The top five players of each of the ascendancy classes by experience will receive a Demigod's Authority (Unique Golden Blade). Changing your Ascendancy Class will be disabled for the duration of the event.
Players who reach level 50 will receive a Twilight Mystery Box. This prize is available only once per account for this type of event. Levelling multiple characters will not grant multiple mystery boxes.
The following prizes are available to players who meet specific level thresholds. These prizes are shared with the 3-Week Flashback Event, 3-Week Flashback HC Event, 3-Week Flashback SSF Event, and 3-Week Flashback HC SSF Event, on both the PC and console realms. The winners will be chosen through random-draw:
The microtransaction prizes are not awarded automatically based on meeting the level requirements. Prizes will be awarded at the end of the event. Leveling multiple characters in the same event will increase your chances of winning one of the randomly-drawn prizes.
This is a Heist event which means that alongside the chaos of past mods, you’ll have access to Heist’s content in its current form. This is a separate event to the Heist League which means you’ll need to make a fresh character in order to participate. You can, however, continue to complete your Heist challenges in the Heist Flashback Event.
You can see the Flashback Countdown Timer from the following Path of Exile links.
Heist Challenges can be completed in either the main Heist Leagues or these Flashback Events. You can make progress in either to have it count towards your overall number of challenges.
At the character selection screen, there’s a panel below your characters which will list the events available. You can register the event by clicking ‘join’. This option becomes available 30 minutes before the event is set to begin. Your character won’t be able to move until the event starts.
The Heist Flashback Event is all about the ruckus. In each area you’ll contest with several popular mods from past leagues in a harrowing mad-dash for power and glory. Alongside Heist, each area in Wraeclast will have a random selection of three of the following mods present. These mods will change every hour, on the hour.
Corrupted by the world of Wraeclast, several exiles have gone rogue, causing them to turn against their own kind. They have no fixed area, so they can be found randomly throughout instances in Wraeclast. Rogue exiles may begin appearing in zones as early as The Prisoner's Gate. No more than one rogue exile can spawn in any given instance. If they spawn in maps, the map mods will apply on them. Some rogue exiles are rarer than others and some have a minimum level requirement. All rogue exiles can spawn outside of maps. On death, exiles drop a large amount of items, including one for each inventory slot.
Rogue exiles use a range of players skills to deadly effect. Also, their skills often showcase a number of purchasable microtransactions.
Torr Olgosso, one of Rogue Exiles
Invasion Bosses are unique monsters, introduced in Sacrifice of the Vaal for the Invasion league. After Invasion ended they were not implemented into the core game, but are still accessible in:
Note that invasion bosses have more difficult skills and modifiers at higher monster levels. This page attempts to list all of the bosses’ possible attributes.
In an area where an Invasion Boss can spawn, it can spawn anywhere in the area, usually accompanied by support monsters of normal rarity.
Bladetooth is a unique Hellion which appears as an Invasion Boss
Breaches are timed monster-spawning portals. It will randomly spawn in an area in an inactive state. They’re easily identified by the hand-like construct within a purple circle (see image) and purple swirls can be seen within the vicinity. Walking into the hand will activate the breach. Breaches can also be spawned using Vaal Breach, but enemies in these breaches do not give experience or drop items.
Active breaches will expand their circle outwards and spawn a mix of breach monsters within the circle; the faster the monsters are killed the faster the circle expands. After a while, the expansion of the breach will slow down until it eventually retracts quickly and closes.
Breaches stay open for a minimum of 30 seconds, increasing to a maximum of 60 based on how quickly breach monsters are killed. Normal monsters killed while in the breach do not increase the active time.
Monsters moving outside of the active radius will despawn after a short delay. During this time, however, it is still possible to attack and be attacked by the monsters before they’re removed. It is also possible for monsters inside the breach to hit the character while they are outside it.
Breach monsters have increased item rarity and quantity, but have a reduced chance to spawn beyond monsters and only rare breach monsters are able to drop maps. In addition there is a chance to obtain breach-specific unique items and splinters from these monsters as well as breach-exclusive Breach Rings.
Occasionally, a Breachlord can spawn from a Breach. They will drop a number of Splinters when the breach collapses based on how much damage was dealt to them or a large quantity of Splinters when defeated.
Strongboxes come in different base types which determine the kinds of items that can normally be obtained from them. Modifiers can further alter the loot contents, such as granting additional rare items or gems.
