueTrend

Essence of Horror

2126Chaos Orb25Chaos Orb

-5.1%

Essence of Hysteria

1818Chaos Orb15Chaos Orb

-16.7%

Essence of Delirium

1619Chaos Orb35Chaos Orb

+85.5%

Essence of Insanity

1518Chaos Orb18Chaos Orb

0.0%

Deafening Essence of Scorn

227.7Chaos Orb2.23Chaos Orb

-71.0%

Deafening Essence of Rage

443.7Chaos Orb5Chaos Orb

+35.1%

Deafening Essence of Woe

384.3Chaos Orb5Chaos Orb

+16.3%

Deafening Essence of Zeal

245.5Chaos Orb3.29Chaos Orb

-40.2%

Deafening Essence of Loathing

314.2Chaos Orb5Chaos Orb

+19.0%

Deafening Essence of Envy

186.5Chaos Orb5Chaos Orb

-23.1%

Deafening Essence of Anger

552Chaos Orb5Chaos Orb

+150.0%

Deafening Essence of Contempt

332.8Chaos Orb5Chaos Orb

+78.6%

Deafening Essence of Spite

352.5Chaos Orb5Chaos Orb

+100.0%

Deafening Essence of Fear

451.7Chaos Orb5Chaos Orb

+194.1%

Deafening Essence of Doubt

491.4Chaos Orb3Chaos Orb

+114.3%

Deafening Essence of Torment

391.8Chaos Orb5Chaos Orb

+177.8%

Deafening Essence of Sorrow

312.1Chaos Orb2.8Chaos Orb

+33.3%

Deafening Essence of Hatred

371.7Chaos Orb5Chaos Orb

+194.1%