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Upcoming PoE1 Feature: Leveling Auto-Adjuster

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Upcoming PoE1 Feature: Leveling Auto-Adjuster
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DESCRIPTION

I don't think this comes as any surprise, but after the success of the auto-adjusted for PoE2, we wanted to expand this feature and extend it for PoE1.

In this post i want to talk about the PoE1 versions of the auto-adjuster.

Starting with the leveling auto-adjuster, lets dig into the details:

As with PoE2 you'll be able to find the atuo-adjust here:

(Please keep in mind, that the UI/UX is still work in progress, options, images, UI may still change)

In there you'll encounter the following dialogue.

In PoE2 many players would be totally OK with just selecting the base class.

Now, PoE1 is a lot more complex than PoE2 when it comes to builds. We can't assume that all rangers will likely want to use bows. So we can't provide 1 perfect-build/class. Instead what I went for is 1-archetype per class.

You'll find classical selections like Bow Ranger and a Caster/Summoner Witch, but you can finetune those or click custom and choose something else!

So what does this actually DO when you click apply.

Here's the SHORT version:

Enables/Disables relevant rules for your selection (such as minion shields, belts, rings if 'minion focused' is picked) or dedicated quiver rules

Adjusts all rare item progressions to be enabled/disabled and to focus on classes you care

Adjusts all rare armor progressions to only care about armor types&classes you care

Adjusts progression editors to highlight the best bases available for your current build in case you want to essence/binding something quickly.

Adjusts the 3 and 4-links to only show classes you care about

Controls how many vendor rares you see and for how long. Optionally hides all unselected items very aggressively through custom rules

After the generation is done, you can still finetune everything!

I've spent a lot of time building this in a way that i would personally be happy using it. It's comprehensive, smart and safe. Over the next week, I'll be testing, finetuning and improving this.

Developing this required us to expand our codebase to support custom rule generation, complex actions, progression editors etc from this UI.

All of this to support the endgame version of this tool. But that's a matter for the next post!

I hope you're just as hyped for Breach v2

Have a great week,

NeverSink

NeverSink PATREON 7 favs
VIEWS1
FILES3 files
POSTEDOct 22, 2025
ARCHIVEDJun 10, 2026