With 2218 strongboxes pool, done via Monstrous Treasure prophecy, users expect the following kind of distribution. Note that test was made in Tier-13 and higher maps, where Cartographer's strongboxes cannot spawn. This experiment was done in 2016, which may not reflect the current spawn rate of the game.
Base Type | Contents | Count | Spawn rate |
---|---|---|---|
Arcanist's Strongbox | Currency that do not affect quality | 96 | 4.3% |
Armourer's Strongbox | Armour, The Body, The Mayor | 132 | 6% |
Artisan's Strongbox | Currency that affect quality | 155 | 6.9% |
Blacksmith's Strongbox | Weapons | 125 | 5.7% |
Cartographer's Strongbox | Maps, The Cartographer | - | - |
Diviner's Strongbox | Divination cards | 42 | 1.9% |
Gemcutter's Strongbox | Gems, The Gemcutter | 74 | 3.3% |
Jeweller's Strongbox | Amulets, rings, belts, jewels, Hubris | 167 | 7.5% |
Large Strongbox | Assorted items (increased quantity) | 104 | 4.7% |
Ornate Strongbox | Assorted items (increased rarity) | 62 | 2.8% |
Strongbox | Assorted items | 1247 | 56.3% |
Vaal Reliquary | Assorted corrupted items, Vaal Orbs | ? | ? |
Unique | Special | 14 | 0.6% |
Like chests, increased Item Quantity from gear does not increase the number of items dropped from a strongbox. However, map quantity and the number of players do increase the number of items dropped from most strongboxes. The only exception is the Cartographer's Strongbox, where the number of players does not increase the amount of map drops.
Tormented Spirits are the spirits of tormented criminals that yield their ill-gotten gains when slain. Eager to protect their trove, these spirits flee when encountered and imbue nearby monsters with dangerous powers, which improves their item drops. It's also possible for spirits to possess rare and unique enemies, greatly increasing their threat (and value) to treasure-seeking exiles.
The various spirits have differing modifiers that they themselves possess as a spirit, in addition to effects that they bestow on normal and magic monsters that they touch, as well as a powerful modifier that they grant to any rare or unique mobs that they possess (a single monster can be possessed by more than one spirit). Any mob that is bestowed or possessed by a spirit gains a modifier (Spirit's Touch/Grip) based on the spirit that bestowed them, in addition to some slight increase to movement, attack and cast speeds, as well as significantly increased IIQ and IIR. Modifiers are shown in Green.
Perandus chests are small golden chests with a cylindrical shape. They cannot be encountered normally, and are only found using the Perandus modifier in Zana’s map device, Perandus Scarabs and in The Perandus Manor.
The chests are guarded by packs of golden monsters and occasionally, unique chest guardians. The chest will revive slain guardians, eventually unlocking after reviving a certain amount of monsters or defeating the unique enemy guardian. chest may also cast an effect while locked.
Once the chest is unlocked, its guardians will gradually disappear, even ones that aren’t slain. Whatever effect the chest might provide will also be disabled.
When the chests are opened they drop loot and Perandus Coins that could be used to purchase various items from Cadiro Perandus.
Every rare monster had one powerful Nemesis modifier, making them even more deadly. Headhunter is specific to Nemesis only.
