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.
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The original motivation for developing Archnemesis was that the previous monster mod system was very out of date.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.
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.
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.
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.
No.
Pantheon mods still exist but are very rare.
This makes all monster fire damage ignite, so it makes all your fire damage ignite if you steal it.
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.
Not yet.
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.
We're still working on this, but we can confirm:
We are still iterating on these systems and don't want to set expectations around this in either direction just yet.
Level | Name | Rare Monster Modifiers |
---|---|---|
68 | Abberath-touched |
|
68 | Arakaali-touched |
|
6 | Arcane Buffer |
|
24 | Assassin |
|
34 | Benevolent Guardian |
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 |
|
18 | Bloodletter |
|
34 | Bombardier |
|
24 | Bonebreaker |
|
68 | Brine King-touched |
|
6 | Chaosweaver |
|
24 | Consecrator |
|
34 | Corpse Detonator |
|
46 | Corrupter |
|
34 | Crystal-skinned |
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 |
|
46 | Drought Bringer |
|
6 | Echoist |
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 |
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 |
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 |
|
68 | Empowering Minions |
|
18 | Entangler |
|
34 | Executioner |
|
34 | Final Gasp |
3.18.0b Hotfix 1: It can no longer appear on Ritual Monsters. |
13 | Flame Strider |
|
1 | Flameweaver |
|
24 | Frenzied |
|
13 | Frost Strider |
|
1 | Frostweaver |
|
1 | Gargantuan |
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6 | Hasted |
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34 | Heralding Minions |
|
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.
|
24 | Hexer |
|
18 | Ice Prison |
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 |
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 |
|
24 | Juggernaut |
|
68 | Kitava-touched |
|
68 | Lunaris-touched |
|
34 | Magma Barrier |
|
34 | Malediction |
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34 | Mana Siphoner |
|
24 | Mirror Image |
|
24 | Necromancer |
|
68 | Opulent |
|
13 | Overcharged |
|
68 | Permafrost |
3.19.1c: Removed the damage from the Permafrost Archnemesis modifiers cold-damaging ground area. The area now only applies chill. |
46 | Prismatic |
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34 | Rejuvenating |
|
6 | Sentinel |
|
68 | Shakari-touched |
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68 | Solaris-touched |
|
24 | Soul Conduit |
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34 | Soul Eater |
|
24 | Spirit Walkers | Each mob has an apparition of themselves, doubling the size of the pack. The appartions also grant experience when killed.
|
6 | Splinterer |
|
1 | Steel-infused |
|
24 | Storm Herald |
|
13 | Storm Strider |
|
1 | Stormweaver |
|
34 | Temporal Bubble |
|
18 | Toxic |
3.19.1c: Disabled Volatiles from spawning on death when a Magic monster with the Toxic Archnemesis modifier is slain. |
18 | Treant Horde |
|
68 | Trickster |
|
68 | Tukohama-touched |
|
24 | Union of Souls |
|
13 | Vampiric |
|
68 | Voidspawn of Abaxoth |
|
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.
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.
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.
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.
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.
