PoE Archnemesis Mods 3.19

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]

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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.

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