Name | Lvl. | Effect(s) |
---|---|---|
Ancestral Power | 1 | Randomly casts Searing Bond totems, with instant cast speed. Totem limit is 4. |
Apparition | 1 | Adds no extra effect. See Soul Conduit below. |
Berserker | 1 | On low life, switches to Berserker Fury. |
Berserker Fury | 1 | Gains increased character size, attack and cast speed, reduced damage taken, and becomes quicker. |
Blessing of Elements | 25 | Gains bonus damage of a random element based on Physical Damage and hits always chills/ignites/shocks on hit. |
Bringer of Bones | 15 | Passively casts Summon Skeletons with instant cast speed. Skeletons will not decay over time like regular ones. |
Bringer of Fragility | 1 | Curses targets with Vulnerability on hit. |
Bringer of Weakness | 4 | Curses targets with Enfeeble on hit. |
Chronophage | 25 | Curses targets with Temporal Chains on hit. |
Corrupting Blood | 40 | Applies one one charge of Corrupted Blood on the attacker when hit, which is a bleeding effect (physical damage over time) that stacks up to 20 charges. Sources of bleed removal and immunity also apply to Corrupting Blood. Jewel with the corrupted implicit "Corrupted Blood cannot be inflicted on you" grant immunity to Corrupted Blood. |
Elemental Thorns | 40 | When hit by elemental damage, it launches a bolt at the attacker's position that deals the reflected elemental damage in an AoE. Has a cooldown between each shots. |
Final Gasp | 40 | When the monster dies, it leaves behind an invincible copy that disappears after a few seconds. The copy also fires a nova of dark projectiles periodically. Monster does not leave a corpse and cannot be converted. |
Fractured | 1 | Splits into 8–12 normal version of the same monster upon death. |
Hexfont | 15 | Casts random curses every half second (estimated), with instant cast speed. One of the curse applies silence. |
Inferno Bolt | 25 | Periodically charges up and launches a large fireball that deals fire damage. |
Inner Treasure | 40 | Always drops a unique item on death. |
Light Bolt | 25 | Periodically fires a row of projectiles that deals physical damage. |
Lightning Mirage | 40 | Periodically creates a mirage at their spot which slowly chase after the player. On contact, it detonates itself to deal lightning damage. Mirages will expire after a few seconds. Plays a distinct sound when a mirage spawns. |
Nullifier | 25 | Removes charges and flask effects on hit. |
Proximity Shield | 40 | Can only be damaged by hits originating from inside the shield. |
Physical Thorns | 40 | When hit by physical damage, it launches a bolt at the attacker's position that deals the reflected physical damage in an AoE. Has a cooldown between each shots. |
Shroud Walker | 40 | Periodically teleports to you via Smoke Mine. Constantly creates a smoke cloud around itself. |
Snow Bolt | 25 | Periodically fires a bolt at the ground which explodes for cold damage after a delay. |
Soul Conduit | 1 | Resurrects itself and all corpses around it upon death, forcing you to fight it again with the same mods, except for Soul Conduit, which is replaced by Apparition. Monster does not leave a corpse and cannot be converted. |
Soul Eater | 15 | Consumes souls of other nearby monsters upon their death to become stronger. Each souls grants increased attack and cast speed, damage reduction, increased character size, and increases the power of their other affixes. |
Storm Herald | 60 | Casts Lightning Storm over the target continuously with a short delay (similar to the spell used by Piety of Theopolis). Multiple Lightning Storms can overlap creating a high risk area. |
Vile Touch | 4 | Applies poison on hit. |
Vine Snare | 15 | When hit, it applies a charge of vines to the attacker, reducing movement speed. Vines are gradually removed by moving. |
Volatile Flame/Ice/Stormblood | 2 | On death, spawns a volatile core that chases the player. When touched, it stops briefly then explodes dealing damage of the respective elemental type in an area. The base damage of the explosion is equal to the total attack damage of the monster. A distinct sound can be heard when a volatile core spawns. |
Each pack of magic monsters had a shared Bloodline mod that greatly influenced combat – sometimes while the pack was still alive, and sometimes after it had been killed.
Name | Lvl. | Effect(s) |
---|---|---|
Bearers of the Guardian | 60 | Every mob slowly builds an animated guardian that can’t be killed until the entire pack has been cleared. |
Corrupted Bloodline | 1 | Monsters give one charge of Corrupted Blood on death. |
Flame/Frost/Storm Bearers | 1 | On death, each monster starts a storm-call-like bomb of their element. |
Flaring/Rime/Static Pulseblood | 1 | A beam pulses between the mobs in the pack, if you are hit by it, it deals damage of the element. |
Heralds of the Obelisk | 1 | Each corpse leaves an unkillable Obelisk that casts a random lightning spell. The obelisks disappear once the entire pack is killed. |
Keepers of the Trove | 1 | Each monster drops a rare item of the same type. |
Legacy of Vigour | 1 | Each monster killed grants a Vigour charge to the rest of the pack, granting move speed and attack speed, similar to Frenzy charges, but stronger. |
Legacy of Zeal | 1 | Each monster killed grants a Zeal charge to the rest of the pack, granting them more damage reduction and Damage. |
Living Blood | 1 | When all the monsters die, a Congealing Blood or Congealing Mud elemental is summoned. These new monsters have different abilities depending on difficulty and level of zone. |
Mark of Cannibalism | 1 | Monsters can regain health from each other’s corpses. |
Necrovigil | 1 | When a monster dies, it leaves a green area on the floor. Other necrovigil monsters cannot die while standing in it. Destroying the corpses or killing the entire pack removes the green area. |
Order of the Frozen Sky | 61 | Monsters use Icestorm. |
Otherworldly | 1 | Monsters randomly cast a purple fog on them that lasts a couple of seconds, granting extra chaos damage and massive defenses. |
Shared Boon | 1 | Monsters generate all types of charges on hit and share them with each other. |
Shrouded | 1 | Monsters are surrounded by fog and information about the monster (affixes, type) is hidden. |
Spirit Walkers | 1 | Each mob has an apparition (see Soul Conduit) of themselves, doubling the size of the pack. The appartions also grant experience when killed. |
Union of Souls | 1 | When killed, passes a buff to all remaining mobs that increases size and gives them more life. (Possibly increases attack and defensive stats) |
Voidspawn of Abaxoth | 61 | Summons a unique Beyond Demon when the entire pack is killed. |
Abysses are interactable objects in instances which spawns cracks and pits that spawn monsters. Abysses start spawning in acts Act 6 and onwards and in maps. They have a 10% chance to spawn in each of these instances. Abysses are marked on the minimap with a green icon.
