Path of Exile Synthesis (3.6) launched two days ago, and it introduced a whole lot of new puzzle-like mechanics to the game. The Synthesis league mechanics are very unique and quite rewarding but when you start fiddling with the Memory Nexus you’ll be surprised how complex some things can be. In this Path of Exile Synthesis Memory Nexus Detailed Guide we’ll go over the key points on what we currently know about the Memory Nexus and Zone modifiers, along with some general tips and tricks for those that are doing Fragmented Memory zones. Information in this Memory Nexus guide is a subject to change as there’s still a lot that we are yet to discover within the latest Synthesis league.
Other Path of Exile Guides
- Synthesis Beginner’s In-depth Leveling Guide
- Best Synthesis 3.6 Loot Filters
- 10 Best Beginner Synthesis 3.6 Builds
- Bane Soulrend Occultist Build Guide
- 6 Best Boss Killer Builds (3.6 Viable)
The information in this PoE Memory Nexus guide article applies to Path of Exile on PC, Xbox and PS4.
The Fragmented Memories are Synthesis specific zones that you’ll be able to encounter once you reach a certain zone in Act 1. They are similar to Alva’s Incursion portals, where you go to a portal and you’ve got a set amount of time to complete it before it throws you out. Your goal is to help Cavas explore his lost memories by going through these portals and activating the memory stabilizers within them. Mapping memories involves activating several stabilizers within these portals and don’t worry about loot because it works like the Delve Cart and Incursion mechanic, once you’re out of the portal it will throw out all the loot that dropped from that zone.
Memory runs will of course contain a variety of new enemies which are far more powerful, especially considering their density. A very dangerous Synthesis Memory mechanic is the blue edge on the zones you run, standing in there will cause massive degeneration to your health or ES (works like the Delve darkness) so be extremely careful as they’re much deadlier than their Delve counterpart. The dark blue “darkness” acts as a time-limit on memory runs as the edge of the memory will “chase” you throughout your runs so be careful if you’re playing on the Hardcore Synthesis league.
Tips for collecting the memories
- Stabilizers always spawn in a certain pattern – top left, top right, bottom left and bottom right. Depending on how many stabilizers spawn in a memory zone, one of each will be found at each of those locations.
- Once you’ve stabilized the memory, you can fast forward the destabilization of it by clicking the button above your spell bar which will speed up the collapse.
- If you’ve collapsed the memory zone, you can leave quickly by going into the blue collapsing area which will teleport you out and spawn loot.
Graphical Summary of Synthesis Memory mechanics
After you’ve helped Cavas recover some of his memories, he’ll take you to the Memory Nexus. From here you’ll be able to use the memories you’ve gathered in order to create connections to the memories within the Memory Nexus– which can contain Synthesis Bosses and extra rewards. With the said fragments you’ll be able to connect various reward memories which are scattered around the map. Note that memory nodes can only be connected if the bridge is either not connecting anywhere or it’s connecting to another bridge.
For example, the path leading left cannot be connected with the shown node simply because even though the one side would be connected, the top side would go onto the wall which can’t be connected via a bridge and therefore it would not work.
With the Memory Nexus being your starting point, the main goal is to connect these Memory nodes on the Memory map in order to claim various rewards such as: Synthesised chests with Jewelry, Synthesised chests with valuable prophecy items, Synthesised chests with currency items and many more. Branching out and connecting various
Each memory fragment has it’s own set of modifiers– similar to the way maps work. Unlike maps though, these memory fragment mods will combine into a global bonus across all memories so you’ve gotta plan ahead if you intend to create high rarity, quantity and density zones.
For example, check out this zone’s mods:
The light blue modifiers are all which were added to the zone via activities on other memory zones. When you combine even more zones, imagine the loot you will be able to get.
Some mods that can appear are: More monster life, Synthesised magic monsters give increased experience, Synthesised monsters have a % increased chance to drop currency, % Increased rarity of items dropped by Synthesised monsters, Synthesised rare monsters have a % chance to drop Jewels, Divination Cards and Elder Items…There are many more Synthesis mods to be discovered, so be careful exile!
So how do we expand the amount of modifiers on memory zones in the nexus?
There are two main things you’ll be looking for:
Memory Modifier nodes
Memory node Amplifiers
As you can see, the Memory Amplifier shown above has the “Grants an additional global mod to memories connected in a sequence to the memory placed on this location” mod, which means that one modifier will apply to ALL memories that are currently connected to it (goes through the Memory Nexus too).
The key to getting as many global mods as possible is to plan your Memory zones ahead, which means that you should look at the number below the nodes which indicates how many runs you’ve got before the node crumbles. Having replacement nodes ready will mean that you’ll rarely be losing out on any of the mods because you’ll always have them connected (see example picture).
