Archnemesis Unique /15 ⍟
+(10–16) to all Attributes
(5–10)% increased Experience Gain of Gems
+1 to Level of all Skill Gems
+(20–30)% to Quality of all Skill Gems
(12–16)% increased Spell Damage
Socketed Projectile Spells deal 150% more Damage with Hits
Socketed Projectile Spells have +4 seconds to Cooldown
Socketed Projectile Spells fire 4 additional Projectiles
Socketed Projectile Spells fire Projectiles in a circle
Socketed Projectile Spells have 80% less Skill Effect Duration
(140–180)% increased Energy Shield
(16–20)% increased Melee Damage
Adds (2–3) to (22–26) Physical Damage to Attacks
(100–150)% increased Armour
(20–30)% chance to inflict Corrosion on Hit with Attacks
(20–30)% chance to gain an Endurance Charge on Hitting an Enemy with no Armour
(20–30)% chance to gain a Frenzy Charge on Hitting an Enemy with no Evasion Rating
(-5000 to total Armour and -1000 to total Evasion Rating per Corrosion. Corrosion lasts 4 seconds and refreshes the duration of existing Corrosion)
+(10–16) to all Attributes
Modifiers to Attributes instead apply to Omniscience
+1% to all Elemental Resistances per 15 Omniscience
Penetrate 1% Elemental Resistances per 15 Omniscience
Attribute Requirements can be satisfied by (15–25)% of Omniscience
+(10–20) to maximum Life
(150–250)% increased Armour
+(20–25)% Chance to Block
-1% Chance to Block Attack Damage for every 200 Fire Damage taken from Hits Recently
(10–20)% of Cold Damage taken as Fire Damage
(10–20)% of Lightning Damage taken as Fire Damage
(10–20)% of Physical Damage taken as Fire Damage
Scorch Enemies in Close Range when you Block
(Recently refers to the past 4 seconds)
(Scorched Enemies have -10% to Elemental Resistances)
(Close Range is up to 2 metres)
Removes all Energy Shield
Life that would be lost by taking Damage is instead Reserved
until you take no Damage to Life for 2 seconds
(20–30)% more Maximum Life
With at least 40 Strength in Radius, Combust is Disabled
With at least 40 Strength in Radius, Attacks Exerted by Infernal Cry deal (40–60)% more Damage with Ignite
Allocates 1 if you have the matching modifier on Forbidden Flesh
Corrupted
Allocates 1 if you have the matching modifier on Forbidden Flame
Corrupted
+(13–17)% to Chaos Resistance
+(80–100) to maximum Life
30% increased Movement Speed
You gain 3 Grasping Vines when you take a Critical Strike
Nearby stationary Enemies gain a Grasping Vine every 0.5 seconds
All Damage inflicts Poison against Enemies affected by at least 3 Grasping Vines
You take (30–50)% reduced Extra Damage from Critical Strikes by Poisoned Enemies
(Up to 10 Vines can grasp you, inflicting 8% less Movement Speed per Vine. Broken by moving)
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
(-80–-70)% to all Elemental Resistances
(-6–-4)% to all maximum Elemental Resistances
Elemental Resistances are capped by your highest Maximum Elemental Resistance instead
(Maximum Resistances cannot be raised above 90%)
(15–25)% increased Elemental Damage
(15–25)% increased Global Critical Strike Chance
+(20–40)% to Fire Resistance
+(20–40)% to Cold Resistance
(10–20)% increased Duration of Ailments on Enemies
Left Ring slot: Cover Enemies in Ash for 5 seconds when you Ignite them
Right Ring slot: Cover Enemies in Frost for 5 seconds when you Freeze them
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken)
(Being Covered in Frost applies 50% less Critical Strike Chance and 20% increased Cold Damage Taken)
(300–350)% increased Energy Shield
+(50–70) to maximum Mana
(10–20)% chance for Energy Shield Recharge to start when you Kill an Enemy
(30–40)% less Energy Shield Recharge Rate
+18% Chance to Block Attack Damage while wielding a Staff
(60–70)% reduced Elemental Resistances
Deal Triple Damage with Elemental Skills
(120–160)% increased Physical Damage
(16–20)% increased Attack Speed
Lose all Frenzy Charges on reaching Maximum Frenzy Charges to make the next Bow Attack you perform fire that many additional Arrows
+(30–50)% Global Critical Strike Multiplier while you have a Frenzy Charge
(20–40)% chance to gain a Frenzy Charge for each Enemy you hit with a Critical Strike
Archnemesis Item /73 ⍟
Al-Hezmin's Crest
Stack Size: 1 / 10
Area Level: 84
10% increased Quantity of Items found in this Area
Atlas Book of Skill
A Book of Skill. Right-click to gain an Atlas Passive Skill Point and two Atlas Passive Respec Points.