Icon | Name | Arch Nemesis Recipes | Description | Stats | Tier |
---|---|---|---|---|---|
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Heralding Minions |
Dynamo + Arcane Buffer |
Monster's minions summon invulnerable Lightning Totems on death![]() ![]() Rewards: Fragments + Fragments |
|
2 |
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Empowering Minions | ![]() ![]() ![]() Necromancer + Executioner + Gargantuan |
Monster's minions are empowered. Minions empower the Monster with additional modifiers on death![]() ![]() Rewards: Blight + Ritual |
Monster Minion Modifiers:
|
3 |
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Assassin | ![]() ![]() Deadeye + Vampiric |
Monster has augmented Critical powers and has Shroud Walker![]() ![]() Rewards: Currency + Currency |
|
2 |
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Trickster | ![]() ![]() ![]() Overcharged + Assassin + Echoist |
Monster has damage avoidance. Monster periodically Flees![]() ![]() ![]() Rewards: Currency + Uniques + Divination Cards |
|
3 |
![]() |
Necromancer | ![]() ![]() Bombardier + Overcharged |
Monster can raise Undead. Minions are empowered and revive shortly after dying![]() Rewards: Generic Rewards are rolled 2 additional times, choosing the rarest result |
|
2 |
![]() |
Rejuvenating | ![]() ![]() Gargantuan + Vampiric |
Monster has Life Regeneration. Periodically releases a wave that heals nearby allies and prevents enemy Life and Energy Shield recovery![]() Rewards: Currency Rewards are rolled 1 additional time, choosing the rarest result |
|
2 |
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Executioner | ![]() ![]() Frenzied + Berserker |
Monster gains Damage based on missing enemy Life. Monster has an aura that prevents enemies recovering Life and Energy Shield above 50%![]() ![]() Rewards: Legion + Breach |
|
2 |
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Hexer | ![]() ![]() Chaosweaver + Echoist |
Monster is Hexproof. Monster is followed by a Hexing Effigy that creates Hexing areas![]() ![]() Rewards: Essences + Essences |
|
2 |
![]() |
Drought Bringer | ![]() ![]() Malediction + Deadeye |
Monster disables Flask effects on hit. Monster has an aura that drains Flask charges and prevents gaining Flask charges![]() ![]() Rewards: Labyrinth + Labyrinth |
|
2 |
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Entangler | ![]() ![]() Toxic + Bloodletter |
Monster creates Thorned Vines that slow and deal Chaos Damage over time.![]() ![]() Rewards: Fossils + Fossils |
|
2 |
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Temporal Bubble | ![]() ![]() ![]() 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![]() ![]() Rewards: Heist + Expedition |
|
3 |
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Treant Horde | ![]() ![]() ![]() Toxic + Sentinel + Steel-infused |
Monster's minions are replaced with powerful Treants. Some Damage taken from the monster is split between the Treants![]() Rewards: Generic Monster's Minions drop a randomly-chosen Reward Type |
|
2 |
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Frost Strider | ![]() ![]() Frostweaver + Hasted |
Monster leaves Chilling Ground in its wake. Minions create Frost Bearers on death![]() ![]() ![]() Rewards: Armour + Armour+ Armour |
|
2 |
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Ice Prison | ![]() ![]() Permafrost + Sentinel |
Monster periodically entraps players in a cage of ice![]() ![]() Rewards: Armour + Armour Rewards are rolled 1 additional time, choosing the rarest result |
|
2 |
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Soul Eater | ![]() ![]() ![]() Soul Conduit + Necromancer + Gargantuan |
Monster empowers when nearby allies die. Periodically summons Phantasms![]() ![]() Rewards: Maps + Maps |
|
3 |
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Flame Strider | ![]() ![]() Flameweaver + Hasted |
Monster leaves Burning Ground in its wake. Minions create Flame Bearers on death![]() ![]() ![]() Rewards: Weapon + Weapon + Weapon |
|
2 |
![]() |
Corpse Detonator | ![]() ![]() Necromancer + Incendiary |
Monster detonates nearby Corpses. Monster periodically creates Corpses![]() ![]() 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. |
|
3 |
![]() |
Evocationist | ![]() ![]() ![]() Flameweaver + Frostweaver + Stormweaver |
Monster is imbued with Elemental Damage, Resistances and Ailments![]() ![]() ![]() ![]() Rewards: Generic + Weapon + Armour + Trinkets |
|
2 |
![]() |
Magma Barrier | ![]() ![]() Incendiary + Bonebreaker |
