
Budget Essence Farming
21.2
/h (100%)
Updated 8/9/2026
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
2.0
37.3
21.2
/h
0.0%
0.0%
100.0%
21.2
/h
Expenses
| Item | Count | Initial Cost | Current Value | Trend | |
|---|---|---|---|---|---|
Essence Scarab | 3 | 1.2 | 1 | -16.7% | |
Essence Scarab of Ascent | 1 | 3.3 | 2 | -39.4% | |
Essence Scarab of Stability | 1 | 1 | 1 | 0.0% |
Profit
| Item | Count | Initial Cost | Current Value | Trend | |
|---|---|---|---|---|---|
Essence of Horror | 21 | 26 | 25 | -5.1% | |
Essence of Hysteria | 18 | 18 | 15 | -16.7% | |
Essence of Delirium | 16 | 19 | 35 | +85.5% | |
Essence of Insanity | 15 | 18 | 18 | 0.0% | |
Deafening Essence of Scorn | 22 | 7.7 | 2.23 | -71.0% | |
Deafening Essence of Rage | 44 | 3.7 | 5 | +35.1% | |
Deafening Essence of Woe | 38 | 4.3 | 5 | +16.3% | |
Deafening Essence of Zeal | 24 | 5.5 | 3.29 | -40.2% | |
Deafening Essence of Loathing | 31 | 4.2 | 5 | +19.0% | |
Deafening Essence of Envy | 18 | 6.5 | 5 | -23.1% | |
Deafening Essence of Anger | 55 | 2 | 5 | +150.0% | |
Deafening Essence of Contempt | 33 | 2.8 | 5 | +78.6% | |
Deafening Essence of Spite | 35 | 2.5 | 5 | +100.0% | |
Deafening Essence of Fear | 45 | 1.7 | 5 | +194.1% | |
Deafening Essence of Doubt | 49 | 1.4 | 3 | +114.3% | |
Deafening Essence of Torment | 39 | 1.8 | 5 | +177.8% | |
Deafening Essence of Sorrow | 31 | 2.1 | 2.8 | +33.3% | |
Deafening Essence of Hatred | 37 | 1.7 | 5 | +194.1% |