Atlas Book of Skill
A Book of Skill. Right-click to gain an Atlas Passive Skill Point and two Atlas Passive Respec Points.
Atlas Book of Skill
A Book of Skill. Right-click to gain an Atlas Passive Skill Point and two Atlas Passive Respec Points.
Atlas Book of Skill
A Book of Skill. Right-click to gain an Atlas Passive Skill Point and two Atlas Passive Respec Points.
Atlas Book of Skill
A Book of Skill. Right-click to gain an Atlas Passive Skill Point and two Atlas Passive Respec Points.
Atlas Book of Skill
A Book of Skill. Right-click to gain an Atlas Passive Skill Point and two Atlas Passive Respec Points.
Baran's Crest
Stack Size: 1 / 10
Area Level: 84
10% increased Quantity of Items found in this Area
Bijoux
Stack Size: 1 / 3
Cluster Jewel
Item Level: 84
Blazing Arrow Quiver
Requires Level 45
Adds (12–15) to (24–27) Fire Damage to Attacks
Blighted Scouting Report
Stack Size: 1 / 20
Reroll all of Kirac's Atlas Missions, including at least one Blighted Map
Comprehensive Scouting Report
Stack Size: 1 / 20
Reroll all of Kirac's Atlas Missions, adding additional mission options
Delirious Scouting Report
Stack Size: 1 / 20
Reroll all of Kirac's Atlas Missions, adding layers of Delirium to all non-Unique Maps
Drox's Crest
Stack Size: 1 / 10
Area Level: 84
10% increased Quantity of Items found in this Area
Duality
Stack Size: 1 / 2
Body Armour
Item Level: 100
Double-Influenced Item
Eldritch Chaos Orb
Stack Size: 1 / 20
If The Searing Exarch is dominant, reroll prefix modifiers
If The Eater of Worlds is dominant, reroll suffix modifiers
Eldritch Exalted Orb
Stack Size: 1 / 10
If The Searing Exarch is dominant, add a prefix modifier
If The Eater of Worlds is dominant, add a suffix modifier
Eldritch Orb of Annulment
Stack Size: 1 / 20
If The Searing Exarch is dominant, remove a prefix modifier
If The Eater of Worlds is dominant, remove a suffix modifier
Exceptional Eldritch Ember
Stack Size: 1 / 10
Adds an Exceptional Searing Exarch implicit modifier to
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Eater of Worlds implicit modifiers
Exceptional Eldritch Ichor
Stack Size: 1 / 10
Adds an Exceptional Eater of Worlds implicit modifier to
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Searing Exarch implicit modifiers
Explorer's Scouting Report
Stack Size: 1 / 20
Reroll all of Kirac's Atlas Missions, using uncompleted non-Unique Maps where possible
Feathered Arrow Quiver
Requires Level 20
(20–30)% increased Projectile Speed
Flesh Compass
Allows you to pursue The Eater of Worlds by adding its influence to a map from your Map Device.
Grand Eldritch Ember
Stack Size: 1 / 10
Adds a Grand Searing Exarch implicit modifier to
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Eater of Worlds implicit modifiers
Grand Eldritch Ichor
Stack Size: 1 / 10
Adds a Grand Eater of Worlds implicit modifier to
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Searing Exarch implicit modifiers
Greater Eldritch Ember
Stack Size: 1 / 10
Adds a Greater Searing Exarch implicit modifier to
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Eater of Worlds implicit modifiers
Greater Eldritch Ichor
Stack Size: 1 / 10
Adds a Greater Eater of Worlds implicit modifier to
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Searing Exarch implicit modifiers
Heavy Arrow Quiver
Requires Level 61
Adds (12–15) to (24–27) Physical Damage to Attacks
Imperfect Memories
Stack Size: 1 / 5
Jewellery
Item Level: 100
Three-Implicit
Synthesised
Incandescent Invitation
Area Level: 83
Open portals to Absence of Patience and Wisdom by using this item in a personal Map Device.
Incandescent Invitation
Area Level: 84
Modifiers to Item Quantity affect the amount of rewards dropped by the boss
Influenced Scouting Report
Stack Size: 1 / 20
Reroll all of Kirac's Atlas Missions, including at least one Shaper Guardian, Elder Guardian, or Elderslayer Map
Judging Voices
Stack Size: 1 / 9
Forbidden Shako
Justified Ambition
Stack Size: 1 / 5
Synthesis Map
Lesser Eldritch Ember
Stack Size: 1 / 10
Adds a Lesser Searing Exarch implicit modifier to
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Eater of Worlds implicit modifiers
Lesser Eldritch Ichor
Stack Size: 1 / 10
Adds a Lesser Eater of Worlds implicit modifier to
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Searing Exarch implicit modifiers
Luminous Astrolabe
