PoE Rare Monster Mods Modifiers List

Magic monsters have one affix; rare monsters have three affixes, one of which may be an aura. This system is similar to rarity on items, in that magic monsters have their affix added to their name and rare monsters are given a randomly generated name.

List of monster prefix mods

Prefix Modifier Name Lvl. Effect(s)
Abberath-touched Abberath-touched 68 50% increased Damage
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
Spawns apparitions of Abberath which use his skills
Arakaali-touched Arakaali-touched 68 50% increased Damage
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
Spawns apparitions of Arakaali which use her skills
Benevolent Invulnerability Aura 34 Applies an Immunity buff to nearby allies for a short duration
Immunity buff is removed on death
Allies with Immunity cannot gain Immunity
Berserking Enrages as Life Lost 39 Gains increased Damage with life lost up to 40% at zero life
Gains Increased Movement Speed with life lost up to 40% at zero life
Gains Increased Attack and Cast Speed with life lost up to 75% at zero life
Gains reduced Damage Taken with life lost up to 30% at zero life
Gains increased Character Size with life lost up to 50% at zero life
Blurred Evasive 1 100% increased Evasion Rating
Brine King-touched Brine King-touched 68 50% increased Damage
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
Spawns apparitions of Tsoagoth which use his skills
Carapaced Physical Resistant 1 50% additional Physical Damage Reduction
Caustic Orb on Death Caustic Orb on Death 18 Creates Orbs on death that chases the player, accelerating over time
Caustic Orbs create Caustic Ground after exploding
Chaining Chaining 34 Skills Chain 2 additional times
Projectiles have 20% chance to be able to Chain when colliding with terrain
Charged Gains Random Charges 13 Every 3 seconds adds 3 Frenzy, Power or Endurance charges for 9 seconds
Cold Walker's Trail of Cold 13 Leaves a Trail of Chilled Ground
Consecrated Ground Consecrated Ground 24 Spawns Consecrated Ground for 6 seconds (6 second cooldown, 4 second global cooldown)
Consecrated Ground grants 2% Life Regenerated Per Second to Allies and 50% reduced Effect of Curses
Constantly Revives Minions Constantly Revives Minions 24 Revives nearby Minions
Corrupting Inflicts Corrupted Blood 46 Inflicts Corrupted Blood on Hit
Inflicts Corrupted Blood when Hit
Corrupted Blood lasts for 4 seconds
Crystalline Exploding Crystals when Hit 34 Fires crystals under Players when they hit you (0.2 second cooldown)
Crystals deal no damage and despawn after 12 seconds
Crystals charge up and explode on death, dealing Chaos damage
Cursing Curses 24 Summons an invulnerable Hexing Effigy that places 3 randomly selected Hex areas, chosen randomly from Temporal Chains, Enfeeble, Elemental Weakness, Punishment and Vulnerability
Hexing Effigy can apply 5 additional Curses
Hexing Effigy has 100% more Effect of Curses
For a full list of Hexer's override Curse stats, see Hexer
Empowering Empowers Allies 24 Pack monsters gain 10% increased Character Size on death
Pack monsters gain 40% increased Maximum Life on death
Enraging Periodically Enrages 24 Every 9 seconds become Frenzied for 5 seconds
40% increased Damage while Frenzied
25% increased Action Speed while Frenzied
50% reduced Damage Taken while Frenzied
Executioner's Extra Damage to Injured Foes 34 20% increased Damage with Hits per 10% missing Enemy Life
Fecund Extra Life 1 40% increased maximum Life
Fire Walker's Trail of Fire 13 Leaves a Trail of Burning Ground
Flame-Retaliation Inferno Bolt when Hit 13 Trigger Inferno Bolt when Hit
Heralding Lightning Totem Minions 34 Rare pack Minions spawn up to 5 Invulnerable Totems on death that cast a Lightning Nova Spell
Totems can use Lightning Warp
Totems despawn on death
Hexproof Hexproof 24 Hexproof
Ice Prison Ice Prison 18 Periodically creates a barrier of Ice around the player for 5 seconds (10 second cooldown)
Ice-Retaliation Snow Bolt when Hit 13 Trigger Snow Bolt when Hit
Innocence-touched Innocence-touched 68 50% increased Damage
+40% to all Elemental Resistances
+25% to Chaos Resistance
15% additional Physical Damage Reduction
Spawns apparitions of Innocence which use his skills
Kitava-touched Kitava-touched 68 50% increased Damage
+40% to all Elemental Resistances
+25% to Chaos Resistance
15% additional Physical Damage Reduction
Spawns apparitions of Kitava which use his skills
Lightning Walker's Trail of Lightning 13 Leaves a Trail of Shocked Ground
Lightning-Retaliation Lightning Mirage when Hit 13 Trigger Lightning Mirage when Hit (1s cooldown to explode, 2s global cooldown)
Lunaris-touched Lunaris-touched 68 50% increased Damage
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
Spawns apparitions of Lunaris which use her skills
Marked Applies Random Mark 34 Randomly applies Poacher's Mark, Assassin's Mark or Warlord's Mark (removed when monster dies)
Mirrored Reflects Certain Ailments 46 Non-Damaging Ailments Reflection
Overwhelming Overwhelms Physical Reduction 6 Overwhelm 30% Physical Damage Reduction
Powerful Minions Powerful Minions 24 Minions have 40% increased Damage
Minions have 150% increased maximum Life
Quick Hasted 6 40% increased Movement Speed
30% increased Attack and Cast Speed
Reflector's Reflects Hexes 46 100% chance to Reflect Hexes
Remora's Leeches Life 13 100% of Damage Leeched as Life
500% increased total Recovery per second from Life Leech
Resplendent Fast Energy Shield Recharge 1 150% faster start of Energy Shield Recharge
40% of Maximum Life is added to Maximum Energy Shield
Shakari-touched Shakari-touched 68 50% increased Damage
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
Spawns apparitions of Shakari which use her skills
Shroud Walking Ambushes 24 Teleports to distant Enemies creating a Smoke Cloud (3 second cooldown)
Siphoning Siphons Mana and Deals Lightning Damage 34 Surrounded by a Mana Siphoning Ring Aura
Enemies in the Aura take Lightning Damage Over Time and lose Mana every second
Enemies standing inside the Ring are not affected by the Aura
Solaris-touched Solaris-touched 68 50% increased Damage
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
Spawns apparitions of Solaris which use her skills
Soul Conduit Revives Nearby Allies on Death 24 Up to 30 nearby monsters are raised to fight again on Death
Corpse cannot be destroyed
Cannot be Dominated
Soul Eater Soul Eater 34 Gains Souls when nearby allies die
Each Soul grants 5% increased Damage, Attack Speed and Cast Speed
Each Soul grants 1% increased Character Size
Summons a Shackled Phantasm monster every 4 seconds
Spectral Spirit Walkers 24 Pack spawns with apparitions of each monster
Monster gives 175% reduced Experience on death (Hidden)
350% reduced Quantity of Items dropped by this Monster (Hidden)
Spell Resistant Spell Resistant 12 +100% chance to Suppress Spell Damage
Prevent 50% of Suppressed Spell Damage
Stalwart Blocks Attacks 12 50% Chance to Block Attack Damage
Storm Herald Lightning Storm 24 Casts Lightning Storms targeting Enemies
Temporal Temporal Proximity Shield 34 Surrounded with a Temporal Bubble which prevents all damage originating from sources outside its radius
Enemies within the Temporal Bubble have 25% reduced Action Speed, 60% reduced Cooldown Recovery Rate and Debuffs on them expire 40% slower
Treant-Protected Life Shared with Treant Minions 18 Rare pack minions are replaced with Saplings
50% of Damage from Hits is taken from Rare pack minions' Life before the Rare monster
Tukohama-touched Tukohama-touched 68 50% increased Damage
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
Spawns apparitions of Tukohama which use his skills
Unstoppable Cannot be Slowed 24 Action Speed cannot be modified to below base value
Movement Speed cannot be modified to below base value
Unwavering Cannot be Stunned 24 Cannot be Stunned
Vined Inflicts Grasping Vines 18 Applies Thorned Vines to Enemies, which slows them and causes them to take Chaos Damage over Time (3 second cooldown, 2 second global cooldown)
Moving will break the Vines over time
Travel Skills will break all Vines instantly
Volatile Exploding Orbs 34 Periodically spawns an Exploding Orb from behind the monster that chases the player while within 70 units of a player, accelerating over time (9 second cooldown)

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List of monster suffix mods

Suffix Modifier Name Lvl. Effect(s)
of Arcane Energy Energy Shield Explodes 6 When Energy Shield is depleted, triggers a weak nova that knocks back and briefly stuns enemies (2.5 second Cooldown on players)
Gain 40% of Maximum Life as Extra Maximum Energy Shield
of Blinding Blinds 24 Blind on Hit
100% increased Blind Effect
of Bloodletting Bleeds 34 Attacks cause Bleeding
of Bombardment Fires Mortars 34 Periodically Fires a Nova of Fire Mortars (6 second cooldown)
of Chilling Death Minions Cold Explode on Death 13 Rare Minions create Frost Beacons on Death
of Clones Mirror Images 24 Periodically creates several clones (8 second cooldown)
Clones disappear after 5 seconds and do not drop items or grant experience
Clones do not inherit mods from the original monster
of Congealment Life Cannot Be Leeched 34 Enemies Cannot Leech Life From you
of Cycling Cycling Damage Reduction 46 Every four seconds gain a new affinity cycling between Fire, Cold, Lightning, Physical and Chaos
While you have an affinity you have 80% reduced Damage Taken from all other damage types and 50% increased Damage taken of the affinity damage type
of Damaging Extra Physical Damage Aura 6 Nearby Allies have 40% increased Global Physical Damage
of Deadliness Always Crits 24 All hits are Critical Strikes
of Detonation Explodes Corpses 34 Creates Corpses nearby (10 second cooldown)
Ignites nearby Corpses (green effect), detonating them after a short duration
of Discipline Energy Shield Aura 6 Nearby Allies have 40% of Maximum Life as Extra Maximum Energy Shield
of Drought Siphons Flask Charges 46 Flasks lose 6 Charges every 3 seconds
of Effigies Creates Voodoo Doll 46 Summons an Effigy of a targeted player at the player's location (10 second cooldown)
Effigy links to the target player
Effigy is immune to damage for 2 seconds after linking to a player
While linked 50% of damage from Hits taken by the Effigy is also taken by the player as reflected damage
Effigy can taunt other Enemies to attack it 2 seconds after linking to the player
Running away from the Effigy will sever the link between itself and the player
of Electricity Extra Lightning Damage and Exposure 1 Gain 50% of Physical Damage as Extra Lightning Damage
Inflict Lightning Exposure on Hit, applying -25% to Lightning Resistance
of Endurance Endurance Charge when Hit 24 Gain 1 Endurance Charge every second if you've been Hit Recently
of Enervation Charge Removal 34 Removes a Power, Frenzy or Endurance charges on Hit
of Exile Chaos and Wither Resistant 15 +60% to Chaos Resistance
80% reduced Wither Duration on Self
of Far Shot Far Shot 34 Projectiles gain Damage as they travel farther, dealing up to 60% increased Damage with Hits to targets
of Flames Extra Fire Damage and Exposure 1 Gain 50% of Physical Damage as Extra Fire Damage
Inflict Fire Exposure on Hit, applying -25% to Fire Resistance
of Flaming Death Minions Fire Explode on Death 13 Minions create Flame Beacons on Death
of Fleeing Creates Frost Walls and Flees 68 Every 8 seconds Flee for 4 seconds
While fleeing avoid 75% of Damage from Hits, gain 200% increased Movement Speed and 1000% increased Evasion Rating
While fleeing cast Frost Walls targeting players (1.5 second cooldown, 1.5 second global cooldown)
While not fleeing take 50% less damage over time
of Freezing Chance to Freeze 34 1% chance to Freeze
of Frenzy Frenzy Charge on Hit 24 100% chance to gain a Frenzy Charge on Hit
of Giants Increased Area of Effect 12 80% increased Area of Effect
of Haste Haste Aura 6 Nearby Allies have 30% increased Attack and Cast Speed (Speed Aura)
Nearby Allies have 40% increased Movement Speed (Speed Aura)
of Hindering Hinder Aura 6 Nearby Enemies are Hindered with 30% reduced Movement Speed
of Ignition Ignites 34 Hits always Ignite
of Impact Stuns 34 Always Stuns Enemies on Hit
of Incision Extra Crits 12 300% increased Global Critical Strike Chance
of Power Power Charge on Cast 24 Gain a Power Charge on casting a Spell
of Precision Precision Aura 6 Nearby Allies have 100% increased Accuracy Rating and 100% increased Critical Strike Chance (Accuracy and Crits Aura)
of Recovery Heals Allies and Suppresses Foe Recovery 34 Periodically casts a Healing Nova that causes nearby allies to regenerate 10% of life over 2 seconds
Healing Nova applies a Verdant Spores debuff causing 60% reduced Recovery Rate of Life and Energy Shield for a duration (8 second cooldown, 5 second global cooldown)
Healing Nova does not affect itself
Healing Nova cannot be used if the Monster with this modifier is on full life
(note: Verdant Spores do not affect Player minions)
of Revival Temporarily Revives 34 Summons an immortal ghost of the Rare monster on death that lasts for 5 seconds
Corpse cannot be destroyed
Cannot be Dominated
of Rime Extra Cold Damage and Exposure 1 Gain 50% of Physical Damage as Extra Cold Damage
Inflict Cold Exposure on Hit, applying -25% to Cold Resistance
of Shocking Shocks 34 Hits always Shock
of Shocking Death Minions Lightning Explode on Death 13 Minions create Lightning Beacons on Death
of Splintering Extra Projectiles 1 Skills fire 4 additional Projectiles
of the Barrier Molten Shell 34 Surrounded by a Magma Barrier that takes 90% of Damage from Hits up to a fixed amount
When the Magma Barrier is depleted it explodes for massive Fire Damage
Barrier returns 10 seconds after exploding
of the Cold Walker Chilled Ground on Death 13 Creates areas of chilled ground on death
of the Equilibrium Elemental Equilibrium and Random Elemental Damage 46 Gain 60% of Physical Damage as Extra Damage of a random Element
Elemental Equilibrium (25% exposure)
of the Executioner Prevents Recovery above 50% 34 Nearby Enemies cannot Recover Life or Energy Shield to above 50%
(note: Executioner aura does not affect Player minions)
of the Fire Walker Burning Ground on Death 13 Creates areas of burning ground on death
of the Hydra Life Regen 24 Regenerate 3% of Life per second
of the Ice Cold, Chill and Freeze Resistant 1 +75% to Cold Resistance
80% reduced Effect of Chill on you
80% increased Freeze Duration on you
of the Lightning Walker Shocked Ground on Death 13 Creates areas of shocked ground on death
of the Magma Fire and Ignite Resistant 1 +75% to Fire Resistance
80% reduced Ignite Duration on you
of the Marksman Accurate 6 100% increased Global Accuracy Rating
of the Tempest Lightning and Shock Resistant 1 +75% to Lightning Resistance
80% reduced Effect of Shock on you
of the Undead Summons Undead 24 Summons Skeletons and Zombies
of the Void Extra Chaos Damage 6 Gain 15% of Non-Chaos Damage as extra Chaos Damage
of Toughness Crit Resistant 24 Take no Extra Damage from Critical Strikes
of Venom Poisons 34 Poison on Hit