Replacing Nodes will be essential because as you can see, the node next to number 3 is not turned on yet, which means that any global modifiers on the connected path will not be global until all of the paths are turned on. In order to do so, you’ll have to turn on the stabilizers at said nodes. There is no teleportation, which means you’ll have to run from the start, through all of the connected nodes, until you get to the desired node you want to turn on. This will cause the “crumble number” to be reduced by 1 each time. In this case, if we want to turn on the node next to number 3, we’ll collapse 1, 2 and 3, which will then need replacements we circled on the Memory node inventory.
By running through a collapsing memory (with 1 uses left) you won’t have time to loot as they’ll be decaying like the Fragmented memories you started running after Act 1, but don’t worry, they’ll drop loot at the end once you stabilized the area at the stabilizer.
After finishing an Area that has 1 uses and stabilizing it, you’ll see it turned into a “Decayed Area“. This Memory zone node will stay on the map until you go to the next zone through the Memory Void, opening the Memory map, right clicking the Decayed Area and pressing “Remove this memory”. By doing so, you’ll remove it from the map (since it has zero uses, it’s useless anyway) and you can continue to replace it with a memory zone that can fit there. To do so you must click the Memory Stabiliser device twice from the zone after it, clicking once will start the zone you’re in (be careful, Synthesis monsters will instantly swarm onto you, kill them and then continue safely) and then clicking for a second time will stabilise the zone before and make a bridge.
Finally, reaching a Memory Zone node that has a Memory modifier, you’ll have to run the zone quickly and find the Memory modifier area within that zone.
Clicking the Memory Modifier will apply the “Modifier Pulse” to the Memory Map, and it will add a certain mod to all the zones connected to it.
Synthesis Memory Fragment Area List
Note that the table is not fully mobile responsive at the moment.
|Abandoned Shaft Memory||17||50||Small|
|Abandoned Shaft Memory||45||100||Medium|
|Bleak Halls Memory||45||100||Medium|
|Bloodsoaked Arena Memory||40||50||Small|
|Bloodsoaked Arena Memory||45||100||Medium|
|Burial Grounds Memory||45||100||Medium|
|City Park Memory||45||100||Medium|
|Cliffside Path Memory||48||50||Small|
|Cliffside Path Memory||48||100||Medium|
|Deep Dig Memory||36||50||Small|
|Deep Dig Memory||45||100||Medium|
|Detention Centre Memory||45||100||Medium|
|Eroded Chamber Memory||6||50||Small|
|Eroded Chamber Memory||45||100||Medium|
|Eternal Residence Memory||34||50||Small|
|Eternal Residence Memory||45||100||Medium|
|Glacial Cavern Memory||3||5||Small|
|Glacial Cavern Memory||6||50||Small|
|Glacial Cavern Memory||45||100||Medium|
|Grim Sepulchre Memory||46||50||Small|
|Grim Sepulchre Memory||46||100||Medium|
|Grim Woods Memory||45||100||Medium|
|Infested Temple Memory||19||50||Small|
|Infested Temple Memory||45||100||Medium|
|Infested Tomb Memory||56||100||Medium|
|Labour Camp Memory||45||100||Medium|
|Limestone Hollow Memory||6||50||Small|
|Limestone Hollow Memory||45||100||Medium|
|Lush Wetlands Memory||21||50||Small|
|Lush Wetlands Memory||45||100||Medium|
|Moonlight Temple Memory||60||100||Medium|
|Mushroom Grotto Memory||6||50||Small|
|Mushroom Grotto Memory||45||100||Medium|
|Palace Grounds Memory||45||100||Medium|
|Pristine Palace Memory||29||50||Small|
|Pristine Palace Memory||45||100||Medium|
|Reading Chambers Memory||32||50||Small|
|Reading Chambers Memory||45||100||Medium|
|Reclaimed Temple Memory||17||50||Small|
|Reclaimed Temple Memory||45||100||Medium|
|River Crossing Memory||56||100||Medium|
|Rocky Mesa Memory||3||5||Small|
|Rocky Mesa Memory||6||50||Small|
|Rocky Mesa Memory||45||100||Medium|
|Salted Earth Memory||36||50||Small|
|Salted Earth Memory||45||100||Medium|
|Shanty Town Memory||26||50||Small|
|Shanty Town Memory||45||100||Medium|
|Slave Blocks Memory||43||50||Small|
|Slave Blocks Memory||45||100||Medium|
|Sprawling Caverns Memory||17||50||Small|
|Sprawling Caverns Memory||45||100||Medium|
|State Palace Memory||59||100||Medium|
|Temple Ruins Memory||45||100||Medium|
|Volcanic Plateau Memory||39||50||Small|
|Volcanic Plateau Memory||45||100||Medium|