Allows you to pursue The Searing Exarch by adding its influence to a map from your Map Device.
Magnum Opus
Stack Size: 1 / 5
Item
Item Level: 100
Three-Implicit
Synthesised
Maven's Invitation: The Atlas
Area Level: 68
Boss Fights: 3
Open portals to The Maven's Crucible by using this item in a personal Map Device.
Maven's Invitation: The Atlas
Area Level: 68
Boss Fights: 4
Open portals to The Maven's Crucible by using this item in a personal Map Device.
Maven's Invitation: The Atlas
Area Level: 68
Boss Fights: 5
Open portals to The Maven's Crucible by using this item in a personal Map Device.
Maven's Invitation: The Atlas
Area Level: 68
Boss Fights: 6
Open portals to The Maven's Crucible by using this item in a personal Map Device.
Maven's Invitation: The Atlas
Area Level: 68
Boss Fights: 10
Maven's Invitation: The Elderslayers
Area Level: 68
Boss Fights: 4
Modifiers to Item Quantity will affect the number of encounter rewards dropped
Misery in Darkness
Stack Size: 1 / 6
Shroud of the Lightless
Oil Extractor
Stack Size: 1 / 10
Destroys an Anointed Item to recover one of the Oils that was used to apply that Anointment
Operative's Scouting Report
Stack Size: 1 / 20
Reroll all of Kirac's Atlas Missions, granting missions with rewarding implicit modifiers
Orb of Conflict
Stack Size: 1 / 10
Unpredictably raise the strength of one Searing Exarch or Eater of Worlds modifier on an item and lower the strength of another
Lesser modifiers that have their strength lowered will be removed
Orb of Dominance
Stack Size: 1 / 10
Removes one Influenced Modifier from an item with at least two Influenced
Modifiers and upgrades another Influenced Modifier
Upgrading a modifier of the highest tier transforms the
modifier into an Elevated Modifier
Attempting to upgrade an Elevated Modifier rerolls its values
Can be used on Body Armours, Boots, Gloves and Helmets
Otherworldly Scouting Report
Stack Size: 1 / 20
Reroll all of Kirac's Atlas Missions, including at least one Breachstone
Parasitic Passengers
Stack Size: 1 / 8
10x Incubator
Item Level: 84
Polaric Invitation
Portal: Polaric Void
Area Level: 79
Open portals to Polaric Void by using this item in a personal Map Device.
Polaric Invitation
Portal: Polaric Void
Area Level: 83
Modifiers to Item Quantity affect the amount of rewards dropped by the boss
Primal Arrow Quiver
Requires Level 66
(20–30)% increased Elemental Damage with Attack Skills
Screaming Invitation
Area Level: 83
Open portals to Absence of Symmetry and Harmony by using this item in a personal Map Device.
Screaming Invitation
Area Level: 84
Modifiers to Item Quantity affect the amount of rewards dropped by the boss
Silence and Frost
Stack Size: 1 / 7
The Pandemonius
Singular Scouting Report
Stack Size: 1 / 20
Reroll all of Kirac's Atlas Missions, including at least one Unique map
Surveyor's Compass
Stack Size: 1 / 10
Stores a Sextant Modifier in an item
The Magma Crab
Stack Size: 1 / 6
Level 21 Vaal Molten Shell
Corrupted
The One That Got Away
Stack Size: 1 / 7
Replica Bated Breath
The Tireless Extractor
Stack Size: 1 / 8
10x Oil
The Transformation
Stack Size: 1 / 5
Tainted Mythic Orb
Vaal Scouting Report
Stack Size: 1 / 20
Reroll all of Kirac's Atlas Missions, corrupting all non-Unique Maps
Veritania's Crest
Stack Size: 1 / 10
Area Level: 84
10% increased Quantity of Items found in this Area
Vile Arrow Quiver
Requires Level 55
Gain (10–15)% of Physical Damage as Extra Chaos Damage
Writhing Invitation
Area Level: 79
Open portals to Seething Chyme by using this item in a personal Map Device.
Writhing Invitation
Area Level: 83
Modifiers to Item Quantity affect the amount of rewards dropped by the boss
Archnemesis Gem /3
Aura Mark Support Duration Blessing Trigger
Name
Divine Blessing Support (31)
Support, Aura, Duration, Blessing
Eternal Blessing Support (38)
Support, Aura, Blessing
Name
Mark On Hit Support (38)
Support, Mark, Trigger
Archnemesis Monster /5 ⍟
NameModifiersSpectre
Hex Polemonster no drops or experience [1]N
Living Crystalmonster no drops or experience [1]N
Shackled Phantasmmonster no drops or experience [1]
monster no beyond portal [1]
N
Volatile Coremonster no drops or experience [1]N
Voodoo Polemonster no drops or experience [1]N
Minimap Icons /3 ⍟
IconCode
Archnemesis
CleansingFireAltar
TangleAltar
Archnemesis Quest /1 ⍟
Normal
Act: 1
Search for Archnemesis Statues in other areas to use the Modifier you have found.