Upon walking over an Abyss, a crack will form on the ground, and a small number of monsters will spawn out of it. The crack will expand as you follow it. The crack will eventually spawn a pit, which spawns many more monsters, including rare monsters. If the player takes too long to follow the crack into a pit or kill most of the enemies that spawn from the pit, it will close up. Otherwise, it will create another crack that leads to a different pit. An Abyss will normally create three or four pits, but since the cracks can't cross themselves or each other, the Abyss may end prematurely if it works itself into a corner.
Clearing the enemies out of the last pit will spawn an Abyssal Trove, which can be opened for loot. In addition to generic loot, an Abyssal Trove will always contain at least one Abyss jewel, possibly more.
In zone levels 70 and up, instead of an Abyssal Trove, it may open an entrance to the Abyssal Depths instead.
Harbingers are a type of immortal monsters. Harbingers summon enemies to fight the player while empowering them in different ways, and they can only be harmed by killing their minions. Harbingers can drop currency shards, for both ones seen in Wraeclast as well as their own currency.
Harbingers are invincible enemies that summon waves of enemies and summon new ones as they are defeated. Harbingers can also indirectly attack by empowering their minions, such as creating a Righteous Fire aura around a monster or have all monsters use Flame Dash. At higher levels, Harbingers can also summon Obelisks that can attack or power up their monsters.
Timeless Monolith: interact to begin Legion encounter. Legions are ancient armies frozen in the midst of battle. They can be encountered by touching a Timeless Monolith, which breaks out the Legions and gives the player a window of time to defeat them.
Monoliths will not spawn in small or cramped areas (Ex. the indoors part of Glacier Map), so some zones cannot spawn them altogether (Ex. The Tidal Island). Interacting with the Monolith will reveal a battle between two Legions that is frozen in time. During this phase, the enemies can be “killed”. A timer will start once the Monolith is activated. The timer can range from 14 to 20 seconds, with a longer timer on lower level zones. Once the timer runs out, all the enemies that had their health depleted will become unfrozen and start attacking. Enemies that didn’t have their health depleted will disappear.
Some Legion enemies have a symbol above their heads, indicating what kind of reward they drop. Chests and War Hoards can also spawn, which can be destroyed and opened after the timer runs out. Destroying a Chest or War Hoard will free all nearby enemies without symbols in radius. Rarely, a General of the Legion can spawn.
Generally, rarer spawns will spawn further away from the monolith, and generals will always spawn in the far rear of the formation. Therefore, it’s advised to move deep into a formation as quickly as possible if you are looking for rare spawns. Furthermore, if a general spawns, the monolith will display a marker on the bottom in the direction of the general, so check the monolith to see if a general spawned.
Metamorphs are enemies that constantly change forms, using the moves of enemies it acquired the parts of, even unique bosses. Metamorphs drop loot based on the parts used, which can include Catalysts that give a quality stat to jewelry, increasing the magnitude of specified modifier types and the likeliness of rolling those mods.
Metamorph Samples refer to the 5 types of items from the in-game Metamorph mechanics: Brain, Eye, Heart, Lung and Liver.