List of PoE Monster Mods

Type
Level
Name
Mod
Unique40of the Lamprey100% of Physical Attack Damage Leeched as Life
Unique1of Expertise40% increased Cast Speed
Unique1of Fervor40% increased Attack Speed
Unique1Swift50% increased Movement Speed
Talisman1Rotfeather Talisman50% increased Damage
Unique1Savage25% increased Damage
Talisman1Spinefuse Talismanmonster dropped item quantity +% [1000]
Talisman1Longtooth Talismanmonster slain experience +% [500]
Talisman1Fangjaw Talisman25% increased maximum Life
20% increased Character Size
Unique1Massive25% increased maximum Life
20% increased Character Size
Unique1Shimmering100% increased maximum Energy Shield
Unique1Evasive40% increased Evasion Rating
Unique8of Exile+40% to Chaos Resistance
Unique1Precise40% increased Global Accuracy Rating
Unique1of FlamesGain 25% of Physical Damage as Extra Fire Damage
Unique1of FrostGain 25% of Physical Damage as Extra Cold Damage
Unique8SanguineRegenerate 0.67% of Life per second
Talisman1Clutching Talismanmaximum life % to add to maximum energy shield [40]
Unique1Elemental Reflection Auraelemental damage taken % to deal to attacker [35]
Unique1Physical Reflection Auraphysical damage taken % to deal to attacker [35]
Unique4Slow Aura25% reduced Movement Speed
Unique12Cannot Die Auracannot die [1]
Unique1Accuracy and Crits Aura45% increased Global Accuracy Rating
100% increased Global Critical Strike Chance
Unique1Accuracy and Crits Aura45% increased Global Accuracy Rating
75% increased Global Critical Strike Chance
Unique4Accuracy and Crits Aura45% increased Global Accuracy Rating
75% increased Global Critical Strike Chance
Unique12Energy Shield Auramaximum life % to add to maximum energy shield [30]
Unique40Resists Aura+35% to all Elemental Resistances
Unique8Life Regen AuraRegenerate 1% of Life per second
Unique4Speed Aura35% increased Attack Speed
35% increased Cast Speed
75% increased Movement Speed
Unique8Large Physical Damage Aura50% increased Global Physical Damage
Unique4Medium Physical Damage Aura30% increased Global Physical Damage
Unique40Elemental Reflection Auraelemental damage taken % to deal to attacker [14]
Unique40Physical Reflection Auraphysical damage taken % to deal to attacker [14]
Talisman1Monkey Twins Talisman60% increased Area of Effect
Unique1of VoltageGain 25% of Physical Damage as Extra Lightning Damage
Unique1SplittingSkills fire 2 additional Projectiles
Unique1of Wealthdisplay monster wealth mod [1]
monster dropped item quantity +% [2000]
monster dropped item rarity +% [2000]
Talisman1Wereclaw Talisman300% increased Global Critical Strike Chance
+65% to Global Critical Strike Multiplier
Talisman1Hexclaw Talisman300% increased Global Critical Strike Chance
Unique1Deadly300% increased Global Critical Strike Chance
+65% to Global Critical Strike Multiplier
Unique8of Elemental Resistance+40% to all Elemental Resistances
Unique1SteadfastCannot be Stunned
Unique23HexproofHexproof
Unique1of Power50% chance to gain a Power Charge on Hit
Unique1of Frenzy50% chance to gain a Frenzy Charge on Hit
Unique1of Endurance50% chance to gain an Endurance Charge on Hit
Unique1of Angergain frenzy charge for each quarter life removed [100]
Unique1Vengefulmonster grants frenzy charges to allies within distance on death [50]
Blight1Blightedspawn monster on death variation [18]
Blight1Blightedspawn monster on death variation [17]
Blight1Blightedspawn monster on death variation [16]
Blight1Blightedspawn monster on death variation [15]
Blight1Blightedspawn monster on death variation [14]
Talisman1Rot Head Talisman
Unique1Camouflaged Predatoravoid damage % [25]
disable light [1]
Unique1Adept40% increased Spell Damage
Talisman1Deadhand Talismanbase monster will be deleted on death [1]
bloodworm on damage taken % [50]
explode on death % main hand damage to deal as chaos [30]
Unique1Shapedmaven map boss buffed [50]
Unique1Shapedmaven map boss buffed [0]
Unique1Shapedmaven map boss buffed [0]
Unique1Shapedmaven map boss buffed [0]
Unique1Shapedmaven map boss buffed [0]
Unique1Reshaped
Unique1Shapedmaven map boss buffed [0]
Talisman1Horned Talisman
Talisman1Writhing Talisman
Talisman1Chrysalis Talisman
Talisman1Undying Flesh Talisman
Talisman1Breakrib Talisman
Talisman1Lone Antler Talisman
Talisman1Deep One Talisman
Talisman1Ashscale Talisman
Talisman1Bonespire Talisman
Talisman1Black Maw Talisman
Bestiary1Aspect of the Hellion50% increased maximum Life
monster dropped item rarity +% [0]
Bestiary1Spectral Stampede50% increased maximum Life
monster dropped item rarity +% [0]
Bestiary1Tiger Prey50% increased maximum Life
monster dropped item rarity +% [0]
Bestiary1Crushing Claws50% increased maximum Life
monster dropped item rarity +% [0]
Bestiary1Raven Caller50% increased maximum Life
monster dropped item rarity +% [0]
Bestiary1Vile Hatchery50% increased maximum Life
monster dropped item rarity +% [0]
Bestiary1Satyr Storm50% increased maximum Life
monster dropped item rarity +% [0]
Bestiary1Unstable Swarm50% increased maximum Life
monster dropped item rarity +% [0]
Bestiary1Infested Earth50% increased maximum Life
monster dropped item rarity +% [0]
Bestiary1Erupting Winds50% increased maximum Life
monster dropped item rarity +% [0]
Bestiary1Blood Geyser50% increased maximum Life
monster dropped item rarity +% [0]
Bestiary1Incendiary Mite50% increased maximum Life
monster dropped item rarity +% [0]
Bestiary1Putrid Flight50% increased maximum Life
monster dropped item rarity +% [0]
Bestiary1Churning Claws50% increased maximum Life
monster dropped item rarity +% [0]
Bestiary1Spectral Swipe50% increased maximum Life
monster dropped item rarity +% [0]
Bestiary20Saqawine Presence50% increased maximum Life
15% increased Movement Speed
avoid damage % [10]
monster dropped item rarity +% [0]
Bestiary20Fertile Presence50% increased maximum Life
Cannot be Stunned
Action Speed cannot be modified to below base value
monster dropped item rarity +% [0]
Bestiary20Farric Presence50% increased Global Accuracy Rating
15% increased Attack Speed
50% increased maximum Life
monster dropped item rarity +% [0]
Bestiary20Craicic Presence50% increased maximum Life
Gain 60% of Physical Damage as Extra Cold Damage
20% reduced Damage taken
monster dropped item rarity +% [0]
Bestiary20Deep One's Presence50% increased maximum Life
Gain 60% of Physical Damage as Extra Lightning Damage
25% Global chance to Blind Enemies on hit
monster dropped item rarity +% [0]
Bestiary20Fenumal Presence50% increased maximum Life
Poison on Hit
Gain 25% of Non-Chaos Damage as extra Chaos Damage
monster dropped item rarity +% [0]
Bestiary1Winter Bloom50% increased maximum Life
monster dropped item rarity +% [0]
Bestiary1Hadal Dive50% increased maximum Life
monster dropped item rarity +% [0]
Bestiary1Crimson Flock50% increased maximum Life
monster dropped item rarity +% [0]
Archnemesis Unique18ToxicPoison on Hit
30% increased Damage with Poison
30% increased Poison Duration
All Damage from Hits can Poison
+25% Chaos Resistance against Damage Over Time
Archnemesis Unique18ToxicPoison on Hit
30% increased Damage with Poison
30% increased Poison Duration
All Damage from Hits can Poison
+25% Chaos Resistance against Damage Over Time
Archnemesis Unique6Chaosweaver+40% to Chaos Resistance
25% of Physical Damage Converted to Chaos Damage
Gain 15% of Non-Chaos Damage as extra Chaos Damage
self wither duration +% [-60]
Archnemesis Unique1Frostweaver50% increased Cold Damage
+50% to Cold Resistance
Gain 50% of Physical Damage as Extra Cold Damage
25% of Physical Damage Converted to Cold Damage
Inflict Cold Exposure on Hit
cold ailment effect on self +% [0]
Archnemesis Unique68Permafrost20% chance to Freeze
All Damage can Freeze
cold ailment effect on self +% [1]
Archnemesis Unique68Permafrost25% increased Freeze Duration on Enemies
35% chance to Freeze
All Damage can Freeze
cold ailment effect on self +% [-80]
Archnemesis Unique24AssassinYou take 50% reduced Extra Damage from Critical Strikes
All hits are Critical Strikes
100% Global chance to Blind Enemies on hit
100% increased Blind Effect
Archnemesis Unique6Hasted30% increased Attack Speed
30% increased Cast Speed
100% increased Evasion Rating
40% increased Movement Speed
Archnemesis Unique6Hasted30% increased Attack Speed
30% increased Cast Speed
100% increased Evasion Rating
40% increased Movement Speed
Archnemesis Unique13Deadeye30% increased Damage
100% increased Global Accuracy Rating
100% increased Global Critical Strike Chance
Archnemesis Unique13Deadeye20% increased Damage
100% increased Global Accuracy Rating
100% increased Global Critical Strike Chance
Archnemesis Unique68Trickster+100% chance to Suppress Spell Damage
Prevent +10% of Suppressed Spell Damage
Non-Damaging Ailments Reflection
moment of respite damage taken over time +% final [-50]
monster slain experience +% [20000]
Archnemesis Unique34BombardierSkills Chain +2 times
Skills fire 2 additional Projectiles
Projectiles have 20% chance to be able to Chain when colliding with terrain
Projectiles gain Damage as they travel farther, dealing up
to 60% increased Damage with Hits to targets
Archnemesis Unique6SplintererSkills fire 4 additional Projectiles
30% increased Projectile Damage
30% chance to avoid Projectiles
Archnemesis Unique1Flameweaver50% increased Fire Damage
+50% to Fire Resistance
Gain 50% of Physical Damage as Extra Fire Damage
25% of Physical Damage Converted to Fire Damage
Inflict Fire Exposure on Hit
scorch ailment effect on self +% [0]
Archnemesis Unique34IncendiaryHits always Ignite
25% increased Ignite Duration on Enemies
All Damage can Ignite
additional fire resistance against damage over time % [30]
ignite damage +% [100]
Archnemesis Unique34IncendiaryHits always Ignite
25% increased Ignite Duration on Enemies
All Damage can Ignite
additional fire resistance against damage over time % [30]
ignite damage +% [100]
Archnemesis Unique6Arcane Buffer50% faster start of Energy Shield Recharge
Chaos Damage taken does not bypass Energy Shield
maximum life % to add to maximum energy shield [40]
Archnemesis Unique6Arcane Buffer150% faster start of Energy Shield Recharge
Chaos Damage taken does not bypass Energy Shield
maximum life % to add to maximum energy shield [40]
Archnemesis Unique13Vampiric25% increased Damage while Leeching Life
100% of Damage Leeched as Life
Enemies Cannot Leech Life From you
Life Leech effects are not removed when Unreserved Life is Filled
Enemies Cannot Leech Energy Shield From you
Archnemesis Unique24Necromancer30% increased maximum Life
Gain 10% of Non-Chaos Damage as extra Chaos Damage
dropped quality items converted to 20 quality currency [1]
Archnemesis Unique6Echoist
Archnemesis Unique6Sentinel50% Chance to Block Attack Damage
50% Chance to Block Spell Damage
You take 10% of Damage from Blocked Hits
Archnemesis Unique6Sentinel50% Chance to Block Attack Damage
50% Chance to Block Spell Damage
You take 20% of Damage from Blocked Hits
Archnemesis Unique1Stormweaver50% increased Lightning Damage
+50% to Lightning Resistance
Gain 50% of Physical Damage as Extra Lightning Damage
25% of Physical Damage Converted to Lightning Damage
Inflict Lightning Exposure on Hit
lightning ailment effect on self +% [0]
Archnemesis Unique13ElectrocutingHits always Shock
50% increased Shock Duration on Enemies
All Damage can Shock
25% increased Effect of Shock
lightning ailment effect on self +% [-80]
Archnemesis Unique13ElectrocutingHits always Shock
50% increased Shock Duration on Enemies
All Damage can Shock
25% increased Effect of Shock
lightning ailment effect on self +% [-80]
Archnemesis Unique24Bonebreaker60% increased Global Physical Damage
100% increased Global Accuracy Rating
50% reduced Enemy Stun Threshold
20% increased Character Size
40% reduced Attack and Cast Speed
25% chance to double Stun Duration
Extra gore
Archnemesis Unique24Bonebreaker40% increased Global Physical Damage
100% increased Global Accuracy Rating
Always Stuns Enemies on Hit
20% increased Character Size
30% reduced Attack and Cast Speed
25% chance to double Stun Duration
Extra gore
Archnemesis Unique18BloodletterAttacks cause Bleeding
50% increased Damage with Bleeding
25% increased Bleeding Duration
25% reduced Physical Damage taken over time
Archnemesis Unique24BloodletterAttacks cause Bleeding
50% increased Damage with Bleeding
25% increased Bleeding Duration
25% reduced Physical Damage taken over time
Archnemesis Unique24Juggernaut20% increased Damage
30% increased Area of Effect
15% increased Character Size
Cannot be Stunned
Movement Speed cannot be modified to below base value
Action Speed cannot be modified to below base value
Archnemesis Unique1Steel-infused40% increased Global Physical Damage
30% additional Physical Damage Reduction
Overwhelm 10% Physical Damage Reduction
250% increased Stun Threshold
blood and armour type override robot [1]
Archnemesis Unique1Gargantuan20% increased Damage
40% increased maximum Life
80% increased Area of Effect
40% increased Character Size
Archnemesis Unique34Rejuvenating20% increased maximum Life
Regenerate 2% of Life per second
Archnemesis Unique39Berserker40% increased Damage
75% increased Attack Speed
40% increased Movement Speed
50% increased Character Size
30% reduced Damage taken
immune to culling strike [1]
Archnemesis Unique13Overcharged
Archnemesis Unique24Soul Conduitcannot be dominated [1]
corpse cannot be destroyed [1]
monster raises after death [1]
Archnemesis Unique68Opulentmonster dropped item quantity +% [10000]
monster dropped item rarity +% [20000]
Archnemesis Unique34Malediction20% reduced Movement Speed
30% increased Damage taken
hellscape monster damage +% final [-30]
Archnemesis Unique24Consecrator
Archnemesis Unique24Consecrator
Archnemesis Unique24Frenzied
Archnemesis Unique34Heralding Minions
Archnemesis Unique68Empowering Minionsbuff impl stat [3]
dropped items have maximum sockets [1]
Archnemesis Unique34ExecutionerCannot Recover Life or Energy Shield to above 50%
hit damage +% per 10% missing enemy life [15]
immune to culling strike [1]
Archnemesis Unique24HexerHexproof
Archnemesis Unique46Drought BringerRegenerate 1.5% of Life per second
Flasks gain -6 Charges every 3 seconds
dropped items are converted to utility flasks [1]
remove enemy flask charge on hit % chance [100]
Archnemesis Unique18Entangler+25% to Chaos Resistance
Poison on Hit
All Damage from Hits can Poison
dropped items are converted to jewels [1]
Archnemesis Unique34Temporal Bubble25% reduced Action Speed
60% reduced Cooldown Recovery Rate
Debuffs on you expire 40% slower
cannot be damaged by things outside radius [32]
dropped items are fully linked [1]
Archnemesis Unique18Treant Hordedamage removed from pack minions before life or es % [50]
rare pack minions are replaced with saplings [1]
Archnemesis Unique13Frost Strider30% increased Cold Damage
+40% to Cold Resistance
Gain 25% of Physical Damage as Extra Cold Damage
50% of Physical Damage Converted to Cold Damage
cold ailment effect on self +% [-50]
Archnemesis Unique13Frost Strider30% increased Cold Damage
+40% to Cold Resistance
Gain 25% of Physical Damage as Extra Cold Damage
50% of Physical Damage Converted to Cold Damage
cold ailment effect on self +% [-50]
Archnemesis Unique18Ice Prison30% increased Cold Damage
+40% to Cold Resistance
Gain 25% of Physical Damage as Extra Cold Damage
50% of Physical Damage Converted to Cold Damage
0% additional Physical Damage Reduction
cold ailment effect on self +% [-50]
Archnemesis Unique34Soul Eaterdropped items are fully linked [0]
grant actor scale +% to aura owner on death [1]
grant attack speed +% to aura owner on death [5]
grant cast speed +% to aura owner on death [5]
grant damage reduction % to aura owner on death [5]
soul is consumed on death [1]
Archnemesis Unique13Flame Strider30% increased Fire Damage
+40% to Fire Resistance
Hits always Ignite
Gain 25% of Physical Damage as Extra Fire Damage
50% of Physical Damage Converted to Fire Damage
ignite damage +% [200]
scorch ailment effect on self +% [-50]
Archnemesis Unique13Flame Strider30% increased Fire Damage
+40% to Fire Resistance
Hits always Ignite
Gain 25% of Physical Damage as Extra Fire Damage
50% of Physical Damage Converted to Fire Damage
ignite damage +% [200]
scorch ailment effect on self +% [-50]
Archnemesis Unique34Corpse Detonator+40% to Fire Resistance
dropped items are converted to rings [1]
Archnemesis Unique24Prismatic+50% to all Elemental Resistances
Hits always Ignite
Hits always Shock
All Damage with Hits can Chill
Gain 60% of Physical Damage as Extra Damage of a random Element
All Damage can Ignite
All Damage can Shock
Archnemesis Unique46Prismatic+50% to all Elemental Resistances
Hits always Ignite
Hits always Shock
All Damage with Hits can Chill
Gain 60% of Physical Damage as Extra Damage of a random Element
All Damage can Ignite
All Damage can Shock
Archnemesis Unique34Magma Barrier30% increased Fire Damage
+40% to Fire Resistance
Gain 25% of Physical Damage as Extra Fire Damage
25% of Physical Damage Converted to Fire Damage
25% additional Physical Damage Reduction
dropped items have maximum sockets [0]
Archnemesis Unique24Mirror Imagedropped items are duplicated [1]
Archnemesis Unique13Storm Strider30% increased Lightning Damage
+40% to Lightning Resistance
Gain 25% of Physical Damage as Extra Lightning Damage
50% of Physical Damage Converted to Lightning Damage
lightning ailment effect on self +% [-50]
Archnemesis Unique13Storm Strider30% increased Lightning Damage
+40% to Lightning Resistance
Gain 25% of Physical Damage as Extra Lightning Damage
50% of Physical Damage Converted to Lightning Damage
lightning ailment effect on self +% [-50]
Archnemesis Unique34Mana Siphoner30% increased Lightning Damage
+40% to Lightning Resistance
Gain 25% of Physical Damage as Extra Lightning Damage
50% of Physical Damage Converted to Lightning Damage
dropped items are converted to amulets [0]
lightning ailment effect on self +% [-50]
Archnemesis Unique46Corrupterbase corrupt blood when hit % average damage to deal per minute per stack [60]
corrupted blood on hit % average damage to deal per minute per stack [120]
corrupted blood on hit duration [4000]
corrupted blood on hit num stacks [1]
dropped items are corrupted [0]
Archnemesis Unique46Corrupterbase corrupt blood when hit % average damage to deal per minute per stack [60]
corrupted blood on hit % average damage to deal per minute per stack [120]
corrupted blood on hit duration [4000]
corrupted blood on hit num stacks [1]
dropped items are corrupted [1]
Archnemesis Unique34Benevolent Guardian30% Chance to Block Attack Damage
30% Chance to Block Spell Damage
You take 20% of Damage from Blocked Hits
monster allies cannot take damage pulse owner [1]
Archnemesis Unique34Crystal-skinned+40% to all Elemental Resistances
Gain 40% of Physical Damage as Extra Damage of a random Element
dropped items are converted to gems [1]
Archnemesis Unique46Empowered Elementsdropped items are fractured [1]
Archnemesis Unique46Effigydropped items have all white sockets [1]
Unique68Splitting30% increased Movement Speed
20% reduced Character Size
max life +% final for minion [-30]
Archnemesis Unique68Lunaris-touched50% increased Damage
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
dropped items are converted to currency based on rarity [1]
Archnemesis Unique68Solaris-touched50% increased Damage
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
dropped items are converted to currency based on rarity [1]
Archnemesis Unique68Arakaali-touched50% increased Damage
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
dropped items are converted to divination cards [1]
Archnemesis Unique68Brine King-touched50% increased Damage