Community Wiki

Edit

Archnemesis

Sanctum Patch Notes

Monster Mods and Archnemesis

Problem:

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

Solution:

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

Problem:

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

Solution:

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

Problem:

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

Solution:

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

Problem:

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

Solution:

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

Conclusion:

  • The original motivation for developing Archnemesis was that the previous monster mod system was very out of date. Many of the mods didn't have any appreciable effect under modern balance and there wasn't a lot of interesting gameplay possible. In our opinion, Archnemesis did succeed at adding a lot of interesting new mechanics to rares, but introduced the problems described above. While creating the new monster mods described, 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.

Kalandra Patch Notes

Archnemesis

  • 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.

Details:

  • 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.

Details:

  • The following Monster modifiers can no longer appear on Magic Monsters that aren't in packs: Consecrator, Empowered Elements, 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.

Problem: Multiple Archnemesis modifiers provide stun immunity to monsters. This is too high a concentration of stun immunity for stun-focused builds.

Solution: Change two of the three Archnemesis modifiers that grant stun immunity to instead grant increased stun threshold.

Details:

  • The Steel-Infused and Bonebreaker Archnemesis modifiers now grant monsters 250% increased Stun Threshold instead of Cannot be Stunned. The Juggernaut modifier still grants Cannot be Stunned.

Sentinel Patch Notes

Archnemesis Changes

  • Archnemesis modifiers have been rebalanced and added to the core game. Existing Magic and Rare monster modifiers have been replaced with Archnemesis modifiers.
  • Rare monsters will be found with two Archnemesis modifiers by default. From Act 6 onwards, there is a chance to find monsters with three modifiers, and in Maps, a chance for finding monsters with four modifiers.
  • Magic monsters will be found with one Archnemesis modifier by default.
  • The life, experience, increased item quantity and rarity of Magic and Rare monsters are no longer primarily determined by the monster's rarity, these are now primarily determined by the type of modifiers on the monster itself. A monster with more, or rarer, modifiers will have more life, increased item quantity and rarity, and grant more experience.
  • Archnemesis modifiers are able to be gained by characters through sources such as Headhunter and Inspired Learning, though you are only able to have one instance of each modifier at any given time.

Bloodlines and Nemesis Removal

  • Bloodlines and Nemesis have been removed from the core game. Some of their modifiers have been incorporated into the new monster modifier system:
  • The Snow Bolt and Inferno Bolt Nemesis modifiers have been incorporated into the Frost Strider and Flame Strider Archnemesis modifiers.
  • The Storm Herald and Final Gasp Nemesis modifiers can now be found as Archnemesis modifiers on Rare Monsters.
  • The Union of Souls, Voidspawn of Abaxoth, Spirit Walkers and Heralds of the Obelisk Bloodlines modifiers have been incorporated into the Archnemesis modifier system, and can be found on Magic monsters.

Timeline (NZT)


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