Monster is protected by a Magmatic shield that explodes when depleted. Monster periodically creates Volatile Flamebloods![]() ![]() Rewards: Weapon + Weapon Rewards are rolled 1 additional time, choosing the rarest result |
|
2 |
![]() |
Mirror Image | ![]() ![]() Echoist + Soul Conduit |
Monster can create illusions of itself![]() Rewards: Scarabs Rewards are rolled 2 additional times, choosing the rarest result |
2 | |
![]() |
Storm Strider | ![]() ![]() Stormweaver + Hasted |
Monster leaves Shocking Ground in its wake and spawns Lightning Mirages when hit. Minions create Storm Bearers on death![]() ![]() ![]() Rewards: Trinkets + Trinkets + Trinkets |
|
2 |
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Mana Siphoner | ![]() ![]() Consecrator + Dynamo |
Monster is surrounded by a ring that deals Lightning Damage over time as well as draining Mana![]() ![]() Rewards: Trinkets + Trinkets Rewards are rolled 1 additional time, choosing the rarest result |
|
2 |
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Corrupter | ![]() ![]() Bloodletter + Chaosweaver |
Monster inflicts Corrupted Blood on Hit and when Hit. Minions create Corrupted Bubbles on death![]() ![]() Rewards: Abyss + Abyss Items dropped from the Monster and its Minions are Corrupted |
|
2 |
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Invulnerable | ![]() ![]() ![]() Sentinel + Juggernaut + Consecrator |
Monster and its Minions periodically become immune to all Damage. Minions cannot die while Monster is alive![]() ![]() Rewards: Delirium + Metamorphosis |
|
2 |
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Crystal-skinned | ![]() ![]() ![]() Permafrost + Rejuvenating + Berserker |
Monster triggers the creation of Crystals when hit. Crystals explode when the Monster dies![]() ![]() Rewards: Harbinger + Harbinger |
|
3 |
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Empowered Elements | ![]() ![]() ![]() Evocationist + Steel-infused + Chaosweaver |
Monster cycles between imbued damage of a particular type and immunity to all other damage types![]() ![]() Rewards: Uniques + Uniques Rewards are rolled 1 additional time, choosing the rarest result |
3 | |
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Effigy | ![]() ![]() ![]() Hexer + Malediction + Corrupter |
Monster creates an Effigy of the player. Damage dealt to the Effigy is also reflected to the bonded player![]() ![]() Rewards: Divination Cards + Divination Cards Rewards are rolled 1 additional time, choosing the rarest result |
3 | |
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Lunaris-touched | ![]() ![]() ![]() Invulnerable + Frost Strider + Empowering Minions |
Monster uses the abilities of Lunaris![]() Rewards: Uniques All Reward Types have an additional reward |
|
4 |
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Solaris-touched | ![]() ![]() ![]() Invulnerable + Magma Barrier + Empowering Minions |
Monster uses the abilities of Solaris![]() Rewards: Scarabs All Reward Types have an additional reward |
|
4 |
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Arakaali-touched | ![]() ![]() ![]() Corpse Detonator + Entangler + Assassin |
Monster uses the abilities of Arakaali![]() Rewards: Divination Cards All Reward Types are Divination Cards |
|
4 |
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Brine King-touched | ![]() ![]() ![]() Ice Prison + Storm Strider + Heralding Minions |
Monster uses the abilities of the Brine King![]() ![]() ![]() Rewards: Armour + Armour + Armour Rewards are rolled 6 additional times, choosing the rarest result |
|
3 |
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Tukohama-touched | ![]() ![]() ![]() Bonebreaker + Executioner + Magma Barrier |
Monster uses the abilities of Tukohama![]() ![]() ![]() Rewards: Weapon + Weapon + Fragments Rewards are rolled 4 additional times, choosing the rarest result |
|
3 |
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Abberath-touched | ![]() ![]() ![]() Flame Strider + Frenzied + Rejuvenating |
Monster uses the abilities of Abberath![]() ![]() ![]() Rewards: Trinkets + Trinkets + Maps Rewards are rolled 4 additional times, choosing the rarest result |
|
3 |
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Shakari-touched | ![]() ![]() ![]() Entangler + Soul Eater + Drought Bringer |
Monster uses the abilities of Shakari![]() Rewards: Uniques All Reward Types are Uniques |
|
4 |
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Innocence-touched | ![]() ![]() ![]() ![]() Lunaris-touched + Solaris-touched + Mirror Image + Mana Siphoner |
Monster uses the abilities of Innocence![]() ![]() ![]() Rewards: Currency + Currency + Currency All Reward Types are Currency |
|
5 |