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
dropped items are converted to divination cards [1]
Archnemesis Unique68Tukohama-touched50% increased Damage
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
dropped items are converted to maps [1]
Archnemesis Unique68Abberath-touched50% increased Damage
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
dropped items are converted to maps [1]
Archnemesis Unique68Shakari-touched50% increased Damage
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
dropped items are converted to currency based on rarity [1]
Archnemesis Unique68Innocence-touched50% increased Damage
+40% to all Elemental Resistances
+25% to Chaos Resistance
15% additional Physical Damage Reduction
dropped items are converted to scarabs based on rarity [1]
Archnemesis Unique68Kitava-touched50% increased Damage
+40% to all Elemental Resistances
+25% to Chaos Resistance
15% additional Physical Damage Reduction
dropped items are one rarity higher [1]
Archnemesis Unique24Storm Herald30% increased Lightning Damage
+40% to Lightning Resistance
Gain 25% of Physical Damage as Extra Lightning Damage
50% of Physical Damage Converted to Lightning Damage
lightning ailment effect on self +% [-50]
Archnemesis Unique34Final Gaspcannot be dominated [1]
corpse cannot be destroyed [1]
retaliation godmode ghost duration ms [5000]
Archnemesis Unique34Heralds of the Obeliskmonster spawn bloodlines ghost totem on death [1]
Archnemesis Unique24Spirit Walkersmonster dropped item quantity +% [-350]
monster slain experience +% [-175]
monster spirit walker [1]
Archnemesis Unique24Union of Souls30% increased maximum Life
20% increased Area of Effect
15% increased Character Size
actor scale +% granted to pack members on death [10]
maximum life +% granted to pack members on death [40]
Archnemesis Unique68Voidspawn of Abaxoth50% increased Damage
+50% to all Elemental Resistances
+35% to Chaos Resistance
40% additional Physical Damage Reduction
monster voidspawn [1]
Unique1Mark of Cannibalism
Talisman1Primal Skull Talisman25% increased Global Physical Damage
25% increased maximum Life
Talisman1Monkey Paw Talisman20% increased Cast Speed
25% increased maximum Energy Shield
Talisman1Three Hands TalismanGain 50% of Physical Damage as Extra Damage of a random Element
Talisman1Three Rat Talisman25% increased Damage
20% increased maximum Life
avoid damage % [15]
maximum life % to add to maximum energy shield [30]
Talisman1Greatwolf Talisman
Talisman1Longtooth Talisman
Talisman1Avian Twins Talisman
Talisman1Avian Twins Talisman
Talisman1Avian Twins Talisman
Talisman1Three Rat Talisman
Talisman1Fangjaw Talisman
Talisman1Monkey Twins Talisman
Talisman1Monkey Paw Talisman
Talisman1Rotfeather Talisman20% increased Damage
20% increased Character Size
20% reduced Damage taken
Talisman1Splitnewt Talisman
Talisman1Hexclaw Talisman10% increased Damage
Talisman1Wereclaw TalismanGain 35% of Physical Damage as Extra Cold Damage
10% additional Physical Damage Reduction
Talisman1Spinefuse Talisman
Talisman1Clutching TalismanPoison on Hit
maximum life % to add to maximum energy shield [10]
Talisman1Primal Skull Talisman35% increased Movement Speed
Gain 35% of Physical Damage as Extra Fire Damage
Talisman1Three Hands Talisman50% chance to Ignite
50% chance to Freeze
50% chance to Shock
Gain 30% of Physical Damage as Extra Damage of a random Element
Talisman1Mandible Talisman
Talisman1Avian Twins Talisman
Talisman1Avian Twins Talisman
Talisman1Avian Twins Talisman
Essence1Essence of Delirium
Essence1Essence of Horror
Essence1Essence of Insanity
Essence1Essence of Hysteria
Essence1NOT YET COMPLETE
Essence1NOT YET COMPLETE
Essence1Deafening Essence of Spite
Essence1Shrieking Essence of Spite
Essence1Screaming Essence of Spite
Essence1Wailing Essence of Spite
Essence1Deafening Essence of Doubt
Essence1Shrieking Essence of Doubt
Essence1Screaming Essence of Doubt
Essence1Wailing Essence of Doubt
Essence1Weeping Essence of Doubt
Essence1Deafening Essence of Woe
Essence1Shrieking Essence of Woe
Essence1Screaming Essence of Woe
Essence1Wailing Essence of Woe
Essence1Weeping Essence of Woe
Essence1Muttering Essence of Woe
Essence1Whispering Essence of Woe
Essence1Deafening Essence of Greed
Essence1Shrieking Essence of Greed
Essence1Screaming Essence of Greed
Essence1Wailing Essence of Greed
Essence1Weeping Essence of Greed
Essence1Muttering Essence of Greed
Essence1Whispering Essence of Greed
Essence1Deafening Essence of Dread
Essence1Shrieking Essence of Dread
Essence1Screaming Essence of Dread
Essence1Deafening Essence of Rage
Essence1Shrieking Essence of Rage
Essence1Screaming Essence of Rage
Essence1Wailing Essence of Rage
Essence1Weeping Essence of Rage
Essence1Deafening Essence of Contempt
Essence1Shrieking Essence of Contempt
Essence1Screaming Essence of Contempt
Essence1Wailing Essence of Contempt
Essence1Weeping Essence of Contempt
Essence1Muttering Essence of Contempt
Essence1Whispering Essence of Contempt
Essence1Deafening Essence of Sorrow
Essence1Shrieking Essence of Sorrow
Essence1Screaming Essence of Sorrow
Essence1Wailing Essence of Sorrow
Essence1Weeping Essence of Sorrow
Essence1Muttering Essence of Sorrow
Essence1Deafening Essence of Envy
Essence1Shrieking Essence of Envy
Essence1Screaming Essence of Envy
Essence1Deafening Essence of Fear
Essence1Shrieking Essence of Fear
Essence1Screaming Essence of Fear
Essence1Wailing Essence of Fear
Essence1Weeping Essence of Fear
Essence1Muttering Essence of Fear
Essence1Deafening Essence of Torment
Essence1Shrieking Essence of Torment
Essence1Screaming Essence of Torment
Essence1Wailing Essence of Torment
Essence1Weeping Essence of Torment
Essence1Muttering Essence of Torment
Essence1Deafening Essence of Misery
Essence1Shrieking Essence of Misery
Essence1Screaming Essence of Misery
Essence1Deafening Essence of Wrath
Essence1Shrieking Essence of Wrath
Essence1Screaming Essence of Wrath
Essence1Wailing Essence of Wrath
Essence1Weeping Essence of Wrath
Essence1Deafening Essence of Hatred
Essence1Shrieking Essence of Hatred
Essence1Screaming Essence of Hatred
Essence1Wailing Essence of Hatred
Essence1Weeping Essence of Hatred
Essence1Muttering Essence of Hatred
Essence1Whispering Essence of Hatred
Essence1Deafening Essence of Anger
Essence1Shrieking Essence of Anger
Essence1Screaming Essence of Anger
Essence1Wailing Essence of Anger
Essence1Weeping Essence of Anger
Essence1Muttering Essence of Anger
Essence1Deafening Essence of Anguishessence anguish spawn monster on death variation [6]
Essence1Shrieking Essence of Anguishessence anguish spawn monster on death variation [6]
Essence1Screaming Essence of Anguishessence anguish spawn monster on death variation [6]
Essence1Wailing Essence of Anguishessence anguish spawn monster on death variation [6]
Essence1Deafening Essence of Sufferingessence suffering spawn monster on death variation [9]
Essence1Shrieking Essence of Sufferingessence suffering spawn monster on death variation [9]
Essence1Screaming Essence of Sufferingessence suffering spawn monster on death variation [9]
Essence1Wailing Essence of Sufferingessence suffering spawn monster on death variation [9]
Essence1Weeping Essence of Sufferingessence suffering spawn monster on death variation [9]
Essence1Remnant of CorruptionEnemies Cannot Leech Life From you
essence corrupt spawn monster on death variation [4]
Essence1Deafening Essence of Zeal50% increased Attack Speed
50% increased Cast Speed
50% increased Movement Speed
avoid damage % [50]
Essence1Shrieking Essence of Zeal50% increased Attack Speed
50% increased Cast Speed
50% increased Movement Speed
avoid damage % [50]
Essence1Screaming Essence of Zeal50% increased Attack Speed
50% increased Cast Speed
50% increased Movement Speed
avoid damage % [50]
Essence1Wailing Essence of Zeal50% increased Attack Speed
50% increased Cast Speed
50% increased Movement Speed
avoid damage % [50]
Essence1Deafening Essence of Loathing25% reduced Damage taken
active skill damage +% final [50]
Essence1Shrieking Essence of Loathing25% reduced Damage taken
active skill damage +% final [50]
Essence1Screaming Essence of Loathing25% reduced Damage taken
active skill damage +% final [50]
Essence1Wailing Essence of Loathing25% reduced Damage taken
active skill damage +% final [50]
Essence1Deafening Essence of ScornYou take 75% reduced Extra Damage from Critical Strikes
All hits are Critical Strikes
Essence1Shrieking Essence of ScornYou take 75% reduced Extra Damage from Critical Strikes
All hits are Critical Strikes
Essence1Screaming Essence of ScornYou take 75% reduced Extra Damage from Critical Strikes
All hits are Critical Strikes
Unique1Plated30% additional Physical Damage Reduction
Delirium1Crushing Terror
Delirium1Winter Whorl
Delirium1Banishing Flame
Delirium1Cascading Storm
Delirium1Spatial Distortioncorpse cannot be destroyed [1]
Delirium1Diluting Touchaffliction monster debuff flask charges gained +% on hit [-9]
affliction monster debuff flask effect +% on hit [-9]
Delirium1Eroding Touchaffliction monster debuff damage taken +% on hit [6]
Delirium1Paralysing Touchaffliction monster debuff action speed +% on hit [-6]
Delirium1Wasting Touchaffliction monster debuff energy shield recovery rate +% on hit [-9]
affliction monster debuff life recovery rate +% on hit [-9]
Delirium1Vengeful Skyfire
Delirium1Vengeful Gang
Delirium1Vengeful Pack
Delirium1Vengeful Grip
Delirium1Vengeful Chase
Delirium1Vengeful Blast
Delirium1Vengeful Stalkerbase monster will be deleted on death [1]
cannot die [1]
delete on death [1]
Delirium1Putrify Dead
Delirium1Shatter Dead
Delirium1Spawn Dead
Delirium1Vengeful Bones
Delirium1Vengeful Soul
Delirium1Crushing Leap
Delirium1Burrowing Blade
Delirium1Jagged Swell
Delirium1Scatter Storm
Delirium1Bolt Cross
Delirium1Shockbomb
Delirium1Ring of Fire
Delirium1Scorched Earth
Delirium1Conflagrating Path
Delirium1Icicle Wreath
Delirium1Frozen Flume
Delirium1Glaciator
Delirium1Crushing Leap
Delirium1Burrowing Blade
Delirium1Jagged Swell
Delirium1Scatter Storm
Delirium1Bolt Cross
Delirium1Shockbomb
Delirium1Ring of Fire
Delirium1Scorched Earth
Delirium1Conflagrating Path
Delirium1Icicle Wreath
Delirium1Frozen Flume
Delirium1Glaciator
Unique1Dominated by Sirus20% increased Damage
10% increased Movement Speed
20% increased Character Size
10% increased Attack and Cast Speed
Gain 5% of Non-Chaos Damage as extra Chaos Damage
Archnemesis Prefix6Overwhelms Physical ReductionOverwhelm 30% Physical Damage Reduction
Archnemesis Suffix1Extra Fire Damage and ExposureGain 50% of Physical Damage as Extra Fire Damage
Inflict Fire Exposure on Hit, applying -25% to Fire Resistance
Archnemesis Suffix1Extra Cold Damage and ExposureGain 50% of Physical Damage as Extra Cold Damage
Inflict Cold Exposure on Hit, applying -25% to Cold Resistance
Archnemesis Suffix1Extra Lightning Damage and ExposureGain 50% of Physical Damage as Extra Lightning Damage
Inflict Lightning Exposure on Hit, applying -25% to Lightning Resistance
Archnemesis Suffix6Extra Chaos DamageGain 15% of Non-Chaos Damage as extra Chaos Damage
Archnemesis Suffix46Elemental Equilibrium and Random Elemental DamageGain 60% of Physical Damage as Extra Damage of a random Element
Elemental Equilibrium
Archnemesis Prefix1Physical Resistant50% additional Physical Damage Reduction
Archnemesis Suffix1Fire and Ignite Resistant+75% to Fire Resistance
80% reduced Ignite Duration on you
Archnemesis Suffix1Cold, Chill and Freeze Resistant+75% to Cold Resistance
80% reduced Effect of Chill on you
80% increased Freeze Duration on you
Archnemesis Suffix1Lightning and Shock Resistant+75% to Lightning Resistance
80% reduced Effect of Shock on you
Archnemesis Suffix15Chaos and Wither Resistant+60% to Chaos Resistance
self wither duration +% [-80]
Archnemesis Prefix1Evasive100% increased Evasion Rating
Archnemesis Prefix1Fast Energy Shield Recharge150% faster start of Energy Shield Recharge
maximum life % to add to maximum energy shield [40]
Archnemesis Prefix1Extra Life40% increased maximum Life
Archnemesis Suffix6Accurate100% increased Global Accuracy Rating
Archnemesis Suffix12Extra Crits300% increased Global Critical Strike Chance
Archnemesis Suffix24Life RegenRegenerate 3% of Life per second
Archnemesis Suffix34IgnitesHits always Ignite
ignite damage +% [0]
Archnemesis Suffix34ShocksHits always Shock
Archnemesis Suffix34PoisonsPoison on Hit
Archnemesis Suffix34BleedsAttacks cause Bleeding
Archnemesis Suffix34Chance to Freeze1% chance to Freeze
Archnemesis Suffix34StunsAlways Stuns Enemies on Hit
Archnemesis Suffix46Siphons Flask ChargesFlasks gain -6 Charges every 3 seconds
Archnemesis Prefix34Invulnerability Auramonster allies cannot take damage pulse owner [1]
Archnemesis Prefix34Siphons Mana and Deals Lightning Damage
Archnemesis Prefix34Temporal Proximity Shield25% reduced Action Speed
60% reduced Cooldown Recovery Rate
Debuffs on you expire 40% slower
cannot be damaged by things outside radius [32]
Archnemesis Suffix34Prevents Recovery above 50%Cannot Recover Life or Energy Shield to above 50%
Archnemesis Suffix34Heals Allies and Suppresses Foe Recovery
Archnemesis Suffix6Extra Physical Damage Aura40% increased Global Physical Damage
Archnemesis Suffix6Hinder Aura
Archnemesis Suffix6Precision Aura100% increased Global Accuracy Rating
300% increased Global Critical Strike Chance
Archnemesis Suffix6Energy Shield Auramaximum life % to add to maximum energy shield [40]
Archnemesis Suffix6Haste Aura40% increased Attack Speed
40% increased Cast Speed
30% increased Movement Speed
Archnemesis Suffix13Minions Lightning Explode on Death
Archnemesis Suffix13Minions Cold Explode on Death
Archnemesis Suffix13Minions Fire Explode on Death
Archnemesis Suffix12Increased Area of Effect80% increased Area of Effect
Archnemesis Prefix6Hasted30% increased Attack Speed
30% increased Cast Speed
40% increased Movement Speed
Archnemesis Prefix24Triple Actions200% increased Attack Speed
200% increased Cast Speed
Skills Repeat an additional 2 Times
interrupt for X ms after skill use [1500]
Archnemesis Suffix1Extra ProjectilesSkills fire 4 additional Projectiles
Archnemesis Prefix13Leeches Life100% of Damage Leeched as Life
500% increased total Recovery per second from Life Leech
Archnemesis Suffix34Life Cannot Be LeechedEnemies Cannot Leech Life From you
Archnemesis Prefix13Gains Random Charges
Archnemesis Suffix24Endurance Charge when HitGain 1 Endurance Charge every second if you've been Hit Recently
Archnemesis Suffix24Frenzy Charge on Hit100% chance to gain a Frenzy Charge on Hit
Archnemesis Suffix24Power Charge on Castgain X power charges on casting a spell [1]
Archnemesis Prefix24Cannot be SlowedMovement Speed cannot be modified to below base value
Action Speed cannot be modified to below base value
Archnemesis Prefix24Cannot be StunnedCannot be Stunned
Archnemesis Prefix24Periodically Enrages
Archnemesis Suffix24Always CritsAll hits are Critical Strikes
Archnemesis Suffix24Blinds100% Global chance to Blind Enemies on hit
100% increased Blind Effect
Archnemesis Suffix24Crit ResistantTake no Extra Damage from Critical Strikes
Archnemesis Prefix24HexproofHexproof
Archnemesis Prefix34ChainingSkills Chain +2 times
Projectiles have 25% chance to be able to Chain when colliding with terrain
Archnemesis Suffix34Far ShotProjectiles gain Damage as they travel farther, dealing up
to 60% increased Damage with Hits to targets
Archnemesis Prefix34Extra Damage to Injured Foeshit damage +% per 10% missing enemy life [20]
Archnemesis Suffix34Charge Removalremove charges on hit % [100]
Archnemesis Prefix46Inflicts Corrupted Bloodbase corrupt blood when hit % average damage to deal per minute per stack [60]
corrupted blood on hit % average damage to deal per minute per stack [120]
corrupted blood on hit duration [4000]
corrupted blood on hit num stacks [1]
Archnemesis Prefix12Spell Resistantrare monster mod spell damage taken +% final [-50]
Archnemesis Prefix12Blocks Attacks50% Chance to Block Attack Damage
Archnemesis Prefix46Reflects Certain AilmentsNon-Damaging Ailments Reflection
Archnemesis Prefix46Reflects Hexes100% chance to Reflect Hexes
Archnemesis Prefix13Trail of Lightning
Archnemesis Prefix13Trail of Cold
Archnemesis Prefix13Trail of Fire
Archnemesis Prefix24Consecrated Ground
Archnemesis Suffix13Chilled Ground on Death
Archnemesis Suffix13Burning Ground on Death
Archnemesis Suffix13Burning Ground on Death
Archnemesis Suffix13Shocked Ground on Death
Archnemesis Prefix34Applies Random Mark
Archnemesis Prefix18Life Shared with Treant Minionsdamage removed from pack minions before life or es % [50]
rare pack minions are replaced with saplings [1]
Archnemesis Prefix18Inflicts Grasping Vines
Archnemesis Prefix24Revives Nearby Allies on Deathcannot be dominated [1]
corpse cannot be destroyed [1]
monster raises after death [1]
Archnemesis Prefix24Powerful Minions
Archnemesis Suffix24Constantly Revives Minions
Archnemesis Suffix24Summons Undead
Archnemesis Prefix34Soul Eatergrant actor scale +% to aura owner on death [1]
grant attack speed +% to aura owner on death [5]
grant cast speed +% to aura owner on death [5]
grant damage reduction % to aura owner on death [5]
soul is consumed on death [1]
Archnemesis Suffix68Gain a Mod on Minion Death
Archnemesis Suffix6Energy Shield Explodesmaximum life % to add to maximum energy shield [40]
Archnemesis Prefix13Inferno Bolt when Hit
Archnemesis Prefix13Snow Bolt when Hit
Archnemesis Prefix13Lightning Mirage when Hit
Archnemesis Prefix18Ice Prison
Archnemesis Prefix18Caustic Orb on Death
Archnemesis Prefix18Caustic Orb on Death
Archnemesis Prefix24Ambushes
Archnemesis Prefix24Curses
Archnemesis Suffix24Mirror Images
Archnemesis Suffix34Fires Mortars
Archnemesis Suffix34Explodes Corpses
Archnemesis Suffix34Molten Shell
Archnemesis Prefix34Exploding Orbs
Archnemesis Prefix24Lightning Storm
Archnemesis Prefix34Exploding Crystals when Hit
Archnemesis Prefix34Lightning Totem Minions
Archnemesis Suffix34Temporarily Revivescannot be dominated [1]
corpse cannot be destroyed [1]
retaliation godmode ghost duration ms [5000]
Archnemesis Prefix39Enrages as Life Lost40% increased Damage
75% increased Attack Speed
40% increased Movement Speed
50% increased Character Size
30% reduced Damage taken
Archnemesis Suffix46Cycling Damage Reduction
Archnemesis Suffix46Creates Voodoo Doll
Archnemesis Suffix68Creates Frost Walls and Flees
Archnemesis Prefix68Lunaris-touched50% increased Damage
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
Archnemesis Prefix68Solaris-touched50% increased Damage
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
Archnemesis Prefix68Arakaali-touched50% increased Damage
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
Archnemesis Prefix68Brine King-touched50% increased Damage
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
Archnemesis Prefix68Tukohama-touched50% increased Damage
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
Archnemesis Prefix68Abberath-touched50% increased Damage
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
Archnemesis Prefix68Shakari-touched50% increased Damage
+30% to all Elemental Resistances
+20% to Chaos Resistance
10% additional Physical Damage Reduction
Archnemesis Prefix68Innocence-touched50% increased Damage
+40% to all Elemental Resistances
+25% to Chaos Resistance
15% additional Physical Damage Reduction
Archnemesis Prefix68Kitava-touched50% increased Damage
+40% to all Elemental Resistances
+25% to Chaos Resistance
15% additional Physical Damage Reduction
Archnemesis Prefix24Spirit Walkersmonster spirit walker [1]
Archnemesis Prefix24Empowers Alliesactor scale +% granted to pack members on death [10]
maximum life +% granted to pack members on death [40]

Say Goodbye to Archnemesis

The Archnemesis monster mod system has been replaced with a system that more closely resembles Path of Exile's initial monster mods, but with modernised balance and effects. This system has been streamlined so that each modifier only does one specific thing and describes exactly what it does. While you'll still encounter modifier combinations that get your heart racing, these will be rarer than before and easier to understand in the heat of combat. Changes to rare monster rewards mean that you don't need to summon a magic find culling character to help you with specific monster mods anymore.

  • The original motivation for developing Archnemesis was that the previous monster mod system was very out of date. Many of the mods didn't have any appreciable effect under modern balance and there wasn't a lot of interesting gameplay possible. In our opinion, Archnemesis did succeed at adding a lot of interesting new mechanics to rares, but introduced the problems described above. While creating the new monster mods described, we were careful to retain most of the interesting mechanics that Archnemesis introduced, but in a way that doesn't include a grab-bag of other effects and is diluted by many other simpler mods.
  • The result is a system that is very similar to what monster mods used to be like, but with much more up-to-date content and balance. Mods are simpler and say exactly what they do. While you can certainly still rarely encounter scary combinations of mods that really wake you up, it's a lot rarer than it was under the Archnemesis system. We feel that the new system is more modern and interesting than the old monster mod/nemesis system and is clearer and easier to understand in the heat of combat than Archnemesis was.

Monster Mods and Archnemesis

Problem:
Archnemesis monster mods each added a number of stats and buffs to monsters, causing them to feel overwhelming and confusing (especially when multiple mods were present on the same monster).

Solution:
  • Monster mods now only do one specific thing.
  • Here's an example: The Magma Barrier Archnemesis mod did a whole lot of stuff. It started by putting a magma barrier around the monster, but it didn't stop there. It converted some of the monster's physical damage to fire damage, it added some extra fire damage on top, it granted fire resistance to the monster and it gave some physical damage reduction for good measure. It also spawned volatile flamebloods to follow you. The new equivalent modifier just puts a magma barrier around the monster and does nothing else.

Problem:
Keyworded, thematic monster mod names gave an impression of the overall effect of the mod on the monster but did not explain exactly what they granted, requiring players to memorise them.

Solution:
  • Monster mods now say exactly what they do.
  • For example, rather than "Incendiary", which broke down into six properties, you'd now see monsters with either "Ignites" or "Fire and Ignite Resistant". Instead of "Deadeye", which did five separate things, you'd now see "Applies Random Mark", "Extra Crits" or "Accurate" as separate unrelated mods.

Problem:
The percentage of Archnemesis mods that significantly changed gameplay was high, and combinations of modifiers that required careful play arose too frequently, making content too complex.

Solution:
Since each mod now only does a single thing but monsters don't have more mods than they used to, the percentage of monsters with gameplay-altering effects is now much lower. Interesting and challenging emergent behaviour from overlapping mods can still happen, just less often.

Problem:
The way Archnemesis rewards were set up meant that many players felt like they couldn't just kill a monster, they had to consider if they wanted to bring a magic find character in to maximise rewards

Solution:
  • Players are no longer required to do annoying actions to maximise rewards
  • In Archnemesis, rewards were associated with individual mods. This meant that you could tell what kind of rewards you would get in advance. In some cases, you were then effectively required to fetch a magic-find culling character to make sure that you maximised the value of the monster mod that you had found. In other cases, you would ignore a monster completely if you knew that it would only drop rewards that were of no value to you. In the new system, we have added a significant pool of new rewards to rares, but the reward that is on the monster is hidden (and not associated with a specific mod), so you don't know what kind of rewards you will get until you kill the monster. Rare monsters with more mods are more likely to have these special hidden reward mods. This new reward system smooths out the spikiness that the Archnemesis reward system had.

In our 3.20 expansion, Archnemesis will be replaced with a system that is more similar to the way monster mods worked in the past.

The issues that players often had with Archnemesis were:

  • The keyworded mod names were not fully descriptive of what they did
  • The mods often had multiple effects bundled which made them harder to understand
  • Due to how many effects were included in a single mod, it made too many encounters too complex
  • The way Archnemesis rewards were set up meant that many players felt like they couldn't just kill a monster, they had to consider if they wanted to bring a magic find character in to maximise rewards
The goals of the new system are:
  • Mods do one specific thing
  • Mods say what they do rather than having a thematic name you must learn and remember
  • Encounters are simplified on average while retaining interesting fights
  • Players are no longer required to do annoying actions to maximise rewards
Let's examine those goals individually:

Mods do one specific thing

Here's an example: The Magma Barrier Archnemesis mod did a whole lot of stuff. It started by putting a magma barrier around the monster, but it didn't stop there. It converted some of the monster's physical damage to fire damage, it added some extra fire damage on top, it granted fire resistance to the monster and it gave some physical damage reduction for good measure. It also spawned volatile flamebloods to follow you. The new equivalent modifier just puts a magma barrier around the monster and does nothing else.

Mods say what they do rather than having a thematic name you must learn and remember

For example, rather than "Incendiary", which broke down into six properties, you'd now see monsters with either "Ignites" or "Fire and Ignite Resistant". Instead of "Deadeye", which did five separate things, you'd now see "Applies Random Mark", "Extra Crits" or "Accurate" as separate unrelated mods.

Encounters are simplified on average while retaining interesting fights

The pool of mods that involve complex interaction (like spawning volatiles or ground effects on death) have been heavily diluted by the presence of the simpler mods. This means that you encounter more complex fights less frequently. But interesting and challenging emergent behaviour from overlapping mods can still happen, just less often.

Players are no longer required to do annoying actions to maximise rewards

In Archnemesis, rewards were associated with individual mods. This meant that you could tell what kind of rewards you would get in advance. In some cases, you were then effectively required to fetch a magic-find culling character to make sure that you maximised the value of the monster mod that you had found. In other cases, you would ignore a monster completely if you knew that it would only drop rewards that were of no value to you. In the new system, we have added a significant pool of new rewards to rares, but the reward that is on the monster is hidden (and not associated with a specific mod), so you don't know what kind of rewards you will get until you kill the monster. Rare monsters with more mods are more likely to have these special hidden reward mods. This new reward system smooths out the spikiness that the Archnemesis reward system had.

Conclusion

The original motivation for developing Archnemesis was that the previous monster mod system was very out of date. Many of the mods didn't have any appreciable effect under modern balance and there wasn't a lot of interesting gameplay possible. In our opinion, Archnemesis did succeed at adding a lot of interesting new mechanics to rares, but introduced the problems described above. While creating the new monster mods described in this article, we were careful to retain most of the interesting mechanics that Archnemesis introduced, but in a way that doesn't include a grab-bag of other effects and is diluted by many other simpler mods.

The result is a system that is very similar to what monster mods used to be like, but with much more up-to-date content and balance. Mods are simpler and say exactly what they do. While you can certainly still rarely encounter scary combinations of mods that really wake you up, it's a lot rarer than it was under the Archnemesis system. We feel that the new system is more modern and interesting than the old monster mod/nemesis system and is clearer and easier to understand in the heat of combat than Archnemesis was.


Monster Mods FAQs

Since the mods are simplified and separated, does that mean rare monsters will now have more mods on average to compensate? How many mods can a rare monster have now?

We're currently playtesting the new monster mod system to determine this. At the moment it's 2-4, but this may change as we continue to iterate.

Will the modifiers' effects be made more intense to compensate for their simplification?

These are new mods that have similar themes to old ones, but have new balance values. In many cases these are the same as before, but we're evaluating on a case by case basis. It's mostly the weaker secondary mods that need to be juiced up so that they make sense as a standalone mod.

Are rare monsters still getting increased damage/hp/defenses per mod or only whatever the individual mods on the rare roll?

Rare monsters never received additional damage per incremental mod, and the only defenses they received was a life bonus (on top of whatever the mod actually did of course). Under the new system, they will get life, experience, item rarity and quantity bonuses per additional mod.

Will the changes made to reduce the number of rare monsters spawned in various mechanics be undone now that each individual rare encounter is less likely to be a major burden to the player?

No.

Will Pantheon mods still exist with simplified lines such as ''Uses Kitava's Skills'' or something like that?

Pantheon mods still exist but are very rare.

Will stealing ''Ignites'' make all our hits ignite?

This makes all monster fire damage ignite, so it makes all your fire damage ignite if you steal it.

Is this a nerf to Headhunter? Will mods be able to stack like they could before Archnemesis?

Mods will not be able to stack (as many can't function when stacked). There are more mods to steal, which is a buff to the upper end of Headhunter gameplay.

Can we have examples of some of the new reward types being introduced?

Not yet.

Does this mean I'm forced to play Magic Find all the time now?

If you're able to sacrifice character power for magic find then, you'll find more and better items. That was true before 3.19 and is the nature of magic find in Action RPGs. Note that magic find has diminishing returns, so a small investment can go a long way.

How have reward conversions changed?

We're still working on this, but we can confirm:

  • Only some of the new rewards are conversion ones
  • We are removing the undesirable ones like conversion to flasks
  • We are trying to make the rewards from rare monsters not so all-or-nothing

Does Magic Find still massively affect the reward conversions?

We are still iterating on these systems and don't want to set expectations around this in either direction just yet.


List of Archnemesis Mods 3.19

Level Name Rare Monster Modifiers
68 Abberath-touched
  • 50% increased Damage
  • +30% to all Elemental Resistances
  • +20% to Chaos Resistance
  • 10% additional Physical Damage Reduction
  • dropped items are converted to maps [1]
68 Arakaali-touched
  • 50% increased Damage
  • +30% to all Elemental Resistances
  • +20% to Chaos Resistance
  • 10% additional Physical Damage Reduction
  • dropped items are converted to divination cards [1]
6 Arcane Buffer
  • 150% faster start of Energy Shield Recharge
  • Chaos Damage taken does not bypass Energy Shield
  • Nearby Allies have 40% of Maximum Life as Extra Maximum Energy Shield
24 Assassin
  • You take 50% reduced Extra Damage from Critical Strikes
  • All hits are Critical Strikes
  • 100% Global chance to Blind Enemies on hit
  • 100% increased Blind Effect
34 Benevolent Guardian
  • Blocks Attacks and Spells
  • You take 20% of Damage from Blocked Hits
  • monster allies cannot take damage pulse owner [1]

It causes the monster with this modifier to apply an Immunity buff to nearby allies for a short duration. If the original monster is slain, affected allies lose the Immunity buff. Other monsters that have this modifier cannot be given the Immunity buff. Now takes 20% of damage from hits they block.

39 Berserker
  • 40% increased Damage
  • 75% increased Attack Speed
  • 40% increased Movement Speed
  • 50% increased Character Size
  • 30% reduced Damage taken
  • Immune to Culling Strike
18 Bloodletter
  • Attacks cause Bleeding
  • 50% increased Damage with Bleeding
  • 25% increased Bleeding Duration
  • 25% reduced Physical Damage taken over time
34 Bombardier
  • Skills Chain +2 times
  • Skills fire 2 additional Projectiles
  • Projectiles have 20% chance to be able to Chain when colliding with terrain
  • Projectiles gain Damage as they travel farther, dealing up to 60% increased Damage with Hits to targets
24 Bonebreaker
  • 40% increased Global Physical Damage
  • 100% increased Global Accuracy Rating
  • Always Stuns Enemies on Hit
  • 30% reduced Attack and Cast Speed
  • 20% increased Character Size
  • 25% chance to double Stun Duration
  • Extra gore
68 Brine King-touched
  • 50% increased Damage
  • +30% to all Elemental Resistances
  • +20% to Chaos Resistance
  • 10% additional Physical Damage Reduction
  • dropped items are converted to divination cards [1]
6 Chaosweaver
  • +40% to Chaos Resistance
  • 25% of Physical Damage Converted to Chaos Damage
  • Gain 15% of Non-Chaos Damage as extra Chaos Damage
  • it now has 60% reduced Wither Duration on Self
24 Consecrator
  • Spawns Consecrated Ground for 6 seconds (6 second cooldown, 4 second global cooldown)
  • Consecrated Ground grants 2% Life Regenerated Per Second to Allies and 50% reduced Effect of Curses
34 Corpse Detonator
  • +40% to Fire Resistance
  • dropped items are converted to rings [1]
46 Corrupter
  • base corrupt blood when hit % average damage to deal per minute per stack [60]
  • corrupted blood on hit % average damage to deal per minute per stack [120]
  • corrupted blood on hit duration [4000]
  • corrupted blood on hit num stacks [1]
  • dropped items are corrupted [1]
34 Crystal-skinned
  • +40% to all Elemental Resistances
  • Gain 40% of Physical Damage as Extra Damage of a random Element
  • dropped items are converted to gems [1]

The crystal explosions now deal damage of equal parts Fire, Cold and Lightning damage, instead of just Cold, though the damage of the skill is unchanged.

13 Deadeye
  • 20% increased Damage
  • 100% increased Global Accuracy Rating
  • 100% increased Global Critical Strike Chance
46 Drought Bringer
  • Regenerate 1.5% of Life per second
  • Flasks gain -6 Charges every 3 seconds
  • dropped items are converted to utility flasks [1]
  • remove charges on hit % [100]
6 Echoist
  • Skills Repeat two additional times
  • 200% increased Attack and Cast Speed
  • Stunned for 1.5 seconds after using a Skill

3.18.1 Patch Notes: Improved the behaviour of some travel skills when repeated through Echoing Shrine or the Echoist modifier gained by killing monsters. Flame Dash, Whirling Blades and Dash now repeat in the same direction as the initial use. Shield Charge is now able to repeat, though only the larger area attack performed upon reaching your target is repeated. Attacking in place with Leap Slam now repeats in the same direction as the initial use.

46 Effigy
  • dropped items have all white sockets [1]
  • Summons an Effigy of a targeted player (10 second cooldown).
  • Effigy links to the target player. While linked, 50% of all damage from Hits taken by the Effigy is also taken by the player as reflected damage. It will wait 2 seconds before using their Taunt Skill upon linking to a Player.
  • Effigy can taunt other Enemies to attack it.
  • Running away from the Effigy will sever the link between itself and the player.

3.18.0d: Summoned Effigies are now spawned at the player’s location and are immune to damage for 2 seconds after linking to a player. While linked, 50% of damage from Hits taken by the Effigy is also taken by the player as reflected damage (previously 100%).

3.18.0b Hotfix 1: Summoned Effigies will now wait 2 seconds before using their Taunt Skill upon linking to a Player.

13 Electrocuting
  • Hits always Shock
  • 50% increased Shock Duration on Enemies
  • All Damage can Shock
  • 25% increased Effect of Shock
  • 80% reduced effect of Lightning Ailments

3.19.1c: Lowered the duration of the shocked ground on death from the Electrocuting Archnemesis modifier from 25 seconds to 10 seconds.

46 Empowered Elements
  • Every four seconds gain a new affinity cycling between Fire, Cold, Lightning, Physical and Chaos.
  • While you have an affinity you have 90% reduced Damage Taken from all other damage types and 50% increased Damage taken of the affinity damage type.
  • Fire Affinity grants 100% of Physical Damage as Extra Fire Damage.
  • Cold Affinity grants 100% of Physical Damage as Extra Cold Damage.
  • Lightning Affinity grants 100% of Physical Damage as Extra Lightning Damage.
  • Physical Affinity grants 60% increased Physical Damage.
  • Chaos Affinity grants 30% of Physical Damage as Extra Chaos Damage.
  • dropped items are fractured [1]
68 Empowering Minions
  • Rare Minions have 30% increased Damage
  • Rare Minions have 100% increased maximum Life
  • Gain a random common Archnemesis Mod when a Rare Minion dies (maximum 3)
  • buff impl stat [3]
  • dropped items have maximum sockets [1]
18 Entangler
  • +25% to Chaos Resistance
  • Poison on Hit
  • All Damage from Hits can Poison
  • dropped items are converted to jewels [1]
34 Executioner
  • Cannot Recover Life or Energy Shield to above 50%
  • 15% Damage with Hits per 10% missing Enemy Life.
  • Immune to Culling Strike.
34 Final Gasp
  • Summons an immortal ghost of the Rare monster on death that lasts for 5 seconds.
  • cannot be dominated [1]
  • corpse cannot be destroyed [1]
  • retaliation godmode ghost duration ms [5000]

3.18.0b Hotfix 1: It can no longer appear on Ritual Monsters.

13 Flame Strider
  • 30% increased Fire Damage
  • +40% to Fire Resistance
  • Hits always Ignite
  • Gain 25% of Physical Damage as Extra Fire Damage
  • 50% of Physical Damage Converted to Fire Damage
  • 200% increased Ignite Damage
  • Now has 50% reduced effect of Scorch
1 Flameweaver
  • 50% increased Fire Damage
  • +50% to Fire Resistance
  • Gain 50% of Physical Damage as Extra Fire Damage
  • 25% of Physical Damage Converted to Fire Damage
  • Inflict Fire Exposure on Hit
  • It now has 50% reduced effect of Scorch
24 Frenzied
  • Every 9 seconds become Frenzied for 5 seconds
  • 40% increased Damage while Frenzied
  • 25% increased Action Speed while Frenzied
  • 50% reduced Damage Taken while Frenzied
13 Frost Strider
  • 30% increased Cold Damage
  • +40% to Cold Resistance
  • Gain 25% of Physical Damage as Extra Cold Damage
  • 50% of Physical Damage Converted to Cold Damage
  • Now has 50% reduced effect of Cold Ailments
1 Frostweaver
  • 50% increased Cold Damage
  • +50% to Cold Resistance
  • Gain 50% of Physical Damage as Extra Cold Damage
  • 25% of Physical Damage Converted to Cold Damage
  • Inflict Cold Exposure on Hit
  • It now has 50% reduced effect of Cold Ailments
1 Gargantuan
  • 20% increased Damage
  • 40% increased maximum Life
  • 80% increased Area of Effect
  • 40% increased Character Size
6 Hasted
  • 30% increased Attack Speed
  • 30% increased Cast Speed
  • 100% increased Evasion Rating
  • 40% increased Movement Speed
34 Heralding Minions
  • 30% increased Attack Speed
  • 30% increased Cast Speed
  • 100% increased Evasion Rating
  • 40% increased Movement Speed
34 Heralds of the Obelisk Each corpse leaves an unkillable Obelisk that casts a random lightning spell. The obelisks disappear once the entire pack is killed.
  • Summons Bloodlines Totem 1 - 5 on death (Hidden)
24 Hexer
  • Hexproof
18 Ice Prison
  • 30% increased Cold Damage
  • +40% to Cold Resistance
  • Gain 25% of Physical Damage as Extra Cold Damage
  • 50% of Physical Damage Converted to Cold Damage
  • Now has 20% additional Physical Damage Reduction
  • 50% reduced effect of Cold Ailments

3.19.1c: Increased the cooldown of the Ice Prison Archnemesis modifier from 5 seconds to 10 seconds, and the duration of the Ice Prison has been increased from 3 seconds to 5 seconds. This results in 50% prison uptime rather than 60%, and fewer overall prisons.

34 Incendiary
  • Hits always Ignite
  • 25% increased Ignite Duration on Enemies
  • All Damage can Ignite
  • It now has +30% to Fire Resistance against Damage over Time.
  • 100% increased Ignite Damage

3.19.1c: Lowered the duration of the Incendiary Archnemesis modifiers fire-damaging ground area from 4 seconds to around 3 seconds.

3.19.1c:Disabled the on-death ground effects for the Incendiary Archnemesis modifier for Magic monsters.

68 Innocence-touched
  • 50% increased Damage
  • +40% to all Elemental Resistances
  • +25% to Chaos Resistance
  • 15% additional Physical Damage Reduction
  • dropped items are converted to scarabs based on rarity [1]
24 Juggernaut
  • 20% increased Damage
  • 30% increased Area of Effect
  • 15% increased Character Size
  • Cannot be Stunned
  • Action Speed cannot be modified to below base value
  • Movement Speed cannot be modified to below base value
68 Kitava-touched
  • 50% increased Damage
  • +40% to all Elemental Resistances
  • +25% to Chaos Resistance
  • 15% additional Physical Damage Reduction
  • dropped items are one rarity higher [1]
68 Lunaris-touched
  • 50% increased Damage
  • +30% to all Elemental Resistances
  • +20% to Chaos Resistance
  • 10% additional Physical Damage Reduction
  • dropped items are converted to currency based on rarity [1]
34 Magma Barrier
  • 30% increased Fire Damage
  • +40% to Fire Resistance
  • Gain 25% of Physical Damage as Extra Fire Damage
  • 25% of Physical Damage Converted to Fire Damage
  • 25% additional Physical Damage Reduction
  • dropped items have maximum sockets [0]
34 Malediction
  • 20% reduced Movement Speed
  • 30% increased Damage taken
  • hellscape monster damage +% final [-30]
34 Mana Siphoner
  • 30% increased Lightning Damage
  • +40% to Lightning Resistance
  • Gain 25% of Physical Damage as Extra Lightning Damage
  • 50% of Physical Damage Converted to Lightning Damage
  • dropped items are converted to amulets [0]
  • lightning ailment effect on self +% [-50]
24 Mirror Image
  • Periodically creates several clones (8 second cooldown).
  • Clones disappear after 5 seconds and do not drop items or grant experience.
  • Clones do not inherit mods from the original monster.
  • dropped items are duplicated [1]
24 Necromancer
  • 30% increased maximum Life
  • Gain 10% of Non-Chaos Damage as extra Chaos Damage
  • dropped quality items converted to 20 quality currency [1]
68 Opulent
  • 10000% increased Quantity of Items Dropped.
  • 20000% increased Rarity of Items Dropped.
13 Overcharged
  • Every 3 seconds adds 3 Frenzy, Power or Endurance charges for 9 seconds
68 Permafrost
  • 25% increased Freeze Duration on Enemies
  • 35% chance to Freeze
  • All Damage can Freeze
  • 80% reduced effect of Cold Ailments

3.19.1c: Removed the damage from the Permafrost Archnemesis modifiers cold-damaging ground area. The area now only applies chill.