Players can use any combination of a set of organs to create the Metamorph monster. Each organ determines the attacks the Metamorph uses, as well as the monster modifiers it has. Sometimes an organ will contain an additional item drop bonus. Moreover, a meter to the right fills based on sample rarity, which increases the monster’s overall stats and item drops. Organs from higher rarity monsters will give larger increases to this meter. If the meter is filled as well as using at least one map boss sample, the Metamorph will drop an itemized organ sample, named after the name of the map boss, which can be placed in player’s inventory. Note that in some cases, even in a fully cleared map, there are not enough rare and unique organ samples to fully fill the meter, due to external factors such as map rarity, map mods, map tier and pack size. Only one Metamorph boss can be constructed per a map instance, and only the itemized organ(s) can be transferred out of the zone instance. Player can boost the drop of itemized organs by using Metamorph Scarab.
Delirium is a zone-wide effect that spawns new enemies and empowered existing ones.
When players pass through the Delirium Mirror, it creates a fog of Delirium that spawns new enemies and makes existing enemies tougher. The fog will continue to spread out, and the deeper players venture out, the stronger enemies get. Defeating enemies in the fog adds extra rewards, and enemies within the Delirium can drop Delirium Orbs, which add a layer of Delirium to the entire map, and splinters that combine into a gateway to the Simulacrum. Enemies in the Delirium can also drop Cluster Jewels, which are socketed in the outermost sockets in the passive skill tree to create an entire cluster of passive skills and can be modified to grant different passive skills.
As you kill enemies inside the mist, a reward bar on the bottom left will start filling up. Filling the bar will cause you to gain the reward type after the Delirium encounter, and can be filled multiple times. When the first bar reaches level 3, a second reward bar will appear, and at level 5 a third reward bar appears.
After a certain period of time, the mist will stop spreading. If you step out of the mist for more than 5 seconds, the Delirium encounter will end. Any enemies outside the mist will have their Delirium modifiers removed. The encounter can also be prematurely ended by pressing a button on the bottom right (which can be key bound). Certain actions will pause or extend the time before the mist stops spreading. The mist also stops moving while there are no players in the instance.
The following will pause the mist timer:
Players in the Beyond League had to deal with a race of extradimensional demons invading Wraeclast. When you killed monsters in close proximity to one another, small portals started to open; when you got enough of those open together, and a larger portal opened up, spawning more powerful monsters. If those happened close together, an even larger portal opened up, complete with a unique boss that was designed to be extremely difficult to kill.
Beyond mods: Slaying Enemies close together can attract monsters from Beyond this realm.
Beyond Demons are interdimensional unique monsters introduced in Forsaken Masters for the Beyond league. When you kill a monster, there is a chance that a small crimson orb appears on the ground. If four of these appear close to each other (roughly one screen), they open portals that spawn regular demons. They are quite tough. If these die, they have a chance to leave some kind of organic bloody fountain on the location where they were spawned. If three of these appear close to each other, they spawn a unique boss that’s extremely difficult to kill or even escape.
No, you’ll need to make new characters in each event.
No.
No. This is to prevent people changing classes at the last minute as a cheap way to get a Demigod’s Authority.
No. Please do not delete your characters until after the prizes have been awarded.
Yes.
Yes. Every character you level will be independently included in the pool for the prize draw at the end of the event. This excludes mystery boxes, where you will only be able to receive one per account per event.
Yes, it’s possible to win multiple prizes. This excludes the mystery box which is awarded once per account per event. If you reach level 50 in all three events, then you will receive three mystery boxes. These can be found in your microtransaction stash once awarded.
The Twilight Mystery Box will be awarded automatically when you reach level 50 during an event. The other microtransactions and Demigod’s Authorities will be awarded at the end of the event. You’ll receive a private message on the website to notify you when this has happened. Note that outside of the Mystery Boxes and Demigod’s Authorities, prizes are drawn randomly and are not necessarily guaranteed. We’ll post on our Twitter to confirm when the final prizes have gone out.
No, it’s not possible to get past league unique items this way.
Yes, this is possible. (The same applies to Hardcore SSF Flashback to Hardcore Flashback).
Each platform (PC, PS4 and Xbox One) has its own Demigod’s Auhority prize pool. However, the microtransaction prize pool is shared across all platforms.
No, Flashback mods are disabled in Heist contracts.