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Kitava-touched | ![]() ![]() ![]() ![]() Tukohama-touched + Abberath-touched + Corrupter + Corpse Detonator |
Monster uses the abilities of Kitava![]() Rewards: Generic Rewards are doubled |
|
4 |
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Toxic | Monster has augmented Poison powers![]() ![]() Rewards: Generic + Gems |
|
1 | |
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Chaosweaver | Monster is imbued with Chaos Damage and Resistance![]() Rewards: Gems |
|
1 | |
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Frostweaver | Monster is imbued with Cold Damage and Resistance![]() Rewards: Armour |
|
1 | |
![]() |
Permafrost | Monster has augmented Freeze and Chill powers![]() ![]() Rewards: Generic + Armour |
|
1 | |
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Hasted | Monster is faster![]() Rewards: Generic |
|
1 | |
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Deadeye | Monster is Accurate and applies Marks![]() ![]() Rewards: Armour + Trinkets |
|
1 | |
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Bombardier | Monster has augmented Projectile powers and periodically unleashes a barrage of mortars![]() ![]() Rewards: Weapon + Armour |
|
1 | |
![]() |
Flameweaver | Monster is imbued with Fire Damage and Resistance![]() Rewards: Weapon |
|
1 | |
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Incendiary | Monster has augmented Ignite powers![]() ![]() Rewards: Generic + Weapon |
|
1 | |
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Arcane Buffer | Monster has augmented Energy Shield powers and releases a stunning nova when Energy Shield breaks![]() Rewards: Essences |
|
1 | |
![]() |
Echoist | Monster repeats skills additional times![]() ![]() Rewards: Generic + Currency |
|
1 | |
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Stormweaver | Monster is imbued with Lightning Damage and Resistance![]() Rewards: Trinkets |
|
1 | |
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Dynamo | Monster has augmented Shock powers![]() ![]() Rewards: Generic + Trinkets |
|
1 | |
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Bonebreaker | Monster has augmented Stun powers. Monster hits are slower and can't be evaded![]() ![]() Rewards: Generic + Weapon |
|
1 | |
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Bloodletter | Monster has augmented Bleed powers. Monster Maims nearby enemies![]() ![]() Rewards: Weapon + Trinkets Items dropped from the Monster and its Minions are Corrupted |
|
1 | |
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Steel-infused | Monster is imbued with Physical Damage and Physical Damage Reduction![]() Rewards: Weapon |
|
1 | |
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Gargantuan | Monster is massive, granting more Life, Area of Effect, and Damage![]() Rewards: Currency |
|
1 | |
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Berserker | Monster Enrages as it loses life![]() Rewards: Uniques |
|
1 | |
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Sentinel | Monster is imbued with Block and Spell Block. Monster Triggers Reckoning when hit![]() ![]() Rewards: Armour + Armour |
|
1 | |
![]() |
Juggernaut | Monster cannot be Slowed or Stunned. Monster gains Endurance Charges![]() Rewards: Harbinger |
|
1 | |
![]() |
Vampiric | Monster has augmented Life Leech powers![]() Rewards: Fossils |
|
1 | |
![]() |
Overcharged | Monster grants Charges to itself and Allies over time![]() ![]() Rewards: Trinkets + Trinkets |
|
1 | |
![]() |
Soul Conduit | On death, Monster and nearby Allies are revived![]() Rewards: Maps |
|
1 | |
![]() |
Opulent | Monster is fabulously wealthy
|
|
1 | |
![]() |
Malediction | Monster has a weakening Aura![]() Rewards: Divination Cards |
|
1 | |
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Consecrator | Monster periodically creates Consecrated Ground, healing allies and making them immune to curses and ailments![]() Rewards: Fragments |
|
1 | |
![]() |
Frenzied | Monster and allies periodically Enrage![]() ![]() Rewards: Generic + Uniques |
|
1 |
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 Mods can be filtered by name. For example, ArchnemesisMod "Hasted" or ArchnemesisMod "Toxic".
Complete the following Archnemesis encounters.
Defeat Archnemesis monsters with the following modifiers.
|
|
Defeat Archnemesis monsters with four of the following combinations of modifiers.
Defeat Archnemesis monsters with the following modifiers.
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|
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.
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.