46 Prismatic
  • +50% to all Elemental Resistances
  • Hits always Ignite
  • Hits always Shock
  • All Damage with Hits can Chill
  • Gain 60% of Physical Damage as Extra Damage of a random Element
  • All Damage can Ignite
  • All Damage can Shock
34 Rejuvenating
  • 20% increased maximum Life
  • Regenerate 2% of Life per second
6 Sentinel
  • Blocks Attacks and Spells
  • You take 20% of Damage from Blocked Hits
68 Shakari-touched
  • 50% increased Damage
  • +30% to all Elemental Resistances
  • +20% to Chaos Resistance
  • 10% additional Physical Damage Reduction
  • dropped items are converted to currency based on rarity [1]
68 Solaris-touched
  • 50% increased Damage
  • +30% to all Elemental Resistances
  • +20% to Chaos Resistance
  • 10% additional Physical Damage Reduction
  • dropped items are converted to currency based on rarity [1]
24 Soul Conduit
  • cannot be dominated [1]
  • corpse cannot be destroyed [1]
  • Nearby monsters are raised to fight again on Death
34 Soul Eater
  • dropped items are fully linked [0]
  • grant actor scale +% to aura owner on death [1]
  • grant attack speed +% to aura owner on death [5]
  • grant cast speed +% to aura owner on death [5]
  • grant damage reduction % to aura owner on death [5]
  • soul is consumed on death [1]
24 Spirit Walkers Each mob has an apparition of themselves, doubling the size of the pack. The appartions also grant experience when killed.
  • Monster gives 175% reduced Experience on death (Hidden)
  • 350% reduced Quantity of Items dropped by this Monster (Hidden)
  • monster spirit walker [1]
6 Splinterer
  • Skills fire 4 additional Projectiles
  • 30% increased Projectile Damage
  • 30% chance to avoid Projectiles
1 Steel-infused
  • 40% increased Global Physical Damage
  • 30% additional Physical Damage Reduction
  • Overwhelm 10% Physical Damage Reduction
  • 250% increased Stun Threshold
  • blood and armour type override robot [1]
24 Storm Herald
  • 30% increased Lightning Damage
  • +40% to Lightning Resistance
  • Gain 25% of Physical Damage as Extra Lightning Damage
  • 50% of Physical Damage Converted to Lightning Damage
  • 50% reduced effect of Lightning Ailments.
13 Storm Strider
  • 30% increased Lightning Damage
  • +40% to Lightning Resistance
  • Gain 25% of Physical Damage as Extra Lightning Damage
  • 50% of Physical Damage Converted to Lightning Damage
  • Now has 50% reduced effect of Lightning Ailments
1 Stormweaver
  • 50% increased Lightning Damage
  • +50% to Lightning Resistance
  • Gain 50% of Physical Damage as Extra Lightning Damage
  • 25% of Physical Damage Converted to Lightning Damage
  • Inflict Lightning Exposure on Hit
  • It now has 50% reduced effect of Lightning Ailments
34 Temporal Bubble
  • 25% reduced Action Speed
  • 60% reduced Cooldown Recovery Rate
  • Debuffs on you expire 40% slower
  • cannot be damaged by things outside radius [32]
  • dropped items are fully linked [1]
18 Toxic
  • 30% increased Poison Duration
  • Poison on Hit
  • 30% increased Damage with Poison
  • All Damage from Hits can Poison
  • +25% Chaos Resistance against Damage Over Time

3.19.1c: Disabled Volatiles from spawning on death when a Magic monster with the Toxic Archnemesis modifier is slain.

18 Treant Horde
  • 50% of Damage from Hits is taken from Rare minions Life before the Rare monster.
  • Rare minions are replaced with Powerful Spriggans.
68 Trickster
  • Prevent +10% of Suppressed Spell Damage
  • +100% chance to Suppress Spell Damage
  • Non-Damaging Ailments Reflection
  • moment of respite damage taken over time +% final [-50]
  • monster slain experience +% [20000]
68 Tukohama-touched
  • 50% increased Damage
  • +30% to all Elemental Resistances
  • +20% to Chaos Resistance
  • 10% additional Physical Damage Reduction
  • dropped items are converted to maps [1]
24 Union of Souls
  • 30% increased maximum Life
  • 20% increased Area of Effect
  • 15% increased Character Size
  • actor scale +% granted to pack members on death [10]
  • maximum life +% granted to pack members on death [40]
13 Vampiric
  • 25% increased Damage while Leeching Life
  • 100% of Damage Leeched as Life
  • Enemies Cannot Leech Life From you
  • Life Leech effects are not removed when Unreserved Life is Filled
  • Enemies Cannot Leech Energy Shield From you
68 Voidspawn of Abaxoth
  • 50% increased Damage
  • +50% to all Elemental Resistances
  • +35% to Chaos Resistance
  • 40% additional Physical Damage Reduction
  • monster voidspawn [1]

3.19.1b Patch Notes

  • Flasks can now have Fractured modifiers, which can be obtained through the Empowered Elements conversion modifier.
  • The Archnemesis Trickster modifier can no longer appear on Essence or Legion monsters (an earlier fix done for Essence monsters regressed).

Archnemesis Changes 3.19.1 Patch Notes

  • The Heralding Minions Archnemesis modifier can no longer be found on Delve monsters in the Azurite Mine. Monsters spawned at Legion, Breach or Beyond encounters in the Azurite Mine can still be found with this modifier.
  • Rare monsters spawned during Boss fights are now limited to 2 Archnemesis modifiers.
  • Rare monsters that do not drop loot are now limited to 2 Archnemesis modifiers.
  • The Aura from the Executioner Archnemesis modifier and Verdant Spores inflicted by the Healing Nova from the Rejuvenating Archnemesis modifier no longer affect Player minions.

Archnemesis Modifier Changes 3.19.0f Patch Notes

  • Toxic: Now has +25% to Chaos Resistance against Damage over Time (previously 40%).
  • Chaosweaver: No longer has +10% to maximum Chaos Resistance, or Immune to Wither. Instead, it now has 60% reduced Wither Duration on Self.
  • Flameweaver: No longer has +10% to maximum Fire Resistance, and now has 50% reduced effect of Scorch (previously 80%).
  • Frostweaver: No longer has +10% to maximum Cold Resistance, and now has 50% reduced effect of Cold Ailments (previously 80%).
  • Stormweaver: No longer has +10% to maximum Lightning Resistance, and now has 50% reduced effect of Lightning Ailments (previously 80%).
  • Assassin: Now has 50% reduced Extra Damage from Critical Strikes (previously 70%).
  • Deadeye: No longer has 60% less Damage taken if you have not been Hit Recently, or 200% increased Evasion Rating if you have been Hit Recently.
  • Incendiary: No longer has +50% to Fire Resistance, or 60% less Duration of Ignites on Self. Instead, it now has +30% to Fire Resistance against Damage over Time.
  • Sentinel: No longer has +10% to maximum Chance to Block Attack Damage, or +10% to maximum Chance to Block Spell Damage.
  • Juggernaut: No longer has +2 to Maximum Endurance Charges.
  • Steel-infused: Now has 30% additional Physical Damage Reduction (previously 50%).
  • Overcharged: No longer has +1 to Maximum Frenzy, Power and Endurance Charges.
  • Consecrator: No longer has take 30% reduced Elemental Damage while on Consecrated Ground.
  • Flame Strider: Now has 50% reduced effect of Scorch (previously 80%).
  • Frost Strider: Now has 50% reduced effect of Cold Ailments (previously 80%).
  • Storm Strider: Now has 50% reduced effect of Lightning Ailments (previously 80%).
  • Ice Prison: Now has 20% additional Physical Damage Reduction (previously 25%).
  • Storm Herald: Now has +40% to Lightning Resistance (previously 60%).
  • Splinterer: Now has 30% chance to Avoid Projectiles (previously 50%).
  • Crystal-skinned: Now has +40% to all Elemental Resistances (previously 50%). The crystal explosions now deal damage of equal parts Fire, Cold and Lightning damage, instead of just Cold, though the damage of the skill is unchanged.
  • Entangler: Now has +25% to Chaos Resistance (previously 30%).
  • Vampiric: No longer has Enemies Cannot Leech Mana from you.
  • Lunaris-touched, Solaris-touched, Arakaali-touched, Brine King-touched, Tukohama-touched, Abberath-touched and Shakari-touched no longer grant large individual bonuses to a specific damage type. They instead all now grant +30% to all Elemental Resistances, +20% to Chaos Resistance and 10% additional Physical Damage Reduction. Innocence-touched and Kitava-touched grant +40% to all Elemental Resistances, +25% to Chaos Resistance and 15% additional Physical Damage Reduction.

Archnemesis Changes 3.19.0d Patch Notes

Increased the item rarity for monsters with two Archnemesis modifiers, and substantially increased the item rarity for monsters with three and four Archnemesis modifiers. With the item drop conversion system, this results in a lot more powerful drops when hitting certain combinations of modifiers. This also results in a lot more Unique items from monsters with three or four modifiers.

Archnemesis and Rare Monster Changes 3.19.0c Patch Notes

  • Lowered the incremental life bonus that Rare and Magic monsters receive from having additional Archnemesis modifiers, and increased the base life bonus that Rare and Magic monsters receive.
  • The overall result of this change is that rare and magic monsters with one Archnemesis modifier have unchanged life on average. Rare monsters with two or three modifiers have 15% less life on average, and Rare monsters with four modifiers have unchanged life on average.
  • Monsters can no longer be found with three Archnemesis modifiers during the campaign, and the likelihood of encountering a monster with two modifiers during the campaign has been reduced.
  • Monsters can no longer be found with the Empowering Minions modifier during the campaign.
  • Reduced the amount of extra life that Essences provide to monsters. Overall, a monster with a single Screaming/Shrieking Essence now has ~30% less life than before.
  • Reduced the amount of life that Red Beasts have by ~12%.
  • For Essence monsters and Red Beasts in Maps with two or three Archnemesis modifiers, the above changes are in addition to the 15% less life on average change.
  • Betrayal Research encounters no longer spawn packs of Rare monsters, though Scientists in the encounter are still found as Rare monsters.
  • Betrayal Intervention and Transportation encounters no longer spawn rare monsters during the encounter.

Archnemesis Changes 3.19

We have been re-examining what role rare and magic monsters have in Path of Exile, regarding how often you should encounter rare and magic monsters, how difficult they should be to kill and how rewarding their deaths should be.

Previously, league content made fights hard by spawning a lot of rare monsters. In some cases, six to eight times the normal rate of rare monsters. Now that we have better mods available to make fights against rare monsters individually challenging, we have gone through the whole game and normalised the rate that rare monsters are spawned. Some leagues had quite large reductions in spawn rate. You won't encounter situations with dozens of rare monsters on screen at once anymore. Where necessary, we have rebalanced rewards to compensate.

In addition, Archnemesis modifiers have had their rewards reviewed. The number of mods directly correlates to increased item drop bonuses, and powerful modifiers that show up in the third and fourth mod slot use a new reward conversion system that stacks with the other drop bonuses and with player item rarity and quantity.

  • Lowered the number of Rare and Magic Monsters encountered through various League encounters.
  • Lowered the number of Rare Monsters spawned in the Summit, Gardens and Basilica Map Boss encounters.
  • Lowered the number of Rare Monsters spawned in Doryani's Machinarium, and the number of Rare and Magic Monsters spawned in The Coward's Trial.
  • Assembled Metamorphs no longer summon minions at various life thresholds.
  • The Ritual Tribute from sacrificing Rare Monsters has been increased, to compensate for the reduced number of Rare Monsters now spawned.
  • The Immune Response Atlas Notable Passive Skill now causes Blight Encounters in your Maps to spawn 50% more Non-Unique Monsters (previously 100%), and causes Blight Monsters in your Maps to spawn 100% faster (previously 150%).
  • The Abyssal Army Atlas Notable Passive Skill now causes Abysses in your Maps to spawn 50% increased monsters (previously 100%).
  • The Unspeakable Offensive Atlas Notable Passive Skill no longer causes Harbingers in your Maps to summon 60% more Minions.
  • The Flash Breach Atlas Notable Passive Skill now causes Breaches in your Maps to have 20% increased Area of Effect (previously 30%), and 20% increased Monster density (previously 30%).
  • During the campaign, Rare Monsters you encounter will only have one or two modifiers.
  • In Maps, you'll stop encountering Rare Monsters with one modifier, and will mostly encounter Rare Monsters with two or three modifiers. It is also possible to encounter Rare Monsters with four modifiers again.
  • Some of the more powerful Monster modifiers now use a special reward conversion system. For example, if you defeat a monster with the Corrupter mod, all of its drops become corrupted. The Solaris-touched mod converts all of its item drops to maps. The Kitava-touched mod will cause the rarity of its drops to be upgraded by one tier, so magic becomes rare, rare becomes unique, etc). If you're lucky, you can find these conversion modifiers on both the third and fourth mod of a rare monster. This causes them to stack together. So if you kill a four-mod rare monster with both the Entangler and Kitava-touched mods on it, its heavily juiced drops will also be converted to jewels with their rarity upgraded by a tier. Due to the high amount of inherent item rarity that four-mod monsters have, this may result in several unique jewels. This conversion system is fully compatible with your item rarity and quantity bonuses, as well as the drop bonuses from all other archnemesis mods.

  • The Valley of Darkness Atlas Keystone Passive Skill has been removed as a result of these changes to Rare Monster modifiers. The Stream of Consciousness Keystone has taken up Valley Of Darkness's position on the Atlas Tree.

Magic monsters have a restricted list of archnemesis modifiers compared to rare monsters, but this list still includes many modifiers which can spawn threats external to the monsters themselves, such as ground effects or volatile orbs. These external threats can feel overwhelming due to magic monsters being more numerous than rare monsters.

We have toned down the modifiers that can spawn on magic monsters so that more of them are stat-based bonuses that aren't too spammy. All monsters in an instance that are the same or very similar will have the same magic monster modifier, rather than rolling a different Archnemesis modifier for each monster.

  • The following Monster modifiers can no longer appear on Magic Monsters that aren't in packs: Consecrator, Flame Strider, Frost Strider, and Storm Strider.
  • The Corpse Detonator, Ice Prison, and Mirror Image Monster modifiers can no longer appear on Magic Monsters.
  • Magic Monsters with the Storm Strider modifier no longer trigger a Lightning Mirage when Hit.
  • Magic Monsters with the Flame Strider modifier no longer trigger an Inferno Bolt when Hit.
  • Magic Monsters with the Frost Strider modifier no longer trigger a Snow Bolt when Hit.
  • Magic Monsters with the Sentinel modifier no longer trigger a Delayed Reckoning when Hit.
  • Magic Monsters with the Assassin modifier no longer teleport to distant Enemies creating a Smoke Cloud.

The following Archnemesis modifiers have been renamed to make their function slightly more clear from their name:
  • Evocationist has been renamed to Prismatic.
  • Dynamo has been renamed to Electrocuting.

Problem: Monsters with block chance generally take a small percentage of incoming damage when they block rather than no damage at all, to prevent blocking feeling too punishing for players. However, Archnemesis modifiers that grant block chance prevent 100% of blocked damage.

Solution: Monsters with the Sentinel and Benevolent Guardian Archnemesis modifiers now take 20% of damage from hits they block.


There's quite a large jump in difficulty from the campaign to early maps as the number of archnemesis mods on monsters rises abruptly. This not only affects their average difficulty, but also how tanky they are. We are going to taper this up more smoothly so that it's a more gradual progression (and is unmodified in red maps). This will result in less difficulty and less life on average for rare monsters below red maps.

To prevent life values getting out of hand on special league monsters with archnemesis mods, we will also reduce the life bonus that each Essence grants a rare monster and reduce the bonus life that Red Beasts have. We will also review whether Betrayal content is spawning too many rare monsters.


Item Drops

Rare monsters are like regular monsters but with massive bonuses to item drops and item rarity. Due to the random nature of drops, it's entirely possible to get almost nothing one time, and a decent pile of rares or a unique item another time. Archnemesis mods are set up to have additional bonuses, and these scale up to be much larger for the really hard mods. The theory is that a hard fight results in more items. And it does, on average. Sometimes you get very little for killing a difficult rare monsters, and sometimes you get that unique item you've been looking for, or a shower of rare items. A fundamental part of Action RPGs is the wide variance of outcomes, rather than having deterministic results.

PoE Archnemesis Recipes & Cheat Sheet

Icon Name Arch Nemesis Recipes Description Stats Tier
ModRecipeHeraldoftheobelisk Heralding Minions

Dynamo Arcane Buffer

Dynamo + Arcane Buffer

Monster's minions summon invulnerable Lightning Totems on death
Fragments Fragments

Rewards: Fragments + Fragments

  • Blocks Attacks and Spells
  • 30% increased Damage
2
ModRecipeUnionofsouls Empowering Minions Necromancer Executioner Gargantuan

Necromancer + Executioner + Gargantuan

Monster's minions are empowered. Minions empower the Monster with additional modifiers on death
Blight Ritual

Rewards: Blight + Ritual

Monster Minion Modifiers:
  • Extra Life
  • Extra Damage
3
ModRecipeAssassin Assassin Deadeye Vampiric

Deadeye + Vampiric

Monster has augmented Critical powers and has Shroud Walker
Currency Currency

Rewards: Currency + Currency

  • All hits are Critical Strikes (Hidden)
  • +50% to Critical Strike Multiplier against Enemies that are on Full Life (Hidden)
  • Take no Extra Damage from Critical Strikes (Hidden)
  • 100% Global chance to Blind Enemies on hit (Hidden)
  • 100% increased Blind Effect (Hidden)
2
ModRecipeTrickster Trickster Overcharged Assassin Echoist

Overcharged + Assassin + Echoist

Monster has damage avoidance. Monster periodically Flees
Currency Uniques DivinationCards

Rewards: Currency + Uniques + Divination Cards

  • +100% chance to Suppress Spell Damage (Hidden)
  • Prevent +20% of Suppressed Spell Damage (Hidden)
  • Non-Damaging Ailments Reflection (Hidden)
3
ModRecipeNecromancer Necromancer Bombardier Overcharged

Bombardier + Overcharged

Monster can raise Undead. Minions are empowered and revive shortly after dying
Generic

Rewards: Generic

Rewards are rolled 2 additional times, choosing the rarest result
  • 30% increased maximum Life
  • Gain 10% of Non-Chaos Damage as extra Chaos Damage (Hidden)
2
ModRecipeRejuvenating Rejuvenating Gargantuan Vampiric

Gargantuan + Vampiric

Monster has Life Regeneration. Periodically releases a wave that heals nearby allies and prevents enemy Life and Energy Shield recovery
Currency

Rewards: Currency

Rewards are rolled 1 additional time, choosing the rarest result
  • Regenerate 3% of Life per second
  • 20% increased maximum Life
2
ModRecipeExecutioner Executioner Frenzied Berserker

Frenzied + Berserker

Monster gains Damage based on missing enemy Life. Monster has an aura that prevents enemies recovering Life and Energy Shield above 50%
Legion Breach

Rewards: Legion + Breach

  • Cannot Recover Life or Energy Shield to above 50% (Hidden)
2
ModRecipeHexer Hexer Chaosweaver Echoist

Chaosweaver + Echoist

Monster is Hexproof. Monster is followed by a Hexing Effigy that creates Hexing areas
Essences Essences

Rewards: Essences + Essences

  • Hexproof
2
ModRecipeFlaskdrain Drought Bringer Malediction Deadeye

Malediction + Deadeye

Monster disables Flask effects on hit. Monster has an aura that drains Flask charges and prevents gaining Flask charges
Labyrinth Labyrinth

Rewards: Labyrinth + Labyrinth

  • Flasks gain -9 Charges every 3 seconds (Hidden)
  • Regenerate 1.5% of Life per second
  • Has a 100% Chance to remove Flask Effects on Hit (Hidden)
  • Always removes Charges on Hit (Hidden)
2
ModRecipeGraspingVines Entangler Toxic Bloodletter

Toxic + Bloodletter

Monster creates Thorned Vines that slow and deal Chaos Damage over time.
Fossils Fossils

Rewards: Fossils + Fossils

  • Poison on Hit (Hidden)
  • All Damage from Hits can Poison (Hidden)
  • +40% to Chaos Resistance (Hidden)
2
ModRecipeTimeBubble Temporal Bubble Juggernaut Hexer Arcane Buffer

Juggernaut + Hexer + Arcane Buffer

Monster is protected by a Temporal Bubble that severely slows those in it and cannot be damaged by those outside of it
Heist Expedition

Rewards: Heist + Expedition

  • 45% reduced Action Speed (Hidden)
  • Debuffs on you expire 60% slower (Hidden)
  • 80% reduced Cooldown Recovery Rate (Hidden)
3
ModRecipeSaplings Treant Horde Toxic Sentinel Steel-infused

Toxic + Sentinel + Steel-infused

Monster's minions are replaced with powerful Treants. Some Damage taken from the monster is split between the Treants
Generic

Rewards: Generic

Monster's Minions drop a randomly-chosen Reward Type
  • damage removed from pack minions before life or es 50%
  • rare pack minions are replaced with saplings [1]
2
ModRecipeFrostwalker Frost Strider Frostweaver Hasted

Frostweaver + Hasted

Monster leaves Chilling Ground in its wake. Minions create Frost Bearers on death
Armour Armour Armour

Rewards: Armour + Armour+ Armour

  • 50% of Physical Damage Converted to Cold Damage
  • 50% increased Cold Damage (Hidden)
  • Gain 50% of Physical Damage as Extra Cold Damage
  • +60% to Cold Resistance (Hidden)
  • Immune to Cold Ailments (Hidden)
  • 200% increased Effect of Chill (Hidden)
2
ModRecipeCold Ice Prison Permafrost Sentinel

Permafrost + Sentinel

Monster periodically entraps players in a cage of ice
Armour Armour

Rewards: Armour + Armour

Rewards are rolled 1 additional time, choosing the rarest result
  • 25% of Physical Damage Converted to Cold Damage
  • 50% increased Cold Damage (Hidden)
  • Gain 50% of Physical Damage as Extra Cold Damage
  • +60% to Cold Resistance (Hidden)
  • Immune to Cold Ailments (Hidden)
  • 25% additional Physical Damage Reduction
2
ModRecipeSouleater Soul Eater Soul Conduit Necromancer Gargantuan

Soul Conduit + Necromancer + Gargantuan

Monster empowers when nearby allies die. Periodically summons Phantasms
Maps Maps

Rewards: Maps + Maps

  • Grants 1% increased Character Size to aura owner on death (Hidden)
  • Grants 5% increased Attack Speed to aura owner on death (Hidden)
  • Grants 5% increased Cast Speed to aura owner on death (Hidden)
  • Grants 5% increased Damage Reduction to aura owner on death (Hidden)
  • Soul is consumed on death (Hidden)
3
ModRecipeFire Flame Strider Flameweaver Hasted

Flameweaver + Hasted

Monster leaves Burning Ground in its wake. Minions create Flame Bearers on death
Weapon Weapon Weapon

Rewards: Weapon + Weapon + Weapon

  • 50% of Physical Damage Converted to Fire Damage
  • 50% increased Fire Damage (Hidden)
  • Gain 50% of Physical Damage as Extra Fire Damage
  • +60% to Fire Resistance (Hidden)
  • Your Hits always Ignite (Hidden)
2
ModRecipeCorpseeploder Corpse Detonator Necromancer Incendiary

Necromancer + Incendiary

Monster detonates nearby Corpses. Monster periodically creates Corpses
DivinationCards DivinationCards

Rewards: Divination Cards + Divination Cards

PoE 3.17.2: now gives the monster less duration of Ignites on self, rather than reduced duration on Ignites of self.

  • +60% to Fire Resistance (Hidden)
3
ModRecipePrismatic Evocationist Flameweaver Frostweaver Stormweaver

Flameweaver + Frostweaver + Stormweaver

Monster is imbued with Elemental Damage, Resistances and Ailments
Generic Weapon Armour Trinkets

Rewards: Generic + Weapon + Armour + Trinkets

  • +75% to all Elemental Resistances (Hidden)
  • Your Hits always Ignite (Hidden)
  • Your Hits always Shock (Hidden)
  • Always Freezes Enemies on Hit (Hidden)
  • All Damage can Ignite (Hidden)
  • All Damage can Shock (Hidden)
2
ModRecipeVolatileflameblood Magma Barrier Incendiary Bonebreaker

Incendiary + Bonebreaker

Monster is protected by a Magmatic shield that explodes when depleted. Monster periodically creates Volatile Flamebloods
Weapon Weapon

Rewards: Weapon + Weapon

Rewards are rolled 1 additional time, choosing the rarest result
  • 25% of Physical Damage Converted to Fire Damage
  • 50% increased Fire Damage (Hidden)
  • Gain 50% of Physical Damage as Extra Fire Damage
  • +60% to Fire Resistance (Hidden)
  • 25% additional Physical Damage Reduction
2
ModRecipeMirrorImage Mirror Image Echoist Soul Conduit

Echoist + Soul Conduit

Monster can create illusions of itself
Scarabs

Rewards: Scarabs

Rewards are rolled 2 additional times, choosing the rarest result
  2
ModRecipeLightningwalker Storm Strider Stormweaver Hasted

Stormweaver + Hasted

Monster leaves Shocking Ground in its wake and spawns Lightning Mirages when hit. Minions create Storm Bearers on death
Trinkets Trinkets Trinkets

Rewards: Trinkets + Trinkets + Trinkets

  • 50% of Physical Damage Converted to Lightning Damage
  • 50% increased Lightning Damage (Hidden)
  • Gain 50% of Physical Damage as Extra Lightning Damage
  • +60% to Lightning Resistance (Hidden)
  • Immune to Shock (Hidden)
2
ModRecipeManaDonut Mana Siphoner Consecrator Dynamo

Consecrator + Dynamo

Monster is surrounded by a ring that deals Lightning Damage over time as well as draining Mana
Trinkets Trinkets

Rewards: Trinkets + Trinkets

Rewards are rolled 1 additional time, choosing the rarest result
  • 50% of Physical Damage Converted to Lightning Damage
  • 50% increased Lightning Damage (Hidden)
  • Gain 50% of Physical Damage as Extra Lightning Damage
  • +60% to Lightning Resistance (Hidden)
  • Immune to Shock (Hidden)
2
ModRecipeCorrupter Corrupter Bloodletter Chaosweaver

Bloodletter + Chaosweaver

Monster inflicts Corrupted Blood on Hit and when Hit. Minions create Corrupted Bubbles on death
Abyss Abyss

Rewards: Abyss + Abyss

Items dropped from the Monster and its Minions are Corrupted
  • base corrupt blood when hit 80% average damage to deal per minute per stack
  • corrupted blood on hit 120% average damage to deal per minute per stack
  • corrupted blood on hit duration [4000]
  • corrupted blood on hit num stacks
2
ModRecipeDivinetouched Invulnerable Sentinel Juggernaut Consecrator

Sentinel + Juggernaut + Consecrator

Monster and its Minions periodically become immune to all Damage. Minions cannot die while Monster is alive
Delirium Metamorphosis

Rewards: Delirium + Metamorphosis

  • Extra Damage
  • Blocks Attacks and Spells
2
ModRecipeLivingCrystal Crystal-skinned Permafrost Rejuvenating Berserker

Permafrost + Rejuvenating + Berserker

Monster triggers the creation of Crystals when hit. Crystals explode when the Monster dies
Harbinger Harbinger

Rewards: Harbinger + Harbinger

  • +50% to all Elemental Resistances (Hidden)
  • Gain 50% of Physical Damage as Extra Damage of a random Element (Hidden)
3
ModRecipeCycleofelements Empowered Elements Evocationist Steel-infused Chaosweaver

Evocationist + Steel-infused + Chaosweaver

Monster cycles between imbued damage of a particular type and immunity to all other damage types
Uniques Uniques

Rewards: Uniques + Uniques

Rewards are rolled 1 additional time, choosing the rarest result
  3
ModRecipeVoodoodoll Effigy Hexer Malediction Corrupter

Hexer + Malediction + Corrupter

Monster creates an Effigy of the player. Damage dealt to the Effigy is also reflected to the bonded player
DivinationCards DivinationCards

Rewards: Divination Cards + Divination Cards

Rewards are rolled 1 additional time, choosing the rarest result
  3
ModPantheonLunaris Lunaris-touched Invulnerable Frost Strider Empowering Minions

Invulnerable + Frost Strider + Empowering Minions

Monster uses the abilities of Lunaris
Uniques

Rewards: Uniques

All Reward Types have an additional reward
  • 75% increased Damage
  • +60% to Cold Resistance (Hidden)
  • 10% additional Physical Damage Reduction
4
ModPantheonSolaris Solaris-touched Invulnerable Magma Barrier Empowering Minions

Invulnerable + Magma Barrier + Empowering Minions

Monster uses the abilities of Solaris
Scarabs

Rewards: Scarabs

All Reward Types have an additional reward
  • 75% increased Damage
  • +60% to Fire Resistance (Hidden)
  • 10% additional Physical Damage Reduction
4
ModPantheonArakaali Arakaali-touched Corpse Detonator Entangler Assassin

Corpse Detonator + Entangler + Assassin

Monster uses the abilities of Arakaali
DivinationCards

Rewards: Divination Cards

All Reward Types are Divination Cards
  • 75% increased Damage
  • +60% to Chaos Resistance (Hidden)
  • 10% additional Physical Damage Reduction
4
ModPantheonBrineking Brine King-touched Ice Prison Storm Strider Heralding Minions

Ice Prison + Storm Strider + Heralding Minions

Monster uses the abilities of the Brine King
Armour Armour Armour

Rewards: Armour + Armour + Armour

Rewards are rolled 6 additional times, choosing the rarest result
  • 75% increased Damage
  • +60% to Cold Resistance (Hidden)
  • 20% additional Physical Damage Reduction
3
ModPantheonTukohama Tukohama-touched Bonebreaker Executioner Magma Barrier

Bonebreaker + Executioner + Magma Barrier

Monster uses the abilities of Tukohama
Weapon Weapon Fragments

Rewards: Weapon + Weapon + Fragments

Rewards are rolled 4 additional times, choosing the rarest result
  • 75% increased Damage
  • +40% to Fire Resistance (Hidden)
  • 20% additional Physical Damage Reduction
3
ModPantheonAbberath Abberath-touched Flame Strider Frenzied Rejuvenating

Flame Strider + Frenzied + Rejuvenating

Monster uses the abilities of Abberath
Trinkets Trinkets Maps

Rewards: Trinkets + Trinkets + Maps

Rewards are rolled 4 additional times, choosing the rarest result
  • 75% increased Damage
  • +60% to Fire Resistance (Hidden)
  • 15% additional Physical Damage Reduction
3
ModPantheonShakari Shakari-touched Entangler Soul Eater Drought Bringer

Entangler + Soul Eater + Drought Bringer

Monster uses the abilities of Shakari
Uniques

Rewards: Uniques

All Reward Types are Uniques
  • 75% increased Damage
  • +60% to Chaos Resistance (Hidden)
  • 10% additional Physical Damage Reduction
4
ModPantheonInnocence Innocence-touched Lunaris-touched Solaris-touched Mirror Image Mana Siphoner

Lunaris-touched + Solaris-touched + Mirror Image + Mana Siphoner

Monster uses the abilities of Innocence
Currency Currency Currency

Rewards: Currency + Currency + Currency

All Reward Types are Currency
  • 75% increased Damage
  • +40% to all Elemental Resistances (Hidden)
  • 15% additional Physical Damage Reduction
5
ModPantheonKitava Kitava-touched Tukohama-touched Abberath-touched Corrupter Corpse Detonator

Tukohama-touched + Abberath-touched + Corrupter + Corpse Detonator

Monster uses the abilities of Kitava
Generic

Rewards: Generic

Rewards are doubled
  • 75% increased Damage
  • +30% to all Elemental Resistances (Hidden)
  • 25% additional Physical Damage Reduction
  • +30% to Chaos Resistance (Hidden)
4
Poison Toxic Monster has augmented Poison powers
Generic Gems

Rewards: Generic + Gems

  • Poison on Hit (Hidden)
  • All Damage from Hits can Poison (Hidden)
  • 30% increased Poison Duration (Hidden)
  • 30% increased Damage with Poison (Hidden)
  • +100% Chaos Resistance against Damage Over Time (Hidden)
1
Voidtouched Chaosweaver Monster is imbued with Chaos Damage and Resistance
Gems

Rewards: Gems

  • Gain 20% of Non-Chaos Damage as extra Chaos Damage (Hidden)
  • 25% of Physical Damage Converted to Chaos Damage
  • +75% to Chaos Resistance (Hidden)
  • +10% to maximum Chaos Resistance (Hidden)
  • Immune to Wither (Hidden)
1
Frosttouched Frostweaver Monster is imbued with Cold Damage and Resistance
Armour

Rewards: Armour

  • Inflict Cold Exposure on Hit (Hidden)
  • 25% of Physical Damage Converted to Cold Damage
  • 50% increased Cold Damage (Hidden)
  • Gain 50% of Physical Damage as Extra Cold Damage
  • +75% to Cold Resistance (Hidden)
  • +10% to maximum Cold Resistance (Hidden)
1
Freezer Permafrost Monster has augmented Freeze and Chill powers
Generic Armour

Rewards: Generic + Armour

  • Always Freezes Enemies on Hit (Hidden)
  • All Damage can Freeze (Hidden)
  • 25% increased Freeze Duration on Enemies (Hidden)
  • Immune to Freeze (Hidden)
  • Immune to Chill (Hidden)
1
Speed Hasted Monster is faster
Generic

Rewards: Generic

  • 50% increased Attack and Cast Speed (Hidden)
  • 50% increased Movement Speed
  • 100% increased Evasion Rating
  • 100% chance to gain a Frenzy Charge on Hit
1
Deadeye Deadeye Monster is Accurate and applies Marks
Armour Trinkets

Rewards: Armour + Trinkets

  • Your hits can't be Evaded (Hidden)
  • 50% increased Damage
  • 60% less Damage taken if you have not been Hit Recently (Hidden)
  • 200% increased Evasion Rating if you have been Hit Recently (Hidden)
1
Bombardier Bombardier Monster has augmented Projectile powers and periodically unleashes a barrage of mortars
Weapon Armour

Rewards: Weapon + Armour

  • Skills fire 5 additional Projectiles
  • Skills Chain +2 times (Hidden)
  • Projectiles can Chain when colliding with terrain (Hidden)
  • Projectiles gain Damage as they travel farther, dealing up
  • to 80% increased Damage with Hits to targets (Hidden)
1
Flametouched Flameweaver Monster is imbued with Fire Damage and Resistance
Weapon

Rewards: Weapon

  • Inflict Fire Exposure on Hit (Hidden)
  • 25% of Physical Damage Converted to Fire Damage
  • 50% increased Fire Damage (Hidden)
  • Gain 50% of Physical Damage as Extra Fire Damage
  • +75% to Fire Resistance (Hidden)
  • +10% to maximum Fire Resistance (Hidden)
1
Fire Incendiary Monster has augmented Ignite powers
Generic Weapon

Rewards: Generic + Weapon

  • Your Hits always Ignite (Hidden)
  • All Damage can Ignite (Hidden)
  • 25% increased Ignite Duration on Enemies (Hidden)
  • +75% to Fire Resistance (Hidden)
  • 80% reduced Ignite Duration on you (Hidden)
1
EnergyShield Arcane Buffer Monster has augmented Energy Shield powers and releases a stunning nova when Energy Shield breaks
Essences

Rewards: Essences

  • 150% faster start of Energy Shield Recharge (Hidden)
  • Chaos Damage does not bypass Energy Shield (Hidden)
  • 40% of Maximum Life is added to Maximum Energy Shield (Hidden)
1
Caster Echoist Monster repeats skills additional times
Generic Currency

Rewards: Generic + Currency

  • 200% increased Attack Speed
  • 200% increased Cast Speed
  • Skills Repeat an additional 2 Times (Hidden)
1
Stormtouched Stormweaver Monster is imbued with Lightning Damage and Resistance
Trinkets

Rewards: Trinkets

  • Inflict Lightning Exposure on Hit (Hidden)
  • 25% of Physical Damage Converted to Lightning Damage
  • 50% increased Lightning Damage (Hidden)
  • Gain 50% of Physical Damage as Extra Lightning Damage
  • +75% to Lightning Resistance (Hidden)
  • +10% to maximum Lightning Resistance (Hidden)
1
Shocker Dynamo Monster has augmented Shock powers
Generic Trinkets

Rewards: Generic + Trinkets

  • Your Hits always Shock (Hidden)
  • All Damage can Shock (Hidden)
  • 50% increased Effect of Shock (Hidden)
  • 100% increased Shock Duration on Enemies (Hidden)
  • Immune to Shock (Hidden)
1
Bonebreaker Bonebreaker Monster has augmented Stun powers. Monster hits are slower and can't be evaded
Generic Weapon

Rewards: Generic + Weapon

  • Always Stuns Enemies on Hit (Hidden)
  • 100% chance to double Stun Duration (Hidden)
  • 60% increased Damage
  • 30% reduced Attack and Cast Speed (Hidden)
  • Resolute Technique (Hidden)
  • Cannot be Stunned
1
Bloodletter Bloodletter Monster has augmented Bleed powers. Monster Maims nearby enemies
Weapon Trinkets

Rewards: Weapon + Trinkets

Items dropped from the Monster and its Minions are Corrupted
  • Attacks cause Bleeding (Hidden)
  • 100% increased Damage with Bleeding (Hidden)
  • 25% increased Bleeding Duration (Hidden)
  • 70% reduced Physical Damage taken over time (Hidden)
  • 30% reduced Movement Speed
1
Steelattuned Steel-infused Monster is imbued with Physical Damage and Physical Damage Reduction
Weapon

Rewards: Weapon

  • Overwhelm 100% Physical Damage Reduction (Hidden)
  • 50% increased Global Physical Damage (Hidden)
  • 50% additional Physical Damage Reduction
  • Cannot be Stunned
1
Gargantuan Gargantuan Monster is massive, granting more Life, Area of Effect, and Damage
Currency

Rewards: Currency

  • 40% increased Damage
  • 40% increased Character Size (Hidden)
  • 100% increased Area of Effect (Hidden)
  • 60% increased maximum Life
1
Rage Berserker Monster Enrages as it loses life
Uniques

Rewards: Uniques

  • 80% increased Damage
  • 60% increased Movement Speed
  • 60% reduced Damage taken (Hidden)
  • 50% increased Character Size (Hidden)
  • 100% increased Attack Speed
  • 100% increased Cast Speed
1
Defender Sentinel Monster is imbued with Block and Spell Block. Monster Triggers Reckoning when hit
Armour Armour

Rewards: Armour + Armour

  • Blocks Attacks and Spells
  • +10% to maximum Chance to Block Attack Damage (Hidden)
  • +10% to maximum Chance to Block Spell Damage (Hidden)
1
Juggernaut Juggernaut Monster cannot be Slowed or Stunned. Monster gains Endurance Charges
Harbinger

Rewards: Harbinger

  • Cannot be Stunned
  • Action Speed cannot be modified to below base value
  • Movement Speed cannot be modified to below base value (Hidden)
  • 15% increased Character Size (Hidden)
  • 30% increased Area of Effect (Hidden)
  • +3 to Maximum Endurance Charges (Hidden)
1
Vampiric Vampiric Monster has augmented Life Leech powers
Fossils

Rewards: Fossils

  • 100% of Damage Leeched as Life (Hidden)
  • Life Leech effects are not removed when Unreserved Life is Filled (Hidden)
  • 40% increased Damage while Leeching Life (Hidden)
  • Enemies Cannot Leech Life From you
  • Enemies Cannot Leech Mana From you (Hidden)
  • Enemies Cannot Leech Energy Shield From you (Hidden)
1
Chargegenerator Overcharged Monster grants Charges to itself and Allies over time
Trinkets Trinkets

Rewards: Trinkets + Trinkets

  • +3 to Maximum Endurance Charges (Hidden)
  • +3 to Maximum Frenzy Charges (Hidden)
  • +3 to Maximum Power Charges (Hidden)
1
Soulconduit Soul Conduit On death, Monster and nearby Allies are revived
Maps

Rewards: Maps

  • Corpse can not be destroyed (Hidden)
  • Can not be dominated (Hidden)
1
Wealthy Opulent

Monster is fabulously wealthy

  • monster dropped item quantity +5000%
  • monster dropped item rarity +25000%
  • 5000% increased Quantity of Items dropped by this Monster (Hidden)
  • 25000% increased Rarity of Items dropped by this Monster (Hidden)
1
Oppressor Malediction Monster has a weakening Aura
DivinationCards

Rewards: Divination Cards

  • 50% increased Damage taken (Hidden)
  • 20% reduced Movement Speed
1
Consecration Consecrator Monster periodically creates Consecrated Ground, healing allies and making them immune to curses and ailments
Fragments

Rewards: Fragments

  • Immune to Elemental Ailments while on Consecrated Ground (Hidden)
1
Rampage Frenzied Monster and allies periodically Enrage
Generic Uniques

Rewards: Generic + Uniques

  • Enrage grants increased attack speed, movement speed and damage for the duration of the enrage. It has a cooldown.
1

PoE Archnemesis recipes 3.17.1 Improvements

  • Added a dropdown list that has all your discovered recipes, so it's easy to see which ones you have the components of.
  • You can click one to highlight only that recipe, so you can filter its components without having to type it in the search filter.
  • You can select multiple recipes at once to plan out what recipes you're working towards. They'll have an indicator to show if you can complete a selected recipe with the components you have (the little arrow in the corner goes red if no selected recipe is completable).

PoE Archnemesis recipes 3.17.1 Improvements

Rewards Cheat Sheet

Value Icon Type Typical drops Weight
Very High Currency Common currency, 1-4 Chaos Orbs, Small chance for Exalted Shards, Ancient Shards, Divine Orbs.
Commonly drops Regal Orbs which have a 2-4% chance to convert to Exalted Orbs if the Thief's Trinket with the mod is equipped.
500
Medium Uniques Low level unique items, small chance for unique maps and valuable uniques like Intuitive Leap. 300
Low Gems Low level skill gems. Not possible to obtain Anomalous/Divergent/Awakened/Phantasmal gems 300
High Maps Valuable white and yellow maps (T1 to T10). Small chance for red maps (T11+). 100
High Jewelry Rings, Amulets, Jewels, Abyss Jewels, Belts, Small chance for valuable jewels like Primordial Harmony and Unnatural Instinct 200
Medium Armour Armour, Weapons, Jewels, Small chance for currency & Influenced armour 200
Medium Weapon Weapons, Veiled weapons, Small chance for Influenced weapons 200
Medium Abyss
Abyss Jewels, Stygian Vise belts 150
Very High Harbinger Harbinger's Orbs, Beachhead map, Small chance for Ancient Orbs & Exalted Shards 150
Medium Breach
Breachstones, Splinter of Xoph/Tul/Esh, small chance for Splinter of Chayula or Chayula's Breachstone 150
Medium Essences Low and mid-level Essences, small chance for high level Essences, Remnant of Corruption or Essence of Horror 250
High Fragments Scarabs, Sacrifice at Dusk/Dawn/Noon/Midnight, Offering to the Goddess, Small chance for valuable map fragments 250
High Fossils Fossils, Resonators 150
High Divination Cards
2-8 Stacked Decks, Random cards, Small chance for valuable cards like The Nurse 300
Medium Random Random gear, currency, small chance for unique items. 100
Low Talismans Corrupted Talismans 150
Low Legion
Legion Reward Room
Splinters, Incubators 150
Low Labyrinth Offering to the Goddess, small chance for Gift to the Goddess  
Low Blight Low level Oils, small chance for Expensive Oils 150
High Metamorph
Catalysts for rings & amulets, small chance for valuable Fertile Catalysts and Prismatic Catalysts 150
High Delirium Splinters, Cluster Jewels 150

Archnemesis Mod Item Filter

Archnemesis Mods can be filtered by name. For example, ArchnemesisMod "Hasted" or ArchnemesisMod "Toxic".

PoE Challenges

Challenge 1: Defeat Archnemeses I(3)

Complete the following Archnemesis encounters.

  • Collect Archnemesis modifiers (0/10)
  • Defeat Archnemesis monsters (0/5)
  • Complete an Archnemesis modifier recipe

Challenge 2: Defeat Archnemeses II(27)

Defeat Archnemesis monsters with the following modifiers.

  • Arcane Buffer
  • Berserker
  • Bloodletter
  • Bombardier
  • Bonebreaker
  • Chaosweaver
  • Consecrator
  • Deadeye
  • Dynamo
  • Echoist
  • Flameweaver
  • Frenzied
  • Frostweaver
  • Gargantuan
  • Hasted
  • Incendiary
  • Juggernaut
  • Malediction
  • Opulent
  • Overcharged
  • Permafrost
  • Sentinel
  • Soul Conduit
  • Steel-infused
  • Stormweaver
  • Toxic
  • Vampiric

Challenge 3: Defeat Archnemeses III(4)

Defeat Archnemesis monsters with four of the following combinations of modifiers.

  • Arakaali-touched, Empowering Minions, Evocationist, and Solaris-touched
  • Assassin, Invulnerable, Lunaris-touched, and Temporal Bubble
  • Berserker, Bombardier, Effigy, and Frenzied
  • Bloodletter, Frost Strider, Ice Prison, and Sentinel
  • Brine King-touched, Flame Strider, Magma Barrier, and Shakari-touched
  • Executioner, Mirror Image, Soul Eater, and Treant Horde

Challenge 4: Defeat Archnemeses IV(36)

Defeat Archnemesis monsters with the following modifiers.

  • Abberath-touched
  • Arakaali-touched
  • Assassin
  • Brine King-touched
  • Corpse Detonator
  • Corrupter
  • Crystal-skinned
  • Drought Bringer
  • Effigy
  • Empowered Elements
  • Empowering Minions
  • Entangler
  • Evocationist
  • Executioner
  • Flame Strider
  • Frost Strider
  • Heralding Minions
  • Hexer
  • Ice Prison
  • Innocence-touched
  • Invulnerable
  • Kitava-touched
  • Lunaris-touched
  • Magma Barrier
  • Mana Siphoner
  • Mirror Image
  • Necromancer
  • Rejuvenating
  • Shakari-touched
  • Solaris-touched
  • Soul Eater
  • Storm Strider
  • Temporal Bubble
  • Treant Horde
  • Trickster
  • Tukohama-touched

Archnemesis Recipe Guide

In the Archnemesis league, you'll build your own Rare boss fights by applying new monster modifiers to petrified monsters, found throughout every area. These modifiers add dangerous behaviours to their targets but also imbue them with valuable rewards. Each subsequent petrified monster you imbue within an area keeps all of the previous modifiers applied, allowing you to build some extremely difficult and rewarding encounters. There are over 60 new boss modifiers to discover, more than half of which can be created by combining other modifiers in specific recipes to unlock the most powerful and rewarding modifiers.

PoE Archnemesis Mods

Archnemesis is a challenge league that reinvigorates fights with rare monsters. It introduces around 60 new monster mods and allows you to customise your rare boss fights to control your level of risk and reward. These mods can be combined in over 35 recipes to create new, more powerful and rewarding mods. As you play through the league, you'll discover more recipes and learn how to best utilise them to get the most valuable rewards.

When you slay regular Rare and Magic monsters in the Archnemesis League, they sometimes drop an itemised version of a new Archnemesis monster modifier. You store these in a dedicated inventory panel so that they don't clutter your regular inventory.

Over the course of each area you play, you'll encounter four monsters that are frozen in place, petrified and bound to the Archnemesis statue. When you find such a monster, you can free it by empowering it with an Archnemesis mod. If you're able to successfully defeat the empowered monster, then you will receive the fixed reward that corresponds to that modifier.

The trick that makes this league awesome is the four petrified monsters per area.

The mods you apply will accumulate as you play through the area. When you empower your second monster, it also has the mod you applied to the first monster. This results in a fight that has twice as many dangerous mods, and twice as many rewards. Even though you received the reward from the first mod when you killed the first petrified monster, you receive a second reward of that type when you kill the second petrified monster. The same applies to the third and fourth fights in the area as well. By the time you defeat the fourth monster, you'll have received the first reward four times, the second reward three times, and so on.

Take care when picking what order you consume your mods so that you can maximise your rewards.

More than half of the available mods are created by combining other mods together on the same monster.

Arch Nemesis Recipes yield substantially more dangerous encounters and have more valuable rewards. Even if you're not completing a recipe with your modifiers, you can still combine them to get some ridiculous combinations of rewards. For example: Defeating an Innocence-touched enemy grants three currency rewards and converts all other rewards into currency. Defeating a Mirror Image enemy grants a divination card reward and rerolls all rewards three times, yielding the rarest result. Killing a Flame Walker enemy grants three weapon rewards. Killing a Toxic enemy drops a generic reward plus a gem reward. If you were to kill an enemy with all four modifiers, you'd get a total of 9 currency rewards, each rolled three times to drop the best result. But if you apply the mods in the order mentioned above, then as you kill each of the four monsters in the area, you'll receive the earlier rewards multiple times. The end result is the equivalent of getting 60 currency rewards and receiving the best 20 plus three regular currency rewards.

To prevent you having to backtrack, there are more than four possible locations where you may encounter petrified monsters in each area, but only the first four you encounter can be empowered and fought.

Archnemesis mods cannot be traded with other players. Your progress is your own.

Path of Exile